Races

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The common races across the world. Do note that size does matter. Smaller races have a global -5 to toughness and robustness and a -10% movement speed while all large races have a global +5 toughness and robustness and a +10% movement speed. Humans being chimeric are the only race capable of choose their size and will be assigned these bonuses or penalties based upon that choice. As a note, each empire calls their deviating sub-races something different. The empire refers to theirs simply as deviants, while the federation refers to them as spirit touched and the legion refers to them as yokai.

Small Races

Goblin

Goblin
Common Names: Male: Darren, Brian, Craig, Pádraig. Female: Shannon, Kayleigh , Fiona, Mairead. (Irish Names)
Commonality: Very Common
Civilization: Onokrin Empire, Tribes/Outer factions
Appearance: Short, varying colors, pointed ears, sharp teeth and claws.

For a full lore page, see here.

Short Summary
Goblins are an often disregarded race among the Onokrin, lacking the martial prowess of humans and orcs and without the innate magical talent common among the ogres. What sets them apart and makes them a valued member race of the empire is their innate understanding all things magical, mechanical, and alchemical. For reasons even goblins cannot adequately explain any goblin, save for their sub-race blues, need only touch a machine and they will immediately understand the entire function of the device whether it is magical or mechanical. This knowledge allows them to readily recreate and share the technology between each other that is then rapidly recreated over empire holdings. It is almost entirely thanks to goblins that the most advanced technology and magitech is widely spread, be it the use of resonance power systems in the average citizens home, the refrigeration of food through ice boxes, or mass transportation through arcane and steam trains. The eventual end result of this knowledge sharing lead to the formation of multiple colleges that focus on training new engineers, alchemists, and rune sages to more widely apply their talents to frontier towns and other empires beyond their borders. These colleges and learning institutions are parkways training facilities and research institutes, as goblin students need only be introduced to working versions of technology to swiftly understand it. They then move on to developing new methods while students of other races follow behind them at a much slower pace.

The most famous of such institutions, formerly lead by the greatest magi-tech engineer across the known world, was the fabled Order of Brass. Though a small polity in its own right, it is not uncommon for the apex of rune sages or engineers in their field to join the somewhat secretive order. Among goblins, partially due to their ability to easily replicate anything they touch, find joining such order much more difficult than other races despite the founder being a goblin himself. As such, it is a matter of prestige among their race to have been trained within the order of brass. Surprisingly, goblins place very little importance on their aptitudes internally, while the empire values them greatly and prestige can be gained by various orders one has joined goblins are far more focused culturally on their creative works. The same complexity required to finely operate and build various machines both magical and mundane translates well to many different musical instruments, of which goblins often take up both as leisure activities and as professional musicians, making them a common staple among empire concert halls, performance taverns, and clubs.

A lesser known but valued talent among goblins is their natural skill with alchemy. In the same way goblins can intuitively understand magical and mechanical devices they are capable of deciphering the mixtures and properties of substances with a mere inspection. This talent takes two forms, extending to alchemy and drink mixing. Just as many goblins become alchemists as they do brewers, capable of making some of the strongest and finely tuned drinks that are rivaled only by the rodentfolk and their natural talent for the culinary arts. Those goblins who become alchemists often become trained rosaria, as the same steady hands that can hold tools with perfect precision can also perform surgical operations with equal talent, with even the most humble of goblins being capable of emergency field operations, a trait that is valued among mercenaries and soldiers for combat medics. Blues, the deviant subtype of goblins, take this talent even further, being experts in the medical field in the same way the average goblin becomes an expert in the mechanical. Blues are generally treated like any other goblin, neither exalted nor treated as pariahs, simply as different from the norm even with their unique psionic talents among the empire. The only pariahs among the goblins are the tribal remnants still eking out life in the southern plains as independent or gnoll-aligned tribes.

Subtypes

  • Ironbound - The typical goblin, iron bound are almost exclusively from the Onokrin and view themselves as the proper standard for their race. While many goblins are prone to vice, they are far more civilized and proper than most other races beyond the empire's borders. Ironbound can be considered highly intelligent and are almost universally skilled with tools of any kind.
  • Stone Crusher - Tribal goblins that eke out an existence in the southern plains, sometimes as independent tribes and more commonly as slaves or tribesman within gnoll tribes. Stone crushers are still good with tools and slightly stronger than their ironbound cousins, who view them with open disdain as most others do. Most stone crushers are also considered quite stupid and violent, but clever ones have been known to appear.
  • Blue - Blues are an oddity among the empire for reasons that set them apart even from the oni. Superficially a blue resembles a goblin, having varying shades of blue-tinted skin and sometimes small horns adorning their heads, however they differ in that blues are the only naturally psionic race within the empire. Like the lagus and kaxxis, they are predisposed to the use of psychic abilities and have an almost supernatural understanding of biology, making many join the rosaria corps of the Sons of Baitaal to be conditioned into the roles of vitalist healers. Though they stand apart from they regular goblin kin, blues are treated much more favorably than oni and are largely accepted as any other goblin despite their quirks.



Rodentfolk

Rodentfolk
Common Names: Male: Pavel, Vladimir, Boris, Viktor. Female: Svetlana, Nikita, Natalia, Anya. (Russian Names)
Commonality: Very Common
Civilization: Warren Federation
Appearance: Rat-like Humanoids

For a full lore page, see here.

Short Summary
Rodentfolk are a widespread and well-known group of short rodent-like people who travel across the world in groups ranging from caravans, train crews, and sometimes ships. They are best known for their adept skill at merchantry and caravanning, a talent that seats them at the head of most thriving markets. While skilled at all manner of trade, rodentfolk are widely traveled and adept at both living and thriving anywhere, an aspect that has seen them at home in nearly any town or city. Within their own home federation rodentfolk often take up roles as engineers and industrialists, forming the complex and specialist labors while working closely with their federation allies.

In the area of merchantry the rodentfolk are consummate capitalists, every action even among their own clan is some form of trade or bargain, be it for material, money, or favors. Charity is an entirely foreign concept to rodentfolk, they may at best offer something for 'free' with the sometimes-vague hint that they will be owed a favor or return on investment later. This attitude surprisingly does not engender ire from other races as it allows most who know rodentfolk to know where they stand and what is expected, as long as one is ready to wheel and deal few rodentfolk can be considered unreasonable. While charity is not a concept to Rodentfolk, honesty is, and a rodentfolk who is not honest is an exiled pariah at best. This self policing attitude towards honest dealings is how rodentfolk maintain a good reputation as even the worst of them will be fair, even if it means abusing wording and the letter of a contract rather than the spirit.

Those who shy away from the merchant path that rodentfolk are most known for will usually go towards mercenary or food-related works. Rodentfolk are exceptional snipers, with peerless aim and talents with rifles and handguns that put most races to utter shame. This natural talent make them common mercenaries on train cars where rodentfolk stay positioned atop the cars ready to gun down bandits or gnoll raiders with ruthless efficiency. Many rodentfolk live by the motto that, if you find yourself in melee, you messed up. Most trains and railways are owned by rodentfolk and can find them serving on the galley cars where rodentfolk chefs make exceptional quality food. A common saying among rodentfolk is they live by their stomachs and will only settle for the best and most delicious food. This innate need makes many become chefs with their own galla of secret recipes, spices, and dishes that are traded and sold for the same price one would trade silver and gold.

Lastly, though making up a small portion of the rodentfolk, are batfolk or 'spirit touched' of their race. In ages past, ratfolk lived deep underground in caverns lit by glowing fungi largely devoid of any light besides the dim gleam of bioluminescent mushrooms. The hundreds of miles of caverns were where the primitive rodentfolk lived, largely remaining near the relative safety of the glowshrooms and only venturing out when guided by their batfolk. These rare individuals were able to see far better within the darkness, mapping out the caverns and evading dangerous underground predators with ease. In these primitive times, batfolk were treated as seers, diviners, and shamans who were highly regarded as the most important members of a tribe. While their necessity and importance has waned once the rodentfolk reached the much better lit surface world, batfolk are still highly regarded, having shifted more into a priest caste among the federation and still venerated by the superstitious and religious as favored by the gods.

Subtypes

  • Mousefolk - Mousefolk are the shorter, thinner, and often times weaker residents of the rodentfolk, considered skilled scouts, gunslingers, and menials. Mousefolk tend to travel less, preferring to live in communities they are well known and work within as more humble positions, with a preference for cooking and food related work. Many regard the mousefolk as the best cooks in the world and others speak of their legendary skills with most firearms, but in truth mousefolk often pride themselves most by the communities they live within.
  • Ratfolk - The tallest and often considered strongest of the rodentfolk, the ratfolk are prone to travel and trade and as widely spread as humans are. Most ratfolk were either part of, actively in, or know others connected to trading through either caravans or the railway lines dotting the world. Ratfolk are so synonymous with trains that it is said that if a ratfolk caravan appears more than once in a town, then a railway is soon to follow.
  • Batfolk - The 'spirit touched' as they are known in the federation, the batfolk can be easily spotted among their kin by their pointed ears, stubby tails, and pointed snouts that often end in an upturned triangle or leaf-like shape. Unlike most spirit touched or deviants, who can range from merely being members of a race with no distinction at best or treated as unusual pariahs at worse, batfolk hold a position of great prestige among the rodentfolk. In ages past, batfolk were venerated as explorers and guides, able to navigate the subterrean caverns that the rodentfolk once arose from with far greater ease than any other of their race. This talent in pre-history was treated as shamanic magic, venerating batfolk beyond merely explorers and offering them a quasi-priesthood as mystics, seers, and diviners. While the neccessity for their abilities has waned in the modern age, batfolk are still venerated within the religious sects of the rodentfolk and most clans will still pay homage to them in the same traditional rites.



Kaxxis

Kaxxis
Common Names: Male: Artemon, Diocles, Etychos, Kallias. Female: Helene, Isidora, Kallisto, Lysandra. (Ancient Greek Names)
Commonality: Rare
Civilization: Independent (Isolated Clans)
Appearance: Caprini Humanoids

For a full lore page, see here.

Short Summary
Kaxxis mostly exist in the northern-eastern mountains with their salamander allies, living high on the peaks and keeping to themselves, often only interacting with the salamanders to trade or barter supplies. Kaxxis are psionically adept and believed to have killed and absorbed the avatar of their god in pre-history, making them supernaturally strong despite their size. This open fact of their history leaves them as often distrusted by other factions and races, but they can still be found being employed for their unique psionic talents that they make no pretense of not boasting about. Most kaxxis are unnaturally hardy for their size after all.

Kaxxis society is peculiar compared to other groups as their racial preference and spattering of xenophobia makes them form deeply tied clans and towns that form independent coalitions. Other more cynical races often liken kaxxis to a mob of psychic racists but that is hardly close to the truth. Kaxxis are not above using their psionic abilities to ease the burden of their agrarian society. Eschewing the creation of mechanical tools and equipment, kaxxis train brotherhoods of mesmerists who hypnotize animals to act as protectors, beasts of burden, and pets. The domination of animals is such an extensive part of kaxxis culture that it is not uncommon for their territories to be entirely patrolled, protected, and shepherded by normally hostile and untamable and dangerous predators. It is for this reason that kaxxis can live and thrive in environments where even towns led by lords may be wiped out by the dangers of the wilds.

The innate haughtiness of the kaxxis is not based on racial superiority as many quickly assume, but entirely based on the merit of the individual. What often readily offends is that the merit of kaxxis is considered self-evident, they do not believe they must prove themselves as they are inherently inheritors of greatness while other races must be proven person to person. Exceptions do exist as kaxxis see salamanders, being the scions of dragons, as equals without needing to prove themselves. Kaxxis are also quick to recognize the lagus for their comparable psionic abilities and the trolls for their incredibly hardiness that surpasses even the kaxxis. Surprisingly, salamanders and trolls feel equal kinship, though for the former it most often equates directly to the ifrit kaxxis for their very similar elemental abilities.

Subtypes

  • Caprinae - The more goat-like of the kaxxis who bear horns and are physically stronger. Caprinae are often considered the most arrogant of all despite their size due to their innate strengths, but compared to the ovinae can be considered less intelligent. Most make for good psions, if they train their innate abilities.
  • Ovinae - The more sheep-like of the kaxxis, who may lack horns and often have shaggier bodies of woolen fur. Ovinae are less arrogant than their goat-like cousins but are physically weaker, having far more accomplished intelligence and thus greater psionic abilities and aptitudes towards artisan work. Most ovinae still work in more menial roles, developing their psionic powers into hypnotic talents to beguile beasts into cattle, protection, or sometimes pets.
  • Ifrit - An example of kaxxis arrogance, the ifrit are kaxxis born with natural talents towards magic over psionics, granting them exceptional control over natural pyromancy. This talent, similar to salamanders, makes many kaxxis believe that their god in the old legends whose power they absorbed was a dragon they had slain. Aside from trading their supernatural powers for magical, ifrits are similar to most kaxxis and can appear as caprinae or ovinae. They are, however, differed by their often more impressive horns, darker shades of wool and fur such as brown, black, crimson, or any color combination of the three and most glaringly often have eyes that glow like embers. Most note that their draconic similarity makes them exceptionally arrogant, even by kaxxis standards, unless dealing with a salamander who they see as worthwhile cousins and equals.



Kobold

Kobold
Common Names: Male: Joachim, Koloman, Natan, Ognen. Female: Ada, Julijana, Mihalia, Olivie. (Slavic Names)
Commonality: Common
Civilization: Warren Federation
Appearance: Short Draconic Humanoid or Short Canine Humanoid

For a full lore page, see here.

Short Summary
Kobolds are an often-disregarded race hailing from the federation where they make up the largest demographic of unskilled and domestic laborers. Though often humble by nature, most kobolds are keenly aware that the federation largely lives and thrives on their labors and leverage this as a group. Once second-class citizen in their own nation, they have since become a powerful political block and well respected within their areas of expertise. Kobolds are also one of the rare species who know how to intentionally create their spirit-touched, making them a race with a dichotomy split between their natural draconian appearance and a highly changed more canine appearance. Equally unusual, kobolds see no distinction between themselves and are loathe to be prejudicial, even to outside races.

Kobolds are humble by nature but still carry pride for themselves due to oral history stating that long ago they served the dragons directly before said dragons disappeared. It was through this disappearance that the now masterless kobolds beseeched the lagus for protection, agreeing to give up their sovereignty for protection as they could not survive without their dragon masters. Many kobolds are quick to state that the impressive under empire of the federation was the creation of themselves under the guidance of the dragons, a fact that many concede as more than likely true. Kobolds show an innate preference and talent for menial work, finding happiness in simple and humble roles ranging from farming to servants to clerks. Other races may facetiously say that kobolds are a race of servants who desire only for a master to serve but are careful never to say this where a kobold might hear it.

Kobolds are cohesive to the point of tribalism and will always look out for their own, unity among kobolds is considered a given and they are ruthless when one of their own is threatened, insulted, or mistreated. Kobolds see every other kobold as a direct member of their clan and have a kinship akin to family for other races. To insult or mistreat one is to have an entire labor force leave or suddenly demand double wages as a singular union. This known quality of peaceful and extremely effective resistance allows kobolds to remain well treated while enjoying their humble lives of toil.

Subtypes

  • Draconic - The baseline kobold, being more common than canine kobolds, draconic kobolds are said to be sun-touched and come from kobolds living on the surface. Appearing like shorter salamanders with less fearsome features draconic kobolds can be found anywhere ratfolk can, as they are widely skilled and prone to wander.
  • Canine - The second type of kobold, sometimes called dogbolds, are considered 'spirit touched' by the federation but unlike other off-shoot subtypes, canine kobolds can be reliably made and do not appear randomly. Canine kobolds are born when a kobold mother does not expose herself to natural sunlight for long enough. Dogbolds are stronger and tougher than draconic kobolds, but more dim-witted.


Medium Races

Human

Human
Common Names: Male: Lionel, Reginald, Benjamin, Edmund. Female: Maria, Elinor, Lucy, Anna (British Names)
Commonality: Very Common
Civilization: Onokrin Empire
Appearance: Human.

For a full lore page, see here.

Short Summary
Humans, you know them and either hate or love them. Humans are one of the most common races among the Onokrin Empire, letting them be known far and wide among all races for better or worse. As a result, humans are highly varied, in both physicality and in body as many humans are considered half breeds or chimerics, making them visually quite unusual in appearance as well as body and mind. All humans share an intrinsic bond to orcs, making them largely interchangeable in many regards. Most consider orcs the brawn and the humans the brains of the empire.

Humanity is an interesting race among all the species of the world. This facet is twofold in that humans are the only known race to be able to mix attributes between other races, whereas under normal circumstance the mixing of species results in a pure member of the father's race with humans they are capable of creating half races or even new races in the case of multiple generations or with the process of weaving. Which is a trait that is attributed to the other factor that humans are peculiar for. Humans are adaptable in ways that marvel and sometimes confuse other races, though a human would never outshine an orc in strength or an ogre in magic or even a goblin in mechanics they can physically adapt to nearly anything.

To say that humans are merely a jack of trades understates their adaptability, thanks to weaving and interbreeding humans can adapt to any locale and any conditions that would readily kill any race not specifically tailored for said conditions. From the inhospitable northern mountains and frozen hells to the coastal regions to the treacherous swamps of the southeastern islands, humans can adapt to live and thrive anywhere above or below. Anyone who can respect humans will find it is their adaptability that is truly worth praise.

Subtypes

  • Chimeric - See below.



Orc

Orc
Common Names: Male: Flynn, Aiden, Andrew, Lucas. Female: Abbie, Maeve, Sadie, Breagha. (Scottish Names)
Commonality: Very common
Civilization: Onokrin Empire
Appearance: Humanoid, bulky, tusks, pointed ears, green to onyx skin.

For a full lore page, see here.

Short Summary
Orcs are often considered like humans, everywhere and common, what sets them apart is their greater focus on class, higher tempers, and much greater strengths. Orcs are loathe to act or be seen as bestial or tribal and hold a great deal of open and direct bigotry towards anyone they consider uncivilized. To an orc, nothing is more important than living as a gentlemen or lady and getting into vicious but sporting fights. Offer an orc a fine cigar and he will thank you, compare him to a pig and he will fight you, no matter who wins a drink will be bought for you and himself. Orcs are deeply bonded with humans, with most considering orcs the brawn to the humans brains.

Orcs are creatures of passion that practically require fine amenities to survive. An orc would sooner go naked than wear dirty or scuffed clothing. From work clothes to drinks to even architecture orcs contain a level of personal, national, and civic pride. Orcs are the first to require that all levels of society be treated with respect and be expected to held to a high standard, be they orc/human or any other race. Orcs put heavy emphasis on style and substance and thus can be considered natural artists and heavily pragmatic. Clothing is to be stylish but made from sturdy material. Drinks must be expensive and of good vintage but reasonably priced. Cigars, a factor of orc culture considered near and dear, must be elaborate and refined. Orcs even extend this ideal to how the Onokrin empire is shaped, much of the culture and style of empire is attributed to them. Public, civil, and private buildings are required to be aesthetically pleasing and fitting to the style of the empire, be it as simple as a water tower or as complex as a town hall or civic works.

Much of the empires innate disdain and nationalism comes from orcs, who take an imperial approach to groups not considered as 'civilized' as them. Part of this is rooted in a history of shame, as the first orcs were little more than barbaric raiders preying upon early human farming settlements. This later turned into an ally of convivence when encroaching gnoll tribes from the south threatened both the orcs and humans. It is this shame that reminds them that they must be better than what their naturally combative and violent instincts drive them towards. It is why orcs are prone to vice and favor sports and combative past times such as boxing or hunting, it stems the inherently wild blood they feel within. This does not mean orcs are ultra-nationalists, nor xenophobic, the same history that makes them imperialistic also makes them very open to those they see as equally refined, such as the Steel Legion and Warren Federation, whom are regarded as social and national equals. Where orcs vent their hatred is tribals, in particular gnolls or those rare tribal orcs, whom they offer open bounties and see as creatures to be made sport of as much as any other beast.

Subtypes

  • Onokrin - Onokrin orcs can be considered the common or standard orc, far more civilized and posher than other races by leagues. A proper onokrin orc dresses in fine, high class clothing, smokes quality cigars, and drinks only the best vintage. Despite this, onokrin orcs are strong and prone to indulging in 'sporting' violence through boxing, duels, and hunting. Orcs are consummate indulgers of vice, with a large portion of their culture centered around the intricacies of social rituals that they share with humans. Unlike other orc types, onokrin orcs are intrinsically tried to humans and consider themselves the same race in many ways even if they recognize their differences.
  • Tribal - The rarest form of orc, tribal orcs are universally hated by their other kin, even the oni. Tribal orcs are seen not only as pariahs but barely sentient creatures. Many orcs are more than willing to kill a tribal if given a chance and an open bounty exists across the onokrin empire to bring in the head of known tribal orcs. Even bandit and outlaw orcs will refuse to associate with tribal orcs. This hatred and combative situation tribal orcs find themselves in often mean they only exist in small numbers in gnoll tribes, where they are respected for their great strength.
  • Oni - A deviant orc, usually born as an oni or becoming one through a process that changes with every oni. Oni orc are similar to onokrin orcs but often lose some of their desire and focus to be more civilized, indulging heavily in drinking and growing far stronger as their appearance changes to grow horns and discolor their skin to more vibrant tones. Their more rambunctious nature is not appreciated in the empire, but members of the steel legion culturally believe that oni are good luck charms. As a result, most oni move to the steel legion where they are treated much better and often paid simply to appear in a daimyo's court as a symbol of that houses affluence and appeasement to the yokai.



Salamander

Salamander
Common Names: Male: Shulgi, Enkimdu, Lahar, Ningishzida. Female: Nisaba, Urash, Bau, Nidaba. (Ancient Sumarian Names)
Commonality: Rare
Civilization: Independent (Isolated Families)
Appearance: Hybrid draconic and humanoid. Scale color varies heavily.

For a full lore page, see here.

Short Summary
Salamanders are an offshoot of humans that are considered stable and numerous enough to be considered their own separate race. The end result of magically compatible humans cross breeding with dragons in ancient pre-history, human-exemplar salamanders resemble humans in the face, torso, and upper thighs whilst their forearms, shins, feet, glutes, and head display draconic traits ranging from claws, scales, tails, horns, and slit-like lizard eyes. Draconian-exemplar resemble more of a dragon that has taken human shape by being draconic in all ways except for being bi-pedal humanoids. Salamanders are inherently magical, but this natural display of magic only manifests as pyromancy, though some salamanders do become mages to further train these abilities or branch out into other magics. Most however, tend to become blacksmiths, weaponsmiths, and armorsmiths as their affinity for fire and natural talents make them exceptionally skilled, with their natural magics easily being infused into their metallic creations much like how dwarves used runes.

Salamanders are chiefly known for three aspects, their skills as smiths, their determined isolation, and their ancient magic. Salamanders are consummate smiths, being creators with fire and forge in ways that rival the rarest and highest quality dwarven artifice. Salamanders infuse every bit of steel they work with a part of themselves, each hammer blow cracking the metal and filling the seams with fractures of that particular smith's soul. Salamanders put such a heavy pretense on smithing and this cultural belief that the metal is infused by the salamander's very soul that most salamanders can tell who forged an object at a glance, if it was made by one of their own. It is for this reason that a salamander home is most easily spotted by the forge and workshop attached to it, the smoldering chimney a sure sign of its draconic inhabitant. That said, few ever see a salamander's home as they are determined to be as isolated as possible. Salamanders despise the company of others, tolerating only their immediate family members or chosen mates. Even among their own, salamanders are loathe to live in towns larger than a few hundred people and it is a given that homes are spaced far enough apart that one could not see their neighbors house from their porch.

The bonds that salamanders do make, however, are considered as sacred as their forges. Salamanders primarily enjoy the company of other salamanders, humans, trolls, and kaxxis that they have bonded with over long periods of time. A bond with a salamander is often recognized officially by the offering of a heart scale, a scale that grows over the back of the neck. This particular scale is heart shaped and grows very slowly, for it is incredibly sturdy and will never break. Because of how long it takes for this scale to regrow if pulled off and offered to another it is considered a deep sign of affection, more so because the removal of the scale leaves the salamander's neck unprotected by their natural armor and thus physically as well as emotionally vulnerable. This somewhat known ritual is merely another facet of salamander culture that is often steeped in mysticism and ritual, though their separate and isolated nature leaves many salamanders with unique and novel rites that differ from family to family. The heart scale ritual is the only one shared among all salamanders.

Subtypes

  • Draconic Exemplar - Draconic exemplar salamanders have better skills with magic and can be considered natural smiths when working with most metals and crafts. They are often tall, fearsome, and strong.
  • Human Exemplar - Human exemplar salamanders appear more human, having less skill with magic but a wide variety of talents and skills, even in smithing. They can be likened to the best aspects of dragons and humans combined.



Gnoll

Gnoll
Common Names: Male: Nakai, Omawnakw, Chunta, Hono. Female: Takhi, Humita, Hantaywee, Haiwee. (Native American Names)
Commonality: Uncommon
Civilization: Scattered Tribes
Appearance: Hyaenidae humanoids

For a full lore page, see here.

Short Summary
Gnolls are perhaps the most contentious of all races, being violent and vicious slavers who form tribalistic war bands to raid and attack various other tribes, villages, and even factions. While the average gnoll can be described as sadistic and cruel, this trait is not universal, with many gnolls treating their more useful slaves and family members in a way that could be somewhat considered respectful. A Gnoll's natural endurance and will to dominate makes them difficult to root out, leading to them being widespread in the wilds as both bandits and mercenaries. Gnolls are well known (and hated) for hitting supply caravans and committing train robberies, but a few isolated gnolls are accepted into various more civilized society despite the obvious prejudice they face.

Gnolls are stoics at heart, seeing the world set against them for both fair and unfair reasons. The average gnoll does not think of the consequences of their actions in the immediate and often look towards the long term. Gnolls culturally believe that life after death is determined, and they shall end up in Baitaal's heaven. What this life is like is based entirely upon how many creatures and people they have killed in life, for every person or animal killed by a gnoll is thought to be enslaved in the afterlife and the more slaves a gnoll obtains the richer and more luxurious their eternity shall be. This core belief is why gnolls rarely take prisoners and live in a culture of kill or be killed, with only the unworthy of being killed being captured as slaves. While monstrous, this is not without its own peculiarities. Gnolls enjoy lording over their status among themselves, if they have something it means they were strong enough to take it and fight to keep it. Thus, gnolls will often flaunt their status by taking many slaves unworthy of being slain and then treating these slaves well. Between tribes, gnolls will decorate their slaves with beads, tattoos, and elaborate clothing and leathers while feeding them well to show that they are so successful and wealthy that even the lowest dregs of their tribe live better than members or even chieftains of other tribes.

Loyalty and obedience are another sign of affluence and a gnoll whom has his slaves armed, obedient, and willing to follow orders or die for their master is a sign of extreme affluence. Rightfully hated by other races, gnolls are still uncannily capable of bringing other races or their own into zealous loyalty, which makes many speculate some gnolls are capable mesmerists and psychics though this has never been proven. More often and more practically, slaves being treated well and rewarded for willing servitude simply comply rather than face retribution from their ever-vicious masters. Though, amusingly to some outsiders, gnolls hold no racial prejudice whatsoever for any particular race and merely treat everyone equal, even if that equality means treating everyone with equal brutality.

Subtypes

  • Tribal - Your standard gnoll, xenophobic, violent, and prone to taking slaves. Gnolls believe that every creature they kill is forced to serve them in the after life, as a result gnolls are consummate killers and prefer to pick the strongest and most dangerous targets to further improve their standing in the afterlife. Aiding them is the fact that gnolls are absurdly durable and exceptional fighters, capable of surviving wounds that would kill other races.
  • Hel-Touched - A gnoll considered to be touched by Xaal, trading their absurd durability for a ferocious and unstoppable frenzy. Hel-touched cannot hold a position of leadership in gnoll tribes besides temporary war host leaders and raider captains, as a result they are often seen as a bad omen, as seeing one usually signals an impending gnoll raid.
  • Civilized - The rare few gnolls that choose to live outside their tribes, often facing prejudice and hatred from not only their tribal kin but most other races whom have a great dislike for gnolls in general. They are considered weaker than most gnolls, but still carry their absurd durability in their tough hides.



Deerfolk

Deerfolk
Common Names: Male: Sa, Ryon, Kung, Hwang. Female: Min, Yong, Kwon, Sang. (Chinese Names)
Commonality: Very Common (Legion Territory), Uncommon (Elsewhere)
Civilization: Steel Legion
Appearance: Humanoid deer.

For a full lore page, see here.

Short Summary
The deerfolk make up the commonfolk of the steel legion, forming most of the servant and menial labor roles beneath their minotaur masters. Deerfolk are often seen as second class citizens within their own nation despite the fact their minotaur masters would not survive without them. Deerfolk are adept farmers, sailors, artisans, and the creators of the life weaving magic path. Though accomplished and treated poorly by their bovid masters, deerfolk are loathe to leave their island nation as it is the only place one is safe from wild predators, as the minotaurs have slain them all and ensured the safety of their small island nation.

Whereas kobolds are humble but united and thus difficult for any one group to mistreat, deerfolk are far less unified and hold a culture similar to minotaurs. Animosity between villages, families, and clans are a common and can extend multiple decades or even generations. Legion culture can be described as direct and brutish at the best of times but among the deerfolk direct confrontation is rare. Deerfolk are disallowed from carrying weapons of any form and are restricted from having names, their official title being whatever craft or job they happen to have, though most deerfolk keep a private name amongst themselves and only use their public jobname among their minotaur masters. The ban on weaponry makes many deerfolk poor fighters who rarely leave their island despite the relative freedom they could obtain by doing so. Among those who are capable of combat train in secret, often as ninja who are employed as assassins, spies, or protectors that use improvised weapons disguised as or outright farming tools modified for a killing edge.

Deerfolk are the originators of the magical process known as weaving, a mixture of healing and transfiguring magic that was original used for restoring the body of wounded or dying soldiers. This practice later evolved into cosmetic transformations, allowing most races to change minor attributes such as eye color, bone shape, height, or fur/hair color. The later discovery that humans could be weaved far more extensively than others created a thriving and bolstered industry for the legion as a whole. The exact process and creation of weaving is not quite understood by anyone, much to the vexation of minotaurs, whom the deerfolk could neither be persuaded nor forced into revealing their secrets. While some independent weavers ply their trades outside of legion territory, in particular in Far Water, only the most exceptional of magi can learn and use the complicated process.

Subtypes

  • Nodo - The landbound deerfolk who make up most of their kind, humble and skilled farmers and artisans whom work the lands and commerce of the steel legion. While considered second class citizens, deerfolk are the only ones capable of using the weaving machines that minotaurs lack the ability or training to do. Many nodo deerfolk, despite their status, live peaceful and largely happy lives.
  • Yayoi - The coastal bound deerfolk, adapted to swimming and sailorwork and most likely to travel the world aboard vessels of trade and monster hunting. Yayoi are often conscripted as footsoldiers and sailors for minotaur vessels, be they merchant or hunting ships seeking to take down kaiju for meat and magical reagents. As a result, yayoi are more often adept warriors compared to the nodo.
  • Yuki - Known as the yokai of the deerfolk, the yuki are set apart by their fanciful white pelts that they are born with, though they usually gain their coloration later on during puberty, the only remaining sign being white speckles within the fur. Yuki are magical conduits, much the way that ogres are and thus are often taken by their local daimyo to be raised in the art of magic, life weaving, or as court officials to be displayed as a sign of status like oni.


Large Races

Ogre

Ogre
Common Names: Male: Tiberius, Titus, Lucius, Agrippa. Female: Marcia, Fulvia, Caetronia, Pompilia. (Roman Names)
Commonality: Uncommon
Civilization: Onokrin Empire
Appearance: Massive lumbering humanoids, varying skin tones.

For a full lore page, see here.

Short Summary
Ogres, sometimes called oni, are massive hulking creatures of incredible strength and intelligence. While ogres are both cunning and brutal, their main claim to fame comes from their innate magical prowess, allowing them to become powerful wizards, mages, and summoners in addition to warriors, leading many ogres to becoming mage knights, battle wizards, and elemental warriors. Ogres and Oni are considered one in the same by most, though ogres internally have a distaste for oni, leading to ogres to having widely varied appearances, from blue and red to brown and pink skin tones, varying numbers of horns from one to three (which they are loathe to use as weapons), or glowing eyes of unusual colors and numbers, such as one or three eyes. All ogres have thick manes of hair, sometimes curly and sometimes straight, usually colored red, white, black, or gray. Among themselves, ogres believe themselves to be the eldest race behind dwarves and dragons and therefore have a level of haughty nature sometimes considered reasonable given their exceptional talents.

Despite their known martial prowess and great strength ogres are as a general rule extremely jovial and fastidiously kind. This nature of good cheer, polite speech, and social skill have deeply ingratiated ogres within empire society despite being the last to be given citizenship. Among goblins they can readily speak of magic, among orcs they can match them blow for blow in boxing and sport, among humans they almost see them as lesser cousins in need of guidance. Many ogres believe, given the longer history of their race that humans and orcs are racial cousins that diverged through adapting to their environment. Some base this on the visual appearance as ogres look like larger humans and the fact that both ogres and orcs have deviants who are collectively known as oni. The particular name oni actually comes from the steel legion, where ogres can be found in decent number as minotaurs are quick to curry favor with oni under the belief that they are touched by the yokai and see them as good luck and status symbols.

Unlike a kaxxis or salamander who carry arrogance as a rule, ogres are careful never to let their own show. As the eldest race barring the few remaining dwarves ogres believe other races need to be guided to their full potential, encouraging orcs to higher levels of culture, guiding goblins to greater creativity, and cheering humans to new paths. Be it for a privately conceited notion or not, ogres are rarely disliked by most races, though they are rather uncommon sights across the world. Their numbers have never quite recovered from the war of the rune and thus most ogres are keenly aware of their humbled history. The last heir to the ogre kingdoms, Sad King Briareus, is king in name only. However, all ogres recognize his sovereignty and would be loath to ever speak ill of their king for the misfortune of inheriting a throne destroyed. Many respect their sovereign's choice to have his bloodline end with him, as no heir has been born, humbly accepting that the time of their kingdom is over and they are empire citizens forever more.

Subtypes

  • Traditional - The standard ogre, often called the traditional ogre, ogres see themselves as the current eldest race that is only contested by the salamanders. Intelligent, exceptional at magic, and quite strong, a traditional ogre represents the pinnacle that others should strive for, or so they believe. Ogres see themselves as the guides and shepherds of other races, despite their low numbers and their destroyed kingdom. While haughty to say and thus rarely said aloud, ogres understand that it is through their magical prowess that the onokrin empire has risen to the heights it currently maintains.
  • Oni - The deviants of ogres, sometimes born this way and other times changing through a process that is not at all understood. Oni lose the intelligence and refinement the average ogre carries and, much like their colorful skin and horns, gain more vibrant and wild personalities. Most oni are not looked upon favorable by other members of the empire and thus move to the steel legion, where oni are considered signs of good luck and prosperity. Most oni are thus share kinship with orc oni and the yuki deerfolk, of which they find similar ground.



Troll

Troll
Common Names: Male: Geir, Terje, Frode, Jorgen. Female: Sigrid, Lotte, Aurora, Hilde. (Norwegian Names)
Commonality: Extremely Rare
Civilization: Independent (Isolated Families)
Appearance: Massive lumbering humanoids, varying skin tones.

For a full lore page, see here.

Short Summary
Trolls are by no means stupid, but their sheer physical power and lack of education often leads to this misconception. Physically trolls are the strongest race around, hulking in size and easily able to overpower ogres and even orcs thanks to their natural brawn. Trolls are solitary creatures, however, and are extremely rare as a result, often living as hermits or in singular family units claiming wide swathes of wild territories to hunt or farm in. Though trolls generally enjoy solitude, this is by no means required, and it is not unusual for a troll ranger or woodsman to appear from time to time in various rural towns where they come to trade. Trolls also eagerly sell their skills as mercenaries for exotic and unusual foods, making them a common sight in populated areas as even the most frugal mercenary company is willing to put up with the logistics of keeping a troll fed and happy, if it means having one under their command.

Trolls share a commonality with rodentfolk in that they live for their stomachs, desiring the best and most varied food they can find. This desire for the greatest sustenance often leads trolls to travel and occasionally enter towns in search of ingredients and spices. Though often hermits trolls are widely accepted among the kaxxis and salamanders for never overstaying their welcome and being so widely traveled and worldly that they pass on news of other towns and the actions of the nations. Trolls survive in the wilds where even lords would hesitate to go alone thanks to their absurd regenerative abilities, being able to regrow even lost limbs within seconds. Trolls are extremely long lived, capping out at around three centuries and have lifetimes of experience as a result. Sadly, this longevity also results in trolls being the rarest species as neither male nor female trolls become reproductive until they reach eighty years of age, though adulthood is recognized at around thirty years.

Troll culture is largely down to the individual but common trends beyond desire for the best food and isolation in the wild come from the religious nature of trolls. All trolls recognize that they are the chosen of Ravendara, the goddess of nature and healing. Officially recognized as the scions of the wild god, trolls make up the highest levels of priesthood as their ability to survive in the wilds, heal rapidly, and being highly animalistic in appearance naturally make them everything Ravendara desires from her followers.

Subtypes

  • None - Trolls are so rare and wildly different from each other that there is no true consensus on what a true troll is or looks like.



Minotaur

Minotaur
Common Names: Male: Nakajima, Hirano, Asukai, Watanabe. Female: Hara, Nomiya, Amakusa, Sano. (Japanese Names)
Commonality: Common (Legion Territory), Rare (Elsewhere)
Civilization: Steel Legion
Appearance: Massive lumbering bovine humanoids, varying horns.

For a full lore page, see here.

Short Summary
Minotaurs are an unusual race of giants, being huge, amply armed, and strong of body and mind. Minotaurs are considered the larger cousins of the Kaxxi and Deerfolk, due to the faint visual similarity. Minotaurs have a reputation for being as brutal and dominating as gnolls, with a known trait among them being their cultural desire for dominance in both males and females. As a result, many minotaurs are looked upon with more apprehension than even the Kaxxi, but are tolerated due to their propensity to work in large families living together as formidable, intelligent for-hire workforces for a wide range of basic physical tasks ranging from building, transport, security, fighting, or even artists and specialized artisans.

If orcs can be said to be born warriors than minotaurs can be considered born soldiers. All minotaurs, from the weakest and frailest artisan to the oldest and venerable ancient are capable fighters and prepared for battle at a moment's notice. Minotaurs do not believe that they go to heaven, hel, or the dark forest upon death and universally believe that those who die honorably will be reincarnated, with the most noble deaths leading to reincarnations as samurai. Because of this unshaking belief minotaurs are fearless fighters who see death as nothing more than temporary reprieve from a life of conflict and are more than willing to throw themselves upon their swords if honor or their daimyo demands it. However, death is rather uncommon given how stubborn and capable minotaurs are as soldiers, not to mention how quickly a minotaur can flee on hoof if their forces are routed. Being the fastest race in the world while stampeding minotaurs are first in and first out of a fight.

Though a warrior culture at heart, minotaurs are far from a single note. A minotaur is expected to continue to learn and cultivate skills and talents throughout their entire life, with artistic and humble crafts seen as the apex of choice, in particular for minotaur who are samurai. Many minotaurs thus become tailors, painters, musicians, and game masters ranging from card, board, and gambling games. Skills at a particular craft or game is all but required. Many minotaurs who have the time or discipline pursue intellectual matters by reading and writing books or poetry, with haikus in particular being a popular past time. A minotaur who can make haikus on the spot or have well known and quite memorable ones are often quite lauded by their fellows.

Subtypes

  • Auroch - Auroch minotaurs favor a more bull-type feature, with larger horns and heavier muscles. Auroch minotaurs are often warriors, said to be stronger and faster than others of their kind. However, unlike other racial groups, one is not born an auroch but established by their growth and training. Technically, any minotaur can become an auroch if proven strong enough.
  • Bovine - The remaining minotaurs who do not focus on physical training or lack the title of samurai are considered bovine. They still carry the speed and ability in combat most minotaur do but focus more heavily on other pursuits such as politics, administration, artisanry, and promotion of prosperity. Though often in higher echelons of society, some bovine minotaurs end up in menial or lower ranked positions amongst the deerfolk.
  • Yak - The yokai of the minotaur, with shaggy fur and broad horns the yak have much bigger, broader bodies than normal minotaurs. Where an auroch or even bovine is exceptionally fast, a yak loses this for immense durability and staying power. Many liken them to gnolls, with hides tough enough to withstand shotgun blasts and still keep moving. In minotaur society most yaks are taken by the ruling daimyo where they were born to be trained as specialized soldiers known as Zuijin, set to guard shrines and temple gates as it is said they alone can slay other yokai with ease.



Lagus

Lagus
Common Names: Male: Ragnar, Sigmundur, Tryggvi, Vidir. Female: Bryndis, Gunnhildur, Hildur, Ragna. (Icelandic Names)
Commonality: Common
Civilization: Warren Federation
Appearance: Giant humanoid lagomorph

For a full lore page, see here.

Short Summary
Lagus are a race of large sized humanoid lagomorphs known far and wide for their great psionic abilities and iron fisted control of the Warren Federation. Being the sole founder of the federation and having taken on kobolds as a vassal race, lagus were once the premier rulers of the federation in early recorded history before cultural norms shifted, in particular with the acceptance of the rodentfolk. While kobolds were by and large content and even happy with the status quo laboring under the lagus, the rodentfolk quickly campaigned their position as equals to raise up the kobolds as well, shifting what was one an authoritarian counsel consisting only of lagus clan matriarchs to a council of three racial representatives from each of the largest burrows. While this change was ultimately for the better, something even the lagus admit, they are loathe to give up their authoritarian natures and deep entrenchment within the governmental, militarily, and internal police of the nation. Much of their waning influence compared to the past comes from the reproductive limits that lagus suffer from, with only one male being born for every hundred females. While the average lagus woman can produce anywhere between one to six children every three months, the sheer lack of viable male offspring means that most male lagus are kept safely secured and all but enslaved within any clans seat of power. Male lagus are one of the mostly hotly contended criticisms of lagus society, as the rodentfolk and kobolds are keenly aware that these men are, by misfortune of birth, kept as breeding stock by members of their own clan and often traded or used as bargaining chips in both political and economic deals. So far, little reform has ever been done, as the only matter which will unite all lagus clans under a single unified banner that will bend all of its political might, both legal and illegal, is a threat to the status quo of how they treat their men.

Lagus political ability is well known, with lagus diplomats being rightly feared and well respected within their domains. Having a long history within entrenched authoritative power structures, both within their clans and socially, make the nature of lagus naturally inclined towards accepting their roles and positions within a hierarchy. In a way, this mirrors kobolds, as few lagus will have ambition and can find easy contentment even in simple work. Those few with ambition generally seek to start their own clans, usually upon securing a few males and enough influence, leading them to become matriarchs. Lagus are a common sight in any leadership, bureaucratic, or police role within the federation. Though it is long suspected (and never quite proven) it is believed that many lagus take leadership roles by using the natural influence generated by their psionic nature. Be it a diplomat reading the minds of those she is trying to convince, a commander carefully determining the state of morale of her troops, or even just an enforcer using the emotions and thoughts of a suspect to determine guilt, lagus have an almost supernatural understanding of how to lead others. The most famous (or infamous) example of the lagus psi-corps, a division of their internal enforcers who are given special training to allow them to directly read the thoughts and memories of others, with an even smaller sub-division rumored to be able to detect crimes before they happen and prevent them or capture the suspect the moment after. This division is largely why the federation burrows are considered one of the safest places to live, as crime is all but non-existent thanks to the lagus psi-corps and their ruthless enforcement.

Lagus are numerically smaller than kobolds or rodentfolk, as despite their rapid reproduction the sparingly few males make it near impossible to match the natural population growth of other races. Outsiders will often note the severe lack of males, with some thinking that lagus are an entirely female race, and may approach them with that idea in mind. Sadly for potential suitors, while a lagus will incorporate men of other races into their clan and raise these non-lagus children in a traditional manner through communal support, lagus struggle to conceive with men of other races. The chance is likened to a one in one thousand possibility, even with humans who are known for being able to intermix more readily with other races. These children are also of the fathers race and thus lack the psionic power that even the most humble lagus can boast of. The end result leaves lagus with lower numbers than most races across the world, a fact that frustrates many more ambitious lagus as the natural hierarchies that they form coupled with their innate supernatural powers would be a much greater force to be reckoned with if they merely had the population of other races. For now, lagus remain well entrenched in the power structure of the federation through careful labyrinthine political plots and intrigue and through careful use of diplomacy.

Subtypes

  • Hare - The hare lagus is often thinner, taller, and much more prone to travel and speed than the other variations. Known to be good with firearms and quicker to draw steel than the normally diplomatic rabbit lagus, the hares are thus prone to wanderlust. Many can be found among ratfolk caravans, serving as coachman or employing their natural psionic abilities for pay. Those who remain within the federation often become enforcers and guards, thanks to their natural talents.
  • Rabbit - The physically weakest of the lagus, the rabbit lagus are the most adept at psionics, carrying exceptional levels of intellect that set them apart from most races, not merely their own. The rabbit lagus are the best psions in the world, barring perhaps the kaxxis. They make up the majority of the direct political administration within the federation, serving all manner of positions from clerk to minister to diplomat.
  • Jackalope - The spirit touched of the lagus, jackalopes are set apart by the growth of antlers on their heads, their teeth replaced with fangs, and their normally herbivore nature becoming obligate carnivores. Jackalopes make for poor psions, but are much tougher, faster, and stronger than even the hares. While a hare can be said to be quick to draw steel, only the jackalopes are known to actively seek conflict. This aspect often sees them falling in with the garm, whom they find kinship with given their similar physical changes and monstrous natures/appearances for those garm whom become afflicted.



Garm

Garm
Common Names: Male: Magnus, Haakon, Brage, Fritjof. Female: Sol, Alov, Helje, Ragnfrid. (Viking Names)
Commonality: Rare
Civilization: Independent (Federation Residents)
Appearance: Humanoid wolves, many suffering from monstrous mutation.

For a full lore page, see here.

Short Summary
The garm are from a destroyed kingdom further south than even the warren federation, being victims of the elves first outward incursions. Formerly a civilized assembly of clans living in partially buried homes that formed large communities, much of their culture and ways have been destroyed in the preceding wars. Many garm also suffer from an affliction known as the feasting, a supernatural curse that causes garm to eventually devolve into wendigo if exposed to too much death and violence, a fact that leads many garm to face prejudice, if not outright bigotry.

Garm find kinship in only one other race, the lagus, with the spirit touched lagus known as jackalopes carrying a similar monstrous quality that sets them apart from their kin. The garm are a race scattered to the far reaches of the federation and carry little of their old ways in the common era. What little is remembered varies and changes from oral tradition and thus the garm are a people lost, more so than the result of the feasting. The feasting itself is a curse that often results in only two ends when a garm begins to show signs of the affliction. The 'normal' garm that succumb fully to the feasting become wendigo, retaining their mind but becoming horribly monstrous in appearance while being granted an unholy fortitude. These garm are just sane enough to be allowed to still live within the federation but few chose to do so, the prejudice and mistrust they face for succumbing to their affliction makes their lives brutal and short.

Still, those are the lucky ones, some garm fully succumb to the feasting and with it go entirely mad, evolving into supernatural and blood thirsty creatures capable of mysterious and deadly powers. Wendigo that have fully succumbed are often referred to as the 'lost wendigo' and cannot be redeemed, they will kill and rampage across the land until slain. A cruel irony of the garm is all of them wish to take revenge on the elves, both for destroying their homeland and for cursing them with the feasting, but garm succumb to the feasting by being exposed to death and violence. As a result, they are barred from the war front for their own safety and thus are left to languish with their revenge unfulfilled.

All is not misery for the garm though, many find their place within factions of societies more willing to tolerate them and their curse. The Sons of Baitaal are notorious for recruiting garm as the structure, order, and religious organization allows for many garm to control their curse and avoid becoming further afflicted or prevent becoming a wendigo entirely. For this reason, some rare garm do move on to become professional soldiers and mercenaries, often within close knit companies and troupes.

Subtypes

  • Pure - A pure garm that has not been afflicted by the feasting, looking normal and otherwise unscarred.
  • Afflicted - A garm that has started to show signs of the feasting, usually manifesting in longer black claws, bigger more vicious teeth, eye color darkening, or horns/antler beginning to grow.
  • Wendigo - A garm that has fully succumbed to the feasting but managed to retain their sanity instead of becoming a supernatural beast. These garm are inherently monstrous, with the most common manifestation being the flesh of the face falling off and being replaced with bone-like dermal deposits that appear skull-like. Despite not becoming a full-fledged monster, wendigo are said to be undying revenants with unholy life-forces.



Chimeras

Chimeras are an off-shoot race that came about as a result of humans interbreeding or being weaved into a separate and distinct race. Chimeras can range from a human who merely exhibits minor cosmetic changes, like a half-orc having slightly pointed ears, subdued tusks, and red eyes to full blown changes that barely resemble humans at all. Many more exotic chimera are the result of weaving, a type of life magic commonly used in the Steel Legion, that for other races only allows minor changes from hair and eye color to the regrowth of bones, missing limbs, and other bodily repairs. Humans are the only known race to be easily and readily weaved into greater changes, with some humans even being weaved to resemble other races, at least in appearance.

Under normal circumstances, interbreeding between races results in a child of the sire. Ergo, an orc male and salamander female produce a full-blooded orc child. In humans, regardless of sire the child can be a pure-blooded human or exhibit qualities of the non-human parent. In some rare circumstances, such as with salamanders, this creates a stable sub-race but more often than not the resulting changes are merely considered chimeric. Most groups recognize chimerics as human and they can be found anywhere.

For rules regarding custom chimeric lore or custom races, see the Chimerics page.