Races: Difference between revisions

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|civilization = Onokrin Imperium, Tribes/Outer factions
|civilization = Onokrin Imperium, Tribes/Outer factions
|appearance = Short, varying colors, pointed ears, sharp teeth and claws.
|appearance = Short, varying colors, pointed ears, sharp teeth and claws.
|subtypes: Iron Bound, Stone Crusher, Erkling
}}
}}
Goblins are a race of conflict, ranging from the vicious outer goblins belonging to the feral tribes known as the Stone Crushers or the more civilized and well liked city goblins, colloquially called the Iron Bound. Goblins are well known for their appetites for the finer things, be it food, drink, drugs, or sex and many carry vices with them that are indulged with reckless abandon. While goblins can be described as wild by the standards of the Onokrin, the city born Iron Bound have made goblins renowned for their ability to tinker, construct, and ultimately work extremely well with all things mechanical. This innate cunning also extends into other fields, such as alchemy and magic, allowing for goblins to supplement their small size and lacking strength for a wide variety of applicable skills. As a result, many goblins are experts in the way of magi-tech and even the most humble of goblins can boast a passing knowledge on such devices.
Goblins are a race of conflict, ranging from the vicious outer goblins belonging to the feral tribes known as the Stone Crushers or the more civilized and well liked city goblins, colloquially called the Iron Bound. Goblins are well known for their appetites for the finer things, be it food, drink, drugs, or sex and many carry vices with them that are indulged with reckless abandon. While goblins can be described as wild by the standards of the Onokrin, the city born Iron Bound have made goblins renowned for their ability to tinker, construct, and ultimately work extremely well with all things mechanical. This innate cunning also extends into other fields, such as alchemy and magic, allowing for goblins to supplement their small size and lacking strength for a wide variety of applicable skills. As a result, many goblins are experts in the way of magi-tech and even the most humble of goblins can boast a passing knowledge on such devices.
'''Subtypes'''
<br>
* 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.
* Erkling - Also known as forest goblins, erklings are considered a deviant form of goblins. All erklings are born with yellow eyes, black claws, and deer-like antlers that shed and regrow every few years. Unlike other goblins who almost universally have talents in mechanics, erklings are more in tune with nature and possess greater skills in matters of healing and magic. Erklings technically are residents within the onokrin empire, living in small tribes within the nations many dangerous forests. Though treated with slight disdain, they are far more liked than stone crushers, as many erklings openly trade and deal in magic items and healing arts with anyone willing.
</br>
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|civilization = Warren Federation
|civilization = Warren Federation
|appearance = Rat-like Humanoids
|appearance = Rat-like Humanoids
|Subtypes: Mousefolk, Ratfolk, Capybarakin
}}
}}
Rodentfolk are a wide spread 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.  
Rodentfolk are a wide spread 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.  
'''Subtypes'''
<br>
* 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 soon synonymous with trains that it is said if a ratfolk caravan appears more than once in a town than a railway is soon to follow.
* Capybarakin - The 'spirit touched' as they are known in the federation, the capybarakin are short, broad, and often exceedingly calm compared to the average rodentfolk. Most are set apart by their broader noses and patient demeanor. They are most renown for their engineering skills, making up the backbone of federation artisans that construct the amazing underground empire the federation calls home. Though calm, most of the capybarakin can be considered strong of temperament and brusque, with a passion for work. If mousefolk live by their stomach and ratfolk live to wander, capybarakin can be said to live to work.
</br>
</br>


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|civilization = Independent (Isolated Clans)
|civilization = Independent (Isolated Clans)
|appearance = Caprini Humanoids
|appearance = Caprini Humanoids
|Subtypes: Caprinae, Ovinae, Ifrit
}}
}}
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 strong for their size after all.
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 strong for their size after all.
'''Subtypes'''
<br>
* Caprinae - The more goat-like of the kaxxis who bear horns and are physically stronger. Caprinae are considered are often considered arrogant 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 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 their god in the old legends whom power they absorbed was a dragon they had slain. Aside from trading their super natural powers for magical, ifrits are similar to most kaxxis and can appear as caprinae or ovinae with impressive sets of horns. Though their draconic similarity makes them exceptionally arrogant, even by kaxxis standards, unless dealing with a salamander whom they see as worthwhile cousins.
</br>
</br>


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|civilization = Warren Federation
|civilization = Warren Federation
|appearance = Short Draconic Humanoid or Short Canine Humanoid
|appearance = Short Draconic Humanoid or Short Canine Humanoid
|Subtypes: Draconic, Canine
}}
}}
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 whom 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 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 whom 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.
'''Subtypes'''
<br>
* 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.
</br>
</br>


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|civilization = Onokrin Empire
|civilization = Onokrin Empire
|appearance = Human.
|appearance = Human.
|Subtypes: Chimerics
}}
}}
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.
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.
'''Subtypes'''
<br>
* Chimeric - See below.
</br>
</br>


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|civilization = Onokrin Empire
|civilization = Onokrin Empire
|appearance = Humanoid, bulky, tusks, pointed ears, green to onyx skin.
|appearance = Humanoid, bulky, tusks, pointed ears, green to onyx skin.
|Subtypes: Onokrin, Tribal, Oni
}}
}}
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 challenge you to boxing duel before beating you half to death with a tusked grin and a glass of fine bourbon afterwards. Orcs are deeply bonded with humans, with most considering orcs the brawn to the humans brains.
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 challenge you to boxing duel before beating you half to death with a tusked grin and a glass of fine bourbon afterwards. Orcs are deeply bonded with humans, with most considering orcs the brawn to the humans brains.
'''Subtypes'''
<br>
* Onokrin -
* Tribal -
* Oni -
</br>
</br>


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|civilization = Independent (Isolated Families)
|civilization = Independent (Isolated Families)
|appearance = Hybrid draconic and humanoid. Scale color varies heavily.
|appearance = Hybrid draconic and humanoid. Scale color varies heavily.
|Subtypes: Draconic Exemplar, Human Exemplar
}}
}}
Salamanders are an offshoot of humans are considered stable enough to be considered their own separate race. The end result of magically compatible humans cross breeding with dragons, human-exemplar salamanders resemble humans in the force, 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. 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 being easily infused into their metallic creations much like how dwarves used runes.
Salamanders are an offshoot of humans are considered stable enough to be considered their own separate race. The end result of magically compatible humans cross breeding with dragons, human-exemplar salamanders resemble humans in the force, 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. 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 being easily infused into their metallic creations much like how dwarves used runes.
'''Subtypes'''
<br>
* Draconic Exemplar -
* Human Exemplar -
</br>
</br>


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|civilization = Scattered Tribes
|civilization = Scattered Tribes
|appearance = Hyaenidae humanoids
|appearance = Hyaenidae humanoids
|Subtypes: Civilized, Tribal, Hell-Touched
}}
}}
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 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.
'''Subtypes'''
<br>
* Tribal -
* Hell Touched -
* Civilized -
</br>
</br>


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|civilization = Independent (Federation Residents)
|civilization = Independent (Federation Residents)
|appearance = Humanoid wolves, many suffering from monstrous mutation.
|appearance = Humanoid wolves, many suffering from monstrous mutation.
|Subtypes: Pure, Afflicted, Wendigo
}}
}}
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 super natural 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.
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 super natural 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.
'''Subtypes'''
<br>
* Pure -
* Afflicted -
* Wendigo -
</br>
</br>


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|civilization = Steel Legion
|civilization = Steel Legion
|appearance = Humanoid deer.
|appearance = Humanoid deer.
|Subtypes: Nodo, Yayoi, Yuki
}}
}}
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 nation.
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 nation.
'''Subtypes'''
<br>
* Nodo -
* Yayoi -
* Yuki -
</br>
</br>


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|civilization = Onokrin Empire
|civilization = Onokrin Empire
|appearance = Massive lumbering humanoids, varying skin tones.
|appearance = Massive lumbering humanoids, varying skin tones.
|Subtypes: Traditional, Oni
}}
}}
Ogres, somtimes 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.
Ogres, somtimes 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.
'''Subtypes'''
<br>
* Traditional -
* Oni -
</br>
</br>


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|civilization = Independent (Isolated Families)
|civilization = Independent (Isolated Families)
|appearance = Massive lumbering humanoids, varying skin tones.
|appearance = Massive lumbering humanoids, varying skin tones.
|Subtypes: None.
}}
}}
Trolls are by no means stupid, but their sheer physical brawn 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 are by no means stupid, but their sheer physical brawn 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.
'''Subtypes'''
<br>
* 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.
</br>
</br>


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|civilization = Steel Legion
|civilization = Steel Legion
|appearance = Massive lumbering bovine humanoids, varying horns.
|appearance = Massive lumbering bovine humanoids, varying horns.
|Subtypes: Auroch, Bovine, Yak
}}
}}
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 orcs, 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.
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 orcs, 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.
'''Subtypes'''
<br>
* Auroch -
* Bovine -
* Yak -
</br>
</br>


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|civilization = Warren Federation
|civilization = Warren Federation
|appearance = Giant humanoid lagomorph
|appearance = Giant humanoid lagomorph
|Subtypes: Hare, Rabbit, Jackalope
}}
}}
Lagus are a race of giant humanoid lagomorphs who are the most adept psions in the world, yet are set apart from the other races of the worlds due to their strange nature and communal living styles. Lagus formed the Warren Federation in league with the kobolds and later rodentfolk, creating a vast underground empire where they made marvels of stone masonry and architecture supported by their telekinetic abilities. While considered the de-facto leaderships and administration of the Warren Federation, Lagus can be found at most levels of their society and have extreme body dimorphism between males and females coupled with an extreme disparity between birth rates, setting them apart from others and leading some to believe male lagus do not exist.
Lagus are a race of giant humanoid lagomorphs who are the most adept psions in the world, yet are set apart from the other races of the worlds due to their strange nature and communal living styles. Lagus formed the Warren Federation in league with the kobolds and later rodentfolk, creating a vast underground empire where they made marvels of stone masonry and architecture supported by their telekinetic abilities. While considered the de-facto leaderships and administration of the Warren Federation, Lagus can be found at most levels of their society and have extreme body dimorphism between males and females coupled with an extreme disparity between birth rates, setting them apart from others and leading some to believe male lagus do not exist.
'''Subtypes'''
<br>
* Hare -
* Rabbit -
* Yak -
</br>
</br>



Revision as of 14:29, 15 August 2023

Small Races

Goblin

Goblin
Common Names: Not defined
Commonality: Very Common
Civilization: Onokrin Imperium, Tribes/Outer factions
Appearance: Short, varying colors, pointed ears, sharp teeth and claws.

Goblins are a race of conflict, ranging from the vicious outer goblins belonging to the feral tribes known as the Stone Crushers or the more civilized and well liked city goblins, colloquially called the Iron Bound. Goblins are well known for their appetites for the finer things, be it food, drink, drugs, or sex and many carry vices with them that are indulged with reckless abandon. While goblins can be described as wild by the standards of the Onokrin, the city born Iron Bound have made goblins renowned for their ability to tinker, construct, and ultimately work extremely well with all things mechanical. This innate cunning also extends into other fields, such as alchemy and magic, allowing for goblins to supplement their small size and lacking strength for a wide variety of applicable skills. As a result, many goblins are experts in the way of magi-tech and even the most humble of goblins can boast a passing knowledge on such devices.

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.
  • Erkling - Also known as forest goblins, erklings are considered a deviant form of goblins. All erklings are born with yellow eyes, black claws, and deer-like antlers that shed and regrow every few years. Unlike other goblins who almost universally have talents in mechanics, erklings are more in tune with nature and possess greater skills in matters of healing and magic. Erklings technically are residents within the onokrin empire, living in small tribes within the nations many dangerous forests. Though treated with slight disdain, they are far more liked than stone crushers, as many erklings openly trade and deal in magic items and healing arts with anyone willing.



Rodentfolk

Rodentfolk
Common Names: Not defined
Commonality: Common
Civilization: Warren Federation
Appearance: Rat-like Humanoids

Rodentfolk are a wide spread 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.

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 soon synonymous with trains that it is said if a ratfolk caravan appears more than once in a town than a railway is soon to follow.
  • Capybarakin - The 'spirit touched' as they are known in the federation, the capybarakin are short, broad, and often exceedingly calm compared to the average rodentfolk. Most are set apart by their broader noses and patient demeanor. They are most renown for their engineering skills, making up the backbone of federation artisans that construct the amazing underground empire the federation calls home. Though calm, most of the capybarakin can be considered strong of temperament and brusque, with a passion for work. If mousefolk live by their stomach and ratfolk live to wander, capybarakin can be said to live to work.



Kaxxis

Kaxxis
Common Names: Not defined
Commonality: Rare
Civilization: Independent (Isolated Clans)
Appearance: Caprini Humanoids

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 strong for their size after all.

Subtypes

  • Caprinae - The more goat-like of the kaxxis who bear horns and are physically stronger. Caprinae are considered are often considered arrogant 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 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 their god in the old legends whom power they absorbed was a dragon they had slain. Aside from trading their super natural powers for magical, ifrits are similar to most kaxxis and can appear as caprinae or ovinae with impressive sets of horns. Though their draconic similarity makes them exceptionally arrogant, even by kaxxis standards, unless dealing with a salamander whom they see as worthwhile cousins.



Kobold

Kobold
Common Names: Not defined
Commonality: Common
Civilization: Warren Federation
Appearance: Short Draconic Humanoid or Short Canine Humanoid

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 whom 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.

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: Not defined
Commonality: Very Common
Civilization: Onokrin Empire
Appearance: Human.

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.

Subtypes

  • Chimeric - See below.



Orc

Orc
Common Names: Not defined
Commonality: Very common
Civilization: Onokrin Empire
Appearance: Humanoid, bulky, tusks, pointed ears, green to onyx skin.

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 challenge you to boxing duel before beating you half to death with a tusked grin and a glass of fine bourbon afterwards. Orcs are deeply bonded with humans, with most considering orcs the brawn to the humans brains.

Subtypes

  • Onokrin -
  • Tribal -
  • Oni -



Salamander

Salamander
Common Names: Not defined
Commonality: Rare
Civilization: Independent (Isolated Families)
Appearance: Hybrid draconic and humanoid. Scale color varies heavily.

Salamanders are an offshoot of humans are considered stable enough to be considered their own separate race. The end result of magically compatible humans cross breeding with dragons, human-exemplar salamanders resemble humans in the force, 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. 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 being easily infused into their metallic creations much like how dwarves used runes.

Subtypes

  • Draconic Exemplar -
  • Human Exemplar -



Gnoll

Gnoll
Common Names: Not defined
Commonality: Uncommon
Civilization: Scattered Tribes
Appearance: Hyaenidae humanoids

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.

Subtypes

  • Tribal -
  • Hell Touched -
  • Civilized -



Garm

Garm
Common Names: Not defined
Commonality: Rare
Civilization: Independent (Federation Residents)
Appearance: Humanoid wolves, many suffering from monstrous mutation.

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 super natural 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.

Subtypes

  • Pure -
  • Afflicted -
  • Wendigo -



Deerfolk

Deerfolk
Common Names: Not defined
Commonality: Somewhat Common
Civilization: Steel Legion
Appearance: Humanoid deer.

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 nation.

Subtypes

  • Nodo -
  • Yayoi -
  • Yuki -


Large Races

Ogre

Ogre
Common Names: Not defined
Commonality: Somewhat Rare
Civilization: Onokrin Empire
Appearance: Massive lumbering humanoids, varying skin tones.

Ogres, somtimes 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.

Subtypes

  • Traditional -
  • Oni -



Troll

Troll
Common Names: Not defined
Commonality: Extremely Rare
Civilization: Independent (Isolated Families)
Appearance: Massive lumbering humanoids, varying skin tones.

Trolls are by no means stupid, but their sheer physical brawn 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.

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: Not defined
Commonality: Common
Civilization: Steel Legion
Appearance: Massive lumbering bovine humanoids, varying horns.

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 orcs, 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.

Subtypes

  • Auroch -
  • Bovine -
  • Yak -



Lagus

Lagus
Common Names: Not defined
Commonality: Common
Civilization: Warren Federation
Appearance: Giant humanoid lagomorph

Lagus are a race of giant humanoid lagomorphs who are the most adept psions in the world, yet are set apart from the other races of the worlds due to their strange nature and communal living styles. Lagus formed the Warren Federation in league with the kobolds and later rodentfolk, creating a vast underground empire where they made marvels of stone masonry and architecture supported by their telekinetic abilities. While considered the de-facto leaderships and administration of the Warren Federation, Lagus can be found at most levels of their society and have extreme body dimorphism between males and females coupled with an extreme disparity between birth rates, setting them apart from others and leading some to believe male lagus do not exist.

Subtypes

  • Hare -
  • Rabbit -
  • Yak -


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 or has 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 produces 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.