This site is currently in progress. Information may change!
Riders in the Algo's world, Kaeliso*, are generally any humanoids, they must have semi-dexterous hands or opposable thumbs and stand on two legs, though they don't have to appear 'human'.
There are set species populating the lore accurate world, however players may have any race, species or creature as a rider as long as it it generally stands on two legs and has opposable thumbs. Think zootopia style-animal characters, or characters that can stand on two legs even for short while.
Choosing a lore-accurate rider may come with small bonuses to activities.
Bonuses are subject to change for balancing purposes.
The main species in the world are similar to standard high fantasy races. This includes the following:
HUMANS
Max Age Range:70-80 years
Maturity: 18
Height Range:5’-6’0” (Average 5'5-5'9")
Appearance:.
Humans are the most common race in the world, with the most varied appearances of all races. They have rounded ears, varying heights, hair of all manner of colors, and skin tones that range from pale cream, tanned, or even darker shades of browns and red hues. Their hair generally matches their skin tones, with fairer skinned individuals usually having light hair colors of blond or strawberry, and with darker skinned individuals having black or brown hair. Of all the races they are rather balanced in strength, constitution and intelligence, being able to adapt to many environs.
Humans are known to crossbreed with other races creating Half-Elves, Half-Orcs, and Half-Demons.
Eye Color:
Blue, Green, Brown, Hazel, Grey.
Skin Color:
Varies depending on genetics.
Racial Skills:
Adaptable: Humans aren't masters of their skills, but they are adaptable, granting +1 to scored activities they are depicted in.
Natural Scavenger: Humans know the land have a 20% chance to get an extra item while Scavenging.
Languages :
Common, and 1 other non-secret language from the following: Halfling, Gnome, Elven, Sylvan, Dwarven.
Origin:
Humans have existed for thousands of years prior to the wastelands’ spread. Many resided in various cultures and continents as the sole sentient beings of Kaeliso and the world. While some peoples had advanced significantly in the years prior to the gates, other peoples lived in tribes, clans, and other more primitive settlements. This difference in technology and advancement often left some groups disadvantaged during times of conflict, and the various subraces of humans warred for a multitude of reasons rather frequently. The primary motives being for wealth, resources, or to cause fear and control other groups of peoples.
Architecture:
Human structures vary vastly between regions and cultures, between standard homes, massive towers, simple tents and huts, to even living entirely nomadic lifestyles. To truly explain the vastness of style and shapes of human architecture, one would have to travel the world for themselves and see the differences with their own eyes.
Culture:
Humans have diverse cultures unlike that of other races, they flourish across many lands and with them they take their own views of the world and shape their societies from it. In general they tend to get along with many other races far better than those of their own kind, finding the “magic” peoples far more valued and interesting than the familiarity of their own. They are often the first to colonize untamed lands and are hardy and versatile settlers, though this can unsettle other races who prefer to work with the land, rather than tame it.
Names:
Humans tend to have a huge variety of names that cannot be surmised in a few sentences. They vary on their culture, upbringing, and own personal choices, with humans finding the names of other races and languages intriguing and often borrowing them. Anything is generally possible and counted as a valid name, even if it draws looks of concern from others.
Religion:
Humans are such a diverse people that they practically worship just about anything, from a valued or revered member of their society, magical beasts of myth, or even beings created to answer their unsolved questions of the world. However, in settlements across the land, it is more likely to discover humans worshiping gods of law, safety, health, beauty, war, harvest, life and the afterlife, love, and so on. They are known to create churches, temples, shrines and many other places of worship for these gods, and often they are focused on the entire pantheons. These pantheons can diverge wildly based on the humans themselves. There are far too many differing kinds of humans (and religions) to give them all justice, but the following are the most prevalent:
Azur - God of technology, advancement and wealth
Ravinia - Goddess of time and life.
Sulathaet - God of the desert, sands, and wind.
Lugal - God of thievery and greed.
Eldas - God of nature and beasts.
Coriarn - God of travel and prosperity.
Talaon - God of battle.
Lurust - God of Death.
Kaliva - Goddess of luck and birth.
Mathar - God of the undead.
Verog - God of monsters.
Rakja - God of farming, crops, and plants.
Esyrin - God of gambling and alcohol.
Bhihati - Goddess of craft.
Relations:
Humans generally get along the most with Dwarves, Halflings, Elves and Gnomes. None of which overly mind them. Humans have very diverse cultural opinions on each race. Some might say Dwarves are too 'greedy' and Elves are too 'Secretive and Superior' but not much else can be discerned, save that they all have varying opinions as such. They also harbor a strong suspicion and disdain for orcs, of whom are the result of their own failed experimentation and discrimination. They have a powerful hatred for the wanderers, beings from the dimension that brought forth the wastes, monsters, and destruction. Humans are curious of many other races but have yet to develop any strong assumptions or actions toward them.
Dwarves - Hill, Mountain, Deep
Max Age Range: 300-400 years
Maturity: 80 (5 human years equates to 1 dwarven year.)
Height Range: 4’-5’5”
Appearance:.
Dwarves are a short, stocky and well muscled race, often most well-known for their impressive beards. They appear similar to humans, and generally stand a few heads shorter than most. They can easily wield war axes, hammers and picks as if it was an extension of their own limbs, and are usually caked in a fine layer of silt, dust, or dirt from their underground endeavors. It's not uncommon for female dwarves to have beards, and often females are hard to pick out of a bunch of dwarves.
Eye Color:
Blue, Green, Brown, Hazel, Grey. Red, Purple, and Silver for Umbra Dwarves.
Skin Color:
Varies depending on genetics, with mountain and hill dwarves having ruddy, tanned or pale complexions, and Umbra Dwarves with dark grey to black skin.
Racial Skills:
Dark-Vision: Dwarves can see up to 60 feet in the dark.
Natural Miner: Dwarves have a 20% chance to get an extra ore while delving
Languages :
Common, Dwarven.
Origin:
Dwarves have origins in the same means as Elves, being they traversed the gates and portals that popped up around Kaeliso, settled in and never left. Humans like to joke that dwarves are just shorter versions of themselves, and due to this they felt shamed and hid away under the earth until after the portals opened. Reasoning that weirder things came through than them, so they’d fit right in.
However any sane Dwarf would rather eat a scorpion than agree with that rumor.
Following the portals closing, dwarves began to settle the mountainous and hilly areas of the world, preferring areas rich in minerals and stone for their construction and craft. They often famed themselves and became synonymous with metalsmithing and stonemasonry, being it was what they all tended to do. While also considered a “magic” race, they rarely use magic in favor of more straightforward battles with their brute strength.
All dwarves were originally either Hill or Mountain, mainly classified by their choice location to construct their halls and keep, however Umbra Dwarves surfaced after nearly a century, and have origins aligning them with the dark magics of Halardrin. These dwarves often reside farther underground than their kin would even think to venture, with blackened or gray skin, dark hair, and eyes akin to a demon. They are much more aggressive, hateful and seek to kill any that so much as look at them wrong, or speak Halardrin’s name in vain.
Architecture:
All Dwarves, regardless of their race, construct keeps and halls or stone and gold, vastly dwarfing the race when compared to their size. These structures often appear as if made for giants instead of the stocky dwarves, and are a mason’s marvel to even gaze upon. Sadly most dwarven architecture is seldom seen, as many dwarves aren’t too keen on letting non-dwarves into their cities and homes.
Culture:
Dwarves usually operate as large clans, taking refuge in mountains and building expansive and impressive cities. Many dwarves swear allegiance to a single king, and form patriarchal clans around him. While rude and stubborn to other races Dwarves find all sorts of joys with their own kind, often being much friendlier and jollier to their own. Female dwarves share the same ranks in dwarven society, even if they are not clan leaders and are well respected and allowed to partake in all dwarven crafts, such as blacksmithing, mining and even fighting, if one is able to work or fight, they are never told not to.
Names: Thoak, Gilral, Durival, Yurric
Religion:
Dwarves follow several gods, the most well-known being the following, with Faron being considered the patron god of all dwarves.
Faron - God of smithing and craft
Maraath - God of Mining and exploration
Eribor - God of Safety, Truth, and Wisdom.
Yarroki - God of Greed and alcohol
Aratir - God of battle and war
Novilda - Goddess of the dwarven dead and the afterlife.
Kherarre - Goddess of luck, protection, and travel.
Nyrhaelda - Goddess of birth, life, and fertility.
Relations:
To all other races Dwarves are considered stubborn as a mule and usually with an offensive personality to match, not all dwarves are aggressive to other races, but it's common enough than many races share a bit of disdain for their stout fellows. Dwarves however tend to become fiercely loyal to their closest friends and will fight even to the death for them.
Elves - High, Moon, Wood, Dark, Auril, Sand
Max Age Range: 500-1000
Maturity: 110 (6 Elven years equates to 1 human year.)
Height Range: 4’6”-5’5”
Appearance:.
Humanoid in appearance, elves stand a bit shorter than humans, but with thinner and more lithe figures. They sport pointed and elongated ears, and often wear their hair styled and long. Their outward appearances can vary between subraces, but generally most have light or fair skin, Wood elves being more tanned, and Dark and Sand elves with dark skin tones. They do not physically age past maturity, and many appear in their prime until their death day.
Eye Color:
Blue, Green, Brown, Hazel, Grey, Silver, Gold.
Skin Color:
Varies depending on genetics. See appearance summary.
Racial Skills:
Free-Spirit: An elf is innately immune to charms that would sway their decisions.
Bonus: A elf is not affected by enchantment spells.
Trance: Elves do not sleep. They Meditate for 4 hours a day - though it is commonly called a 'Trance'. Trances often have dreams that are more or less 'mental exercises' played throughout them. Elves are more perceptive during their trance, in regards to other races that must sleep.
Bonus: An elf can detect movement or noise around them, even when trancing, thus its hard to sneak up on a 'sleeping' elf.
Low-Light vision: Elves can see amidst lower light than that of Humans. What is usually dim lighting can be considered normal to them.
Heightened Hearing: Elves are more perceptive to sound, thanks to their ears. Elves receive 20% chance to find an additional item in hunting.
Languages :
Common, Elven +Subrace Dialect
(Dialect, ex, Elven(Common equivalent for the race), as well as Moon-speech for a moon elf.)
The subrace dialect can be somewhat understood by all elves, but some words may be lost.
Origin:
Elves are said to come from another plane, similar to the other “magic” races, such as dwarves, Gnomes, and Halflings. While this plane may be merely another world, or even dimension, none remember enough to recall. What is commonly believed by humans is that the Elves entered their world through one of many gates and portals created following the wastelands, and the crystals are the sole remnants of those many gates.
The Elves themselves often refer to their home as the Higher Lands, or the Highlands, and praise it in such reverence that any listening humans would think they spoke of heaven itself. Besides this, in the 1000 years since their appearance from the gates, many differing groups of elves have made themselves known. While initially similar, most have different cultures, places of habitation, and appearances, and some even with illicit disdain for their kin. All however have a common interest in returning to their homelands, a fabled place, at the very least on their death.
From what few documents remain from the initial settlers, the High Elves were frequent to war with their dark skinned counterparts, being the Umbra, Dark and Sand Elves. While the Sand Elves of the world do their best to amend any past wrongs, reformed by the gods from the corruption, the Dark Elves shelter themselves away to one day regain their rightful place in the world, perhaps at the destruction of all high elves. Some Dark elves have even been known to modify themselves with abandoned tech in the hopes of besting their magic-aligned cousins, and others fall into the abyss, seeking strange dark magics from any god to act as patron.
Architecture:
All Elven structures can be best described as elegant and advanced, though they may differ significantly in appearance. High elves are known to construct the most elaborate magic enhanced cities, with almost every city featuring scholarly academies and homes constructed of white marble, gold and peach colored towering buildings. High Elven cities are marveled as some of the most beautiful places to set foot within- giving an oddly soothing feeling to all who enter and stay. Their cities are often built on towering cliffs, extending high above the sheer walls like pinnacles. The High elves capital is the northern most reaches of Luphioti, and its secluded isles. High Elves are also found in quantity in the territories of Talarn. Many teach the ways of the monk there. Other small populations extist on the East Isles, within the islands of Ert, Praht, Kathra and Vlihst.
Moon Elves prefer to build wonderful glass houses for their various gardens, and tend to have houses and manors similar to those of High Elves, but with more magic automation. Their homes are often rife with libraries, laboratories, and rooms fit for the wizards and mages many of them become. While many live in similarly constructed cities as the High elves, others stay secluded, in grand basalt towers. Some may even reside in the cities of the High Elves, but a small fraction of the population. For every 100 High elves, there may be one Moon elf.
Wood Elves build their cities amidst the boughs of trees, often choosing lush areas around waterfalls and constructing a fair share of arches and bridges to accent the wilderness they live in. The location in trees also tends to help them avoid many of the natural predators that stalk the forest floors and woodlands, and afford the Wood Elves ample view of any approaching groups. The largest grouping of Wood Elves reside in Tamaranth, a few others in the dense forests of Akoth, but these elves are secretive and seldom seen. They have a high distrust of the humans of Akoth Nymryr, as the inhabitants favor slavery and other barbaric practices.
Sand elves, also known as Desert elves often build white or sandstone buildings that are elegant in themselves, adorned with phoenixes and other signs of rebirth. Unlike most of their kind they lend most of their architectural styling to the natural peoples they encountered in the deserts, as the buildings are the most practical in the climate, and easiest to build in the heat. Other settlements of the desert may line the sides of plateus, or ring around the few oasis found in the hot sands. Their cities and towns are often small and made of a few close families, with the houses an arms breath apart, and colorful tapestries and cloth spreading the span between buildings, sheltering the inhabitants from the harsh sun. Sun elf civilizations are restricted to the desert continent of Siolarus, but a few elves may wander from this land and be found elsewhere. Their presence is always that of a minority.
Auril Elves when afforded to, reside in a constantly cold and snowy landscape, make their homes of white stone and ice, blended into the snowy terrain surrounding their infrequent settlements as to not avoid drawing any attention. One might look directly at a Auril Settlement and never know it was ever there. There is one large settlement of Auril on the island of Sel Wren, and a grouping in its nearby territory on the western reach of the Kaeliso Wastes. There they hold a large academic presence, teaching fellow elves, and the stray human of magic and history.
Culture:
Few enjoy singing, art, and other scholarly pursuits as much as the Elven people do, yet also respect and revere nature, hunting, art in mind and body. They are said to be the first race to master the art of magic, and as a result, incorporate magic, elegance and art into every aspect of their lives. An elf will often lived within an enclosed society of their own kind, more than they would mix with races of shorter lifespans. Many say this is due to other races feeling too hurried, or that an elf is most likely to outlive those around them, and thus often feel incredible pain when making short-term friends with humans, halflings, or other races who are shortlived in comparison to their long lifespan.
Elves prefer to always fight with elegance, not matter how outwardly rugged some of their kind may seem or even appear. This shows in their warriors who are often more graceful and strategic over using outright brute strength. When Elves build, their style often blends with and complements the nature around them. They prefer natural and heavenly tones in architecture, depending on what kind of Elf, and often based on their upbringing and subrace.
Names:
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and during this period they are called by "child names." On declaring adulthood, an elf also selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. In addition, every elf bears a family name, typically a combination of other Elven words. Some elves traveling among humans translate their family names into Common, while others use the Elven version.
Religion:
Elves are an elder race, compared to most, as a result they often worship gods of Art, Music, Magic, and Life itself. However they also found themselves drawn to what they consider their Elder Gods, beings of which they speak about from their home plane. They also find themselves drawn to the magic abilities of the Greater Dragons, and it’s not uncommon for them to side with the dragon each races feels “aligns” to their beliefs and goals.
The following are the most common elven gods that many speak of and revere:
Iolas - God of light, home, and elves.
Qiro - God of wealth, trade, and alcohol.
Fenrin - God of the wilds and the hunt.
Lysanthir - God of stealth and subterfuge.
Ayluin - God of the Elven Dead.
Marikoth - God of Sand Elves and storms.
Amara - Goddess of magic and wisdom.
Sheera - Goddess of life, love and birth.
Naevyn - Goddess of animals and plants.
Saena - Goddess of battle.
Relations:
Elves are usually seen as outsiders to most races, no one particularly hates them, save for the Dark Elves and Umbra. They have a bit of an uneasy relation with Dwarves and Orcs, but this is primarily due to the latter being more prone to inelegant endeavors and being rather brutish in nature, if not entirely stubborn and unyielding in conversations of any topic. Elves often get along rather well with Halflings, Faun, Gnomes, and other inherently good folk. With humans, elves are friendly if not pitying of the peoples, as their lives are unfortunately cut short so quickly, and with it they tend to see countless friends and companions pass. They know that humans are a race prone to make many mistakes, being with such short lifespans, and that they often lack the wisdom that many elves possess because of their lengthy ones. Due to this the elves take it upon themselves to try and educate humans and impart their knowledge unto them. Of the Elves propensity for mingling with other races, humans are often the first chosen, and as such, there is a significant number of half-elf children. These half-breeds are usually welcomed into elven society, but not all may be treated kindly.
Half elves are the result of human and elf interaction, they are the middle ground between the two races and are often pitied by elves due to their significantly shorter lifespan and most are considered half-breeds with no place in society.
Half elves raised by their elven parent often are more refined and vain while those raised by humans often find elven culture odd and can be rougher around the edges and less restrained in mannerisms.
They reach maturity at 18 years of age like a human, but always appear younger than their age or predominantly youthful, and can live up to 120 to 140 years before passing away. Half elves age more visibly that elves, but less noticeably than humans, and are capable of growing facial hair.
Overall a half-elf is more sturdy and adaptable than the regular elf, being taller, heavier and more resilient to their surroundings. They average between 5' and 5'9" tall, generally shorter than humans. A half elf sees in the dark only slightly better than that of a human and half-elves require a full night of rest at least once every 3-4 days, unlike their elven cousins, otherwise they trance like an elf.
Many half-elves seek out adventure and change from the norm as they seek to find a place for themselves in the world.
Half elves also called as half-humans by elves worship either human or elf gods, though it depends on whether only the elven parent raised them, the human parent, or both. They also tend to adopt cultural norms from both races, but can lean more to one side or the other depending on their upbringing.
Racial Skills:
Low-Light vision: Half Elves can see amidst lower light than that of Humans. What is usually dim lighting can be considered normal to them.
.
Adaptive: Half Elves can adapt to many terrains, regions, and new surroundings much easier than their elven cousins, regardless of how different it is to them. This excludes extreme weather conditions, as they would still require proper gear and clothing. Half Elves have a 20% chance to find an additional Item in Hunting.
Languages :
Common, Elven, +Subrace Dialect*
*(depends of which parent raised them, if raised by a human, they would known the human parents dialect, if an elf, then the elf parents dialect. This is also restricted by whether they lived in an elven city or a human city. If none, then they know only the common Elven and Common tongue. )
Orcs
Max Age Range:100-150
Maturity: 20
Height Range: 6’-7.5’
Appearance:
Orcs are tall humanoids with impeccable or above standard physique. They are usually noticeable by their skin color, as well as the tusks that protrude from their bottom-jaw, framing their face. They are a wise and strong race - physically the most capable to survive in the new world. Most orcs come across as knowledgeable about nature as a result.
Eye Color:
Yellow, Red, Brown, Green, Black, Blue, Silver.
Skin Color:
Red, Green, Pink, Grey.
Racial Skills:
Earthsong: Orcs are naturally more resistant to damage - their skin is tougher and usually muscular to show this.
Firesong: Orcs inherantly channel the gift of fire within their veins. When an orc is backed into a corner, severely traumatized or otherwise harmed - they go into a state of super-powered rage. This occurs after health drops below half, they then receive a +2 bonus to any Hunting rolls.
Survivalism: Orcs are very resistant to extreme weather conditions and extended periods in the wilderness. Most orcs do not feel the cold or heat like other races. They also need to eat at a lower rate than most races.
Languages :
Orcish, Common.
Origin:
Created pre-rift via human researchers in labs spreading across one continent; they were designed to be a test not fully indoctrinated to survive outside of human control (Birth defections and unstable DNA.) But also trained psychologically to hate and believe that the other 'lab-borne' soldiers of different labs are their enemies. These training regimes and documents of propaganda were created specifically to raise the super-soldiers into a testing ground for their effectiveness, by pitting them against each other to determine viability before offering these soldiers to the government. Or that was the plan, before all the researchers of each lab mysteriously disappeared and never came back as a result of the apocalypse. The orcs escaped their prisons, only four of the five experiments had ended viably, resulting in - all marginally different and categorized by skin pigmentation. These were the origin of orcs - but much more would befall them.
Upon finding the world, it was already in ruins -- but these creatures were superior genetically in survivability - simply lacking the effective ability to reproduce sustainable. They began to claim scrapped technology, creating weaponry and civilization formed around their tribes - the propaganda of the labs brainwashing ingrained into their being in an odd form of religious truth.
It caused a war between four sides. A war of attrition with no foreseeable end.
It was during the greatest war of orc-history, where the great dragon flew into the midst as all sides flooded to meet in a grizzly four-sided bloodbath. The orcs having never seen such a creature stood still in awe and horror. The dragon offered a solution and truth - knowing how to fix the orcs problems, and their true stem (Biological tampering) -- and gave them the chance to fix these aspects, if they would align sides beneath a new banner, fighting a war versus Hallardrin, the great corrupter and consumer.. true enemy to all kind, as his darkness would approach.
As time progressed, the orc people came to see new similarities and companionship under the dragon's guidance. New generations of orcs were born free of the birth defects, and some even boasted red or green shades of skin. A new religion was ushered in, seeing their dragon as aspects to look up toward and to uphold: The passion of fire, and the reason of earth. As their culture progressed, contact with the common world came from their dragons guidance, ushering forth the peace that was key to salvation. Orcs turn their fury primarily onto the savage lands as a result - seeing the challenge of taming it as proof of their fury, reason and strength.
Orc societies origins:
Orcs are a passionate race of fiery and strong individuals. After emerging from their research labs, orcs had been scavengers. Though by no means were they unskilled in physical combat though this was from senses instilled into them through the experiments they were put through, inlayed deeply within. Similarly, they knew how to hunt and how to use tools. They found themselves in a diverse climate, mostly arid and rocky amidst occasional pines and mountainside respites.
They set to work building settlements in the canyon-sides shade. As time progressed, the four settlements discovered each other; though much time had passed, the propaganda was still built into their core - and a mighty all-out fight began blindly spiraling out of control between each side. The attrition of the conflict dwindled each of the Orcish people down to small numbers, mostly women and the rare occasional child.
Each chieftain stood with his last army, ready to fight their last stand. It was at this moment the dragon Garuga would soar in, changing their hearts forever. They did not feel rage, they felt the song of fire and earth emanate from their being as they met with him.
The orcs had been calmed enough to reason with - and the great dragon Garuga spoke out to their minds in a voice they understood. It offered them a vision of the truth, and a boon if they joined the dragons side. The orcs, given a chance to think from his soothing song had decided to hear the dragon out.
With a nod of the dragons head, their eyes seemed to roll up into their skull - falling to their feet all four experienced visions of their creation. The information gleamed by the dragon Garuga was compressed into visions that lasted mere seconds, though flooding their brains full of information and understanding. The chieftains, all looking physically exhausted, drew heavy breaths, looking from one to another.
At once, all four had found a common ground. A connection. They had all been played.. and they would lead their people out of this deceit. They would become more than they were set out to be, following Garuga's footsteps.
They accepted the dragons boon, in the name of their people. A unanimous cry cheering from the battlefield as a sense of salvation and hope rallied forth into cries of victory.
Garuga gave a mighty roar that echoed across the plains. The orcs felt the song of fire and earth flow through them - like a second heartbeat in unison with their first. The orcs felt a purpose: to live, to be free and to find peace in this savage land.
2 years came to pass before many of the orcs gave birth without complication. Garuga had assured them this would be the case. The children were a miracle in the eyes of the female orcs - though their skin colors were green to shades of red, unlike their parents that had all been a pale grey. Up until now, they had assumed a curse, as only every 2 out of 10 orcish women could give birth to healthy orcs. For obvious reasons, the orcish community rejoiced. They called this day the Earthfire festival - and every year it is held to commemorate their new generations and celebrate to the dragon of Earth and Fire for awakening their potential.
The children grew to healthy adolescents, before many developed a deeper understanding of magic than the first generation. Shamans and Druids came to be, as multiple orcs reported gifts from nature or voices of spirits, looking to Garuga for mentor-ship, or finding it on their own in the voices of nature. It seemed the dragon had blessed them with magic to use in this strange world - and they would use it for good.
As society developed over the following 150 years, orcs came to be fond of canyons and forests - the common features of their location. Their people flourished, coming into contact with humans, elves and other races. Though orcs can come off rather brash, head-strong or brutal -- they are still friendly folk, thanks to the dragons guidance. The dragon had told their people of other dragons and survivors of the recent world events - that unity was salvation.
200 or so years later:
50 years have passed, and inter-racial contact has forged many intriguing elements to society. Most cities contain a myriad of races, a result of the dragons and shared gifts. Orcish shamanism and druidism has led to many improvements in agricultural areas and spiritual matters. An Orc can be found across the land - many having pride in their origin and too happy to tell you the tale.
Architecture:
Tents woven of plant fibres and supported with large bones and wooden supports are common if the land does not provide natural cover. If an option, an orc gladly makes his home out of a cave. Druids have influenced a large amount of orcish architecture, creating a combination of shamanistic hutts amongst the more widely used buildings. Places of surreal natural beauty are considered communion to the spirits of nature - and are often preserved, if not encouraged to be turned into ritual grounds or shrines.
Names:
Orcs usually name themselves from a wide selection of observations. "Whisper" "Waterfall" "Gnarled Oak" "Bearclaw" are all examples of a common, nature-themed name. Last names consist of concepts such as: "Windrunner, Ashfont, Vinethorn." usually a combination of things they find beauty in, or honor/respect. Orcs may also choose more human names depending on their upbringing.
Religion:
As for religion, Orcs as a whole see the Fire/Earth Aspect dragon "Garuga" as their religious figure. Orcs believe him as more of a paragon or role-model than a creator - doing their best in his name. Many orcs also adopt nature and warrior pantheons as their gods typically. Unlike many races, orcs have a love for 'tangible' worships practices such as rituals.
Relations:
The orcs get along surprisingly well with elves, seeing them as frail but smart in their own way, Elves respecting the Orcish communion with the land and combat. Humans see Orcs as very savage and brutish to their own refined but post-apocalyptic lifestyle, but cannot help to respect the orcs and admire them. Orcs see humans as a kindred race, since finding out their past. Other races that are more rare might be uncommon to orcs less traveled, but they've heard of most and have opinions generally open minded and favorable.
===
Half-Orcs
Half orcs are the odd but likely combination of an orc with a human, possible by orcs being modified versions of humans in the past. These hybrids are often a bit taller, sturdier, and stronger than their human half, but weaker than a normal orc. Halforcs also inherit the intelligence of humans, though are still subject to the frenzy orcs experience in combat.
Depending on what half raised them, they can live as educated and modern individuals, in cities, or with wandering tribes, hunting, gathering and living with the land. Both societies are vastly different, and pose a strong influence in the halforcs overall lifestyle and choices.
Despite this, half-orcs can mingle with both sides much more freely than a pure orc could in a human society, or a human with solely orcs. Physical and intellectual or traditional aspects are the root cause of the differences.
They reach maturity at 20 years of age, like their Orc parent, and can live up to 120 to 140 years before passing away. Significantly longer than the lifespan of a human, but generally less long lived than their orc parent. Half orcs can have slightly pointed ears and generally have small tusks or sharper eyeteeth than a human. Compared to an orc, their tusks are just fangs.
Half orcs tend to be taller, more muscular and sturdier than even a human, and can take a good deal of hits compared to a human. They also can inherit a curiosity for more, trying to find niches in human and orc societies where their skills and uses are of benefit to both groups.
Half orcs can worship any god in the human or orc pantheon, but generally they prefer to worship the draconic patron of orcs, Garuga, or another local dragon.
Racial Skills:
Naturalist - Orcs are familiar with the land, elements and the creatures of the world. They have a +20% chance to bring back an additional harvest in farming or hunting.
Halflings
Max Age Range: 80=90
Maturity: 15
Height range: 3'8"-4'5"
Appearance:
Halflings like most of the common races are humanoid, resembling humans closely just with shorter statures, and with lightly furred feet. Some halfling may sport long thin tails with a small tuft at the end, or lightly furred ears. Their hair colors are generally browns, reds, or auburns, and they can have any natural eye colors that a human could have. Halflings unlike the other magic races are not from another dimension, and instead are the result of mutations in human dna. Over 1000 years many who considered themselves "Halfling" took pairs with similar stature individuals, and with a little help of genetic experimenting, eventually the halfling were a result. The tallest of their kind stand no more than four feet, five inches, with the shortest individuals standing on average no shorter than three foot, eight inches. Most of the longer-lived races or humans who've knowledge of the halfling origin in human history prefer to consider the halflings their own race due to appearance, culture, and oddly upbeat personalities.Not to mention the tails and fuzzy feet.
Racial Skills
Natural Farmers: Halflings love to farm, as a result, they often have better yields when doing just that. They also seem to get along rather well with animals, even if they're near three times their size.Halflings have a 20% chance to earn an additional item in farming.
Lightweight: Some consider it cheating but halflings are small and light. They earn a +1 to scores in Racing.
Languages: Common, Halfling.
Origin
Halflings were the result primarily of natural mutations in the human race. They were helped along with their mutations by curious scientists, and unlike the orcs, their experiments weren't meant to forge war-faring super soldiers, instead creating a rather short-statured, hardy and specialized race. Halflings are very similar to humans in most physical aspects, aside from short-stature, and lightly furred feet and sometimes tail sporting backsides, but they'd grown into an entirely different culture following the event which destroyed most of Theis and the labs.
Halflings took the opportunity to band together into large nomadic clans and traveled far from the civilized areas of Theis and it's neighbors. They took shelter in the wilderness, creating small communities in the foothills of the mountains, and turned to the natural world for their sustainability. While other cities crumbled as their generators and power-grids failed, halflings were farming, raising animals, and living rather simple lives away from the troubles of the humans.
It wasn't until the portals began to spit out odd beings known as wanderers, and other magic races, did the halflings decide to pay attention to the rest of the world's struggles. Albeit begrudgingly. Halflings were sent out in small parties to speak politics with humans and the magic races who'd come to the world, marking out their land claims and learning what they could of the new races. After near 900 years of seclusion, and a few generations of halfling being born and raised, they, as the youngest of the races decided it was time to reintroduce themselves, and as such, it's more common to see halflings out of their cozy homes and traveling the world once more.
Architecture
Halflings prefer to create ornate and rather cozy houses under rolling hills and in the larger foothills of mountains. They're also known for their rustic cottages and knack for incorporating their structures with the terrain around them, as well as preparing plenty of fields and pastures for crops and animals alike. Halflings are usually the first race that many turn to when they need farmland and houses constructed, as despite being travelers in recent times, most halfling won't give up the chance to start a new halfling town or settlement.
Culture
Halflings prefer to stay secluded and away from the busyness and struggles of the more tech-inclined, and even magic-inclined races. They'd spend all their years in their homes, near them, or drinking with their neighbors, than running about exploring, and not feel a tinge of regret. They also aren't one to turn down the frequent party and festival in their settlements, and base most their trade and livelihood off of selling animals and crops they've raised. They're hardworking in that aspect, and tend to look rather harshly upon freeloaders, troublemakers, and any against their favored trade.
Crime in a halfling settlement is almost unheard of, and rarely do they even take up arms, preferring instead to just protect their land if trouble should come to them. They've generally only a few laws in each town, which cover the basics, and should a halfling break a crime, they're charged a fine instead of physical punishment. Generally that is enough of a deterrent as the race has become rather material over their development, lacking the luxuries of the other races, even if by overall choice.
Names
Halflings have names similar to humans, and they've been known to borrow names on occasion from other races. Either way, halflings don't put much into their given name, as their surnames and family names hold most their history. They prefer to keep their names based on where their ancestors settled or even based on their professions, such as the Brighthills, or the Harrin', raisers of the wily hare.
Religion
Over the years Halflings have elevated some of their own kind and ancestors into gods, and compared to many other races, halfling gods are few in numbers.
The following are the current gods of halfling:
Rayba - God of Home and happyness.
Havin Brightwater- God of halflings, the first halfling.
Enthelem - Goddess of food and alcohol.
Relations
Halflings can be rather distrusting and wary when it comes to leaving their homes, but once they're out, they tend to have rather amicable personalities, and an optimism that can't be shattered. As such, halflings are rather friendly and hospitable to all races, at least until proven they shouldn't be. They do however find orcs too tall and gruff for complete ease, and consider gnolls to be big dogs who like fighting too much.
Fauns
Max Age Range:200-250
Maturity: 20
Height Range: 5’-6.5’
Appearance:
Faun are lithe forest creatures, with tan skin and pointed ears. They generally appear similar to elves, but what makes them different are their lower legs. All faun sport the furred lower legs of ungulates, be it they look like the legs of deer, goat, sheep or other similar animals. Their pointed ears can also have a fine coating of fur, and on occasion, parts of their forearm, or lower arms. Fauns can sport a variety of horns or antlers, most commonly being small goat horns, or deer antlers.
Eye Color:Yellow, Amber, Gray, Green, Blue, Black, Brown.
Skin Color:Varies, similar to humans.
Racial Skills:
Low-Light vision: Fauns can see amidst lower light than that of Humans. What is usually dim lighting can be considered normal to them.
Sure-Footed: Fauns can easily traverse steep and unsteady terrain without falling, and are excellent mountain climbers due to their hooves. +20% chance to find an additional item in scavenging.
Agile: Fauns can outmaneuver many foes on foot, and their natural speed helps greatly when it comes to a game of chase.
Languages : Common, Sylvan, Elven.
Culture:
Fauns are rumored to be as long-lasting as elves. Perhaps even being one of the original humanoid races, or even descendants of elves that delved into nature magics and became forest fey. However, unlike elves, they are much more reclusive, secretive and far more rare. Generally they live as hermits or travel alone, but on occasions large groups of faun will form settlements of kin and children, creating large bands who fiercely protect their forests and homes.
Fauns are quick to distrust many races, as most do not understand their attachment to the forest that many spent their entire lives in. Often this causes conflict, as the faun are known to raid and even destroy settlements or outposts that so much as use a single log from their territories, or those who trespass on their land. On occasion however they are also know to bond rather well with those who are respectful of their forests, even making those individual honorary members of their band.
Some fauns even discard their traditional habits to travel about, even creating large farms and trading freely with humans and other races. While still wary of others, their overly curious natures get the better of them, and these individuals can often have a habit of collecting items and knickknacks from the other races. Their methods of collection tend to be "borrowing", or as humans put it, theft, but the fauns generally mean no harm, and with some civil explanations, often return the belongings.
Architecture:
Fauns generally prefer to live in burrow homes under the roots of strong trees, and even small hill-homes where they can easilly start the growth of forests and farms. Those who reside in more open land, or larger settlements, tend to reside in makeshift tents and scaffold towers.
Names:
Fauns names can vary greatly, between being just an adjective, using an objects name, or copying other races. Generally it's whatever name the faun favors at the time, and most fauns possess multiple names; including their birth name, their favored names, and names given by friends and family.
Religion:
As for religion, most Faun worship mainly nature gods or elven gods, if not even just a strong member of their band, or a particularly fabled member of their own race.
Relations:
While fauns are generally distrusting of all other races, including strangers of their own kind. When their homes and land arent involved, they tend to be more neutral, neither disliking or liking a group at first. They also prefer to base their interactions per individuals, and not as a whole. However, due to this, they are fierce defenders of what's theirs, so don't expect open arms or friendly faces.
Fauns are capable of reproduction with other fey or elven races, as long as a parent has elven blood between a faun and half-elf or elf pairing the offspring will always be faun.
In pairings involving humans, orcs or other humanoids the offspring is an even split between the parent races.
Max Age Range: 70
Maturity: 15
Height Range: 3’-7’ [depends on type]
Appearance:.
Avians are a diverse species, all generally taking after natural birds though humanoid in stature. Avians possess feathered arms though most are incapable of flight. Generally the most populous of Avians are the common workers and craftsmen, comprised of Avians in appearance of Sparrows, Chickadees, and other small seed-eaters.
Eye Color:
Blue, Green, Brown, Hazel, Grey, Silver, Gold, Red.
Feather Color:
Varies depending on Type, mimicks real world birds.
Racial Skills:
Light as a Feather: All Avians are far lighter than most races, while this makes them more fragile, it also means they are less susceptible to injury from falls as they can safely glide.
Structured: Avian Society is heavily indoctrinated by class structures, it is not common to see a lower rank bird challenging authority, and most are rather happy with their positions in society.
Low-Light vision: Avians can see amidst lower light than that of Humans. What is usually dim lighting can be considered normal to them.
Natural Weapons: All Avians possess beaks they can attack with, and depending on type, some even possess sharp talons and claws. +5 to hunting score.
Languages :
Common, Avian.
Origin:
Avians have always existed, however on another plane of existence, before the rifts they resided in valleys hidden by magics of their home world, preferring to reside in large tree-homes and cliffsides. Following the rifts many of these bird-like peoples were thrown into the world of man, for the most part they kept their culture and hidden outlook. They traveled to warm continental inland areas, much like in their home-world, taking shelters in vast forests and mountains. Most avian societies were run and organized by the royals of the valley, generally being birds of prey such as eagles and hawks, with owls and nightjars acting as scholars, researchers, and mages. Below them were the guards, usually birds such as Jays, and then the commonfolk. Most common folk being sparrows, and other small seed-eaters. Specialized birds such as penguins, puffins, secretary birds, etc worked artisan jobs, or as hunters and fishers. Below all those other groups were the birds often associated with crime and thievery, such as crows, ravens, magpies, and vultures. While not all of those birds were bad, they were all perceived as such as thus it was hard to make an honest living trapped in the confines of social status and expectations.
Despite these general classes, Avian society was usually rather peaceful, as the eagles and hawks made a point to be as involved in their people as possible, and instructing all avians from a young age that the society functions when they remain dutiful. However when the portals opened, the Avian societies found many new races invading their homes, some capable of magics much like their own, turning their society towards catastrophe. Many birds chose to fight back against the foreign races encroaching upon their valleys and many more lost their lives, including prominent families and royals.
In current times, a large portion of Avians are scattered across the world, after either the loss of their homes and villages, or from misdirection. They seek new purpose and strong leaders to unite them once more, and some simply wish to break away from the standards of their own people, seeking new opportunities and prosperity.
Architecture:
Avians are most at home in huts and aviary constructed atop trees or other high places, while many cannot fly, they find the height to be a safety in its own, using lifts and secured pulleys to reach the heights they build their homes. When such places cannot be found they enjoy living in towers, though they will make do with what they can find, even repurposing human and other races’ homes.
Culture:
Avian culture is heavily structured, with many birds being born into set classes based on their breeds and size. Those with exceptional talents and skills are on occasion granted special statuses within Avian societies, such as a particularly magically inclined sparrow being able to reach the rank of Scholar, usually comprised of Owls and similar.
They value hard work, structure, laws and rarely if ever challenge those who rightfully deserve power, such as the eagles and hawks. When left to their own devices, void of interactions with other races, Avian societies generally flourish, with troublemakers and crimes being quickly stamped out. They follow mostly their rulers, but some may also worship the Dragons as of recent, and any gods relating to the sky, wind, or animals, as they greatly value nature and preserving the world. Avians are very strict when it comes to self-sufficiency in society, and many despise having to trade or barter with other races, the exception however being the commoner classes.
Names:
Avians are gifted birth names which generally are nothing like the names given to them once fledged, when they attain their adult feathers. They like to borrow names from the more populous races, or keep names simple and avian related, such as a sparrow being named, Fletch or Rust. They also happen to take names based on their preferred occupations, such as a farmer naming himself Barley.
Religion:
As a race in general, Avians worship their respecting royals or rulers. In modern society, this could be even humans and others in power. They make regular offerings of their trade, such as armors, crops from their field, animals, etc. Avians are also apt to worship the many Dragons as well as gods pertaining to nature, or aspects of their daily lives.
Relations:
Most Avians are commoners and thus work rather well with other races, however many scholars, mages, and royals of Avian descent find trouble getting along with any race not of their own. They find many of the newcomers to the world as interlopers and destroyers of the peace they worked so hard to gain. The higher the rank a bird is, the more vain and condescending they tend to be, and it’s hard not finding a high-class Avian not seeking to gain power wherever they end up.
*Lore adapted from the Umbril RP setting created by empiredog, this lore is optional to use but story events may pull from it on occasion.