NEW! Click on the name of the race download a packet with background information. Or click Here to see a full listing.
Spider like humanoids, these creatures are quick and deadly. They are known for trapping their victims and poisoning them. While not many are seen in society, they have been known to be valuable allies on the battlefield.
A race of bovine humanoids, docile in nature, deliberate in their actions until a threat is perceived. Once in combat the Asterion become very aggressive and at times seemingly unstoppable. Their culture is known to be somewhat nomadic or tribal.
A tribal group of primitive humans that look to animals for their teachings in life. Barbarians are full of distrust for outsiders to their ways and tend to stick to their own. The different tribes devote themselves to different animals which they believe provide them with strength and power.
Barbarian Tribes:
Bear - Strong and sure
Eagle - Wise and strategic
Stag - Majestic and Inspiring
Wolf - Quick and cunning
A race of humanoids that look like undead at first glance, but they are still living. Not much is known about them as a whole, other than their undead counterparts.
Deathtouched types:
Phantom- Can instill fear and be gone before you scream
Skeleton- Experiencing death gives one thick skin…or bones
Vampiric- Will lure their enemy close then drain them of life
These scaled humanoids some would call more beast than civilized, however one would be wise not to be as quick to judge. The Dragonkin are able to adapt to their environment and use it as an advantage
Dragonkin types:
Black
Blue
Green
Red
Yellow
Small but mighty, the Dwarves are skilled craftsman and warriors alike. They take pride in their work whatever it may be and accept nothing less than what is fair for compensation. At the end of the day they enjoy a strong brew and a hearty meal to celebrate their accomplishments.
Dwarf Clans:
Hill- The hills provide for woodworking and other building.
Mountain- The mountains provide for the raw materials in blacksmithing and other crafting.
The grittier, grumpier cousins of the Dwarf, these kin primarily dwell deeper in the mountains, mines, and caverns. They may look similar to their brethren, but don’t let that fool you, a lack of natural light most of their lives does things to one’s mind.
It is not known exactly what came first, the water, or the elf, but to these kin they are one in the same. Evolved and adapted to living in aquatic environments they are rarely seen on land, however the more adventurous of their kind choose to bear the dry skin and sun so that they may see what the world has to offer.
Some might say they are the neighbors of the deep dwarfs, but the Deep Elves might reply “pointy end or pointy side?” as they place their dagger against your flesh. The Deep Elves are as elegant as the high elves in their own right, but still dark and mysterious. Many do not ever venture out of the shadows they live in because of their unique skin and the effects that the light has on them.
Graceful humanoids that live with nature. They use their surroundings to help them but never harm it. The wisdom they carry is gained from many years of watching men fight amongst themselves over trivial matters that the Elves do not concern themselves with.
The last of the elven kind to accept a more civilized society, choosing to stay away from things made of metal or other unnatural creations. They live off of the land and use everything from a kill. They only use wood that comes from a dead fall, and only kill animals with the respect that it is part of the circle of life. These free spirited elves are still very tribal in nature. Similar to the barbarians, the Wild Elf live by the ways of the powerful creatures they assimilate themselves with.
Wild Elf Clans:
Dragon- Strong and wise. They use their hands like claws.
Gryphon- Grace and agile. They dwell on the mountains.
Manticore- Reclusive and poisonous. They dwell in swamps.
Phoenix- Just as likely to protect the woods as to let them burn. With death comes rebirth.
Unicorn- Matriarch of the tribes. They are natural healers.
A stone skinned race of humanoids misconstrued as monsters. The Gargoyle when fully grown can be the equivalent of an almost impenetrable wall. It is their nature to guard and protect, whether its being bound to a family, a town, an object, or even a single person, they will do everything within their power to protect these.
Tinkerers at heart and always creating. These humanoids have been known to make amazing gadgets with gears, cogs, and other moving parts. If you want to see what the future may look like, find a Gnome to talk to.
These feline humanoids are not to be mistaken with a common tavern cat, nor should you ever attempt to pet one as such. They are furr-ocious but wise. They are found in many different areas of the kingdom, all appearing to have evolved from different breeds of felines at one point in their past.
Grimalkin types:
Tiger- Fierce but loyal
White Tiger- Wise beyond years
Lion- Noble and courageous
Panther- Thrifty but arrogant
Leopard- Skilled hard workers
Snow Leopard- Barbaric and cold
Mischievous and playful humanoids. These hardy people can be found sharing extravagant tales of wonder that often lead to others looking for truth in these stories. When things get boring, they tend to walk away and find something new to do.
The not so brute like cousins of the full blooded Orcs, the Half Orc are more humanoid in nature and have chosen to leave their closed society and start a new way of life amongst the rest of the kingdom.
A mystical race, the Holvadi are deeply interwoven into their traditions and beliefs. They
are highly in tune with magic. Their yes and horns are a symbol of lineage and can be viewed in several ways.
Humans are the most common race in the world. They have round ears, soft skin, and are the least unique in terms of their appearance compared to other races, however they are also the most versatile. Because of the lack of racial pre dispositions they are capable of accomplishing great things that some are not.
Rodent like humanoids of different varieties, these creatures are fast and cunning, small but precise. They may be cute and furry but they are just as dangerous when the circumstances call for it.
Rodent types:
Rat- Sneaky and mischievous
Mouse- Calm and collective
Plant-like humanoids, these folk are very attuned with nature and its wonders. They flourish most in their natural environment but choose to walk among the rest of the world.
Vincuul are a race of humanoids that have been touched by an element. The opposing elements tend to be friendly rivals.
Vincuul types:
Fire- Hot tempered, but can be very caring and warming
Water- Calm and healing, but can bring wrath like none other
Air- Flighty, When angered it’s a strong burst of aggression.
Stone- Stubborn, but can be persuaded with time
Solar- Spirit bright like the sun, but a touch just as hot
Shadow- Cool and quiet like the darkness.
A nomadic race made up of many clans, or families. They stick to their own, as family always comes first. Wanderers of the same clan consider each other brothers and sisters, and Wanderers of different clans are their cousins. Each clan has a “Mamma” or “Papa” that are a leader of sorts of that clan. Each clan has different talents and specialties, and they take pride in what they do to help the other clans.
Wanderer Clans:
Dragoste (Draw-go-stay) “We are the diplomats”
Erudit (Air-oo-deet) “We keep the records of our people”
Naviga (Nav-i-ga) “We sail the seas”
Nicovala (Knee-KO-va-la) “We make the weapons”
Otrava (O-tra-va) “We find and use the poisons that harm the family”
Tabara (Taa-baa-raa) “We cultivate the fields to make medicine”
Ticalos (Tea-KO-los) “We sell and trade everything”
Trandafir (Tron-da-fear) “We are beautiful and deadly”