Post by Grimone on Feb 10, 2021 1:34:04 GMT
PLAYABLE RACES
REGARDING HYBRIDS
COMMON RACES
REGARDING HYBRIDS
Hybrids in the world of Mortalum are relatively common due to regular mixing of the common races. Hybrids have the innate magic of their fathers race, but more closely resemble their mothers race physically. Their language depending on which of their parents raised them. Their lifespan typically being a middle ground between both parents.
COMMON RACES
HUMAN
Innate Magic: Instinct (Danger Sense)
Heritage: Ancestral
Lifespan: 70-80 years
Height: 5'0"-6'0"
Weight: 100-200 lbs
SUB RACES:
Zelite - Short haired, pale skinned citizens of Oathia.
Jarling - Blond haired, bright eyed citizens of Glacia.
Virilan - The olive skinned, brown haired citizens of Primar.
Furiling - The dark skinned, dark haired citizens of Furiya.
Islite - The tan skinned, red haired citizens of the broken isles.
Albian - The nomadic albino folk of the underground Felands.
No one truly knows what was responsible for the creation of the human race, but they are believed to be one of the eldest races of Mortalum. They are of an ancestral heritage, believed to have descended from five elder families. It was these original five families who passed down their knowledge, history and traditions from one generation to another. Humans of Mortalum have an instinctual reverence for their ancestors. It is their belief that upon their death, only the most worthy of human souls are ascended to paradise. As guardians who guide their descendants and watch over those of their bloodline. Over the centuries, nations have risen to glory and power and fallen just as quickly. But the kingdom is said to be mankind's most glorious and powerful achievement yet. Yet humanity is still greatly divided and always will be.
SYLVAN
Innate Magic: Reviere (Meditative Healing)
Heritage: Celestial
Lifespan: 390-400 years
Heritage: Celestial
Lifespan: 390-400 years
Height: 5'6"-6'6"
Weight: 100-200 lbs
SUB RACES:
High Elf (Aisyan) - Fair skinned, blond haired elves (Crescent Isles)
Dark Elf (Felyan) - Dark skinned, white haired elves (The Felands)
Wood Elf (Thayan) - Olive skinned, red haired elves (Greenwood)
Sun Elf (Solyan) - Brown skinned, dark haired elves (Furyan Sands)
Moon Elf (Lunyan) - Pale skinned, albino elves (Glacian Tundra)
High Elf (Aisyan) - Fair skinned, blond haired elves (Crescent Isles)
Dark Elf (Felyan) - Dark skinned, white haired elves (The Felands)
Wood Elf (Thayan) - Olive skinned, red haired elves (Greenwood)
Sun Elf (Solyan) - Brown skinned, dark haired elves (Furyan Sands)
Moon Elf (Lunyan) - Pale skinned, albino elves (Glacian Tundra)
Split into five rival tribes with a long history of conflict. All elves originate from the ancient Aisyan high elven tribe. Only dividing after the great war of Earth & Sea between the elves and naiad many thousands of years ago. Elves enjoy youth and health for most of their lives and don't begin to feel the effects of age until the beginning of their three hundredth year. Even then, they suffer few of the infirmities of old age. In addition to this, they don't sleep but find their rest in a meditative state called “Reverie”, a four hour long meditative rest where they remain conscious of their surroundings and can regenerate from minor or moderate wounds. Although the five Sylvan tribes are fierce rivals with each other, they all have a shared distaste for the humans who forced them off their ancient ancestral lands.
DRUGAR
Innate Magic: Deepeye (Dark Vision)
Heritage: Terrestrial
Lifespan: 190-200 years
Height: 4'0"-4'6"
Weight: 130-220 lbs
SUB RACES:
The Blod - Red bearded dwarves of the Nabid Clan.
The Svart - Black bearded dwarves of the Gusil Clan.
The Guld - Blond bearded dwarves of the Kilrud Clan.
The Brun - Brown bearded dwarves of the Osol Clan.
The Blan - White bearded dwarves of the Thune Clan.
The Folur - Grey skinned dark dwarves of the felands.
The Svart - Black bearded dwarves of the Gusil Clan.
The Guld - Blond bearded dwarves of the Kilrud Clan.
The Brun - Brown bearded dwarves of the Osol Clan.
The Blan - White bearded dwarves of the Thune Clan.
The Folur - Grey skinned dark dwarves of the felands.
Also called Dwarves, or Deep Folk, Drugar are an ancient and stoic race of cave dwellers. According to their own mythologies, the five Drugar clans were forged from the breath of primordial beasts. Others say they were carved out of a shard of the heart of the world by demonic spirits. No one knows for sure, but it is known that the five clans of the Drugar race have been around almost as long as the world is old. Drugar are a tough, tradition abiding folk known for their strong martial traditions and beautiful craftsmanship. Many Drugar are difficult to like and lack the charm of many other smaller races. Drugar friendship is hard to earn, but is strong once won. Naturally dour and suspicious, the stout folk are slow to trust others, specifically towards those outside their family, suspecting the worst of an individual until the outsider proves many times their good will. Drugar highly value the ties between family members and friends, weaving tightly knit clans. Drugar particularly respect elders, from whom they expect sound leadership and the wisdom of experience. The common four Drugar clans are each made up of numerous families, however each clan is represented by a Clan Consular who are members of the high council. This Clan Consular is elected by the people, typically the oldest and wisest among them. The dwarven king is in charge of the protection of their kingdom and is the 5th member of the high council. However the Folur are a clan that branched off of the higher dwarves thousands of years ago. While most dwarves were content with their mountain homes, the Folur Clan never took part in their ancient ascension to the surface.
BRUTAN
Innate Magic: Wrath (Berserker Rage)
Heritage: Abyssal
Lifespan: 50-60 years
Height: 6'0"-7'0"
Weight: 250-350 lbs
SUB RACES:
Greenskin - Orc tribe of the scalwood forest.
Greyskin - Orc tribe of the underground felands.
Redskin - Orc tribe of the crimson mountains.
Blueskin - Albino orcs of the boreal mountains.
Many thousands of years ago in an age long passed, an nomadic 6th tribe of unknown sylvan were made an alliance with azilith the eldrich queen of monsters. Outcast and banished by the other five tribes and all knowledge of them wiped from their histories. These outcast elves established a small community and for a time they thrived. The abyssal spirit of azilith corrupted this fallen tribe with the promise of greater strength in battle. Forcibly breeding them with goblins in a desperate attempt to create a hybrid creature. Transforming them into a hideous version of their former selves, the perfect warrior race. Thus the infamous Orc race was born. A race of barbarians who eventually came into their own as a species. Called Brutans by their own kind, but often nicknamed Brutes or Orcs by other races. Their Orcish traditions teach them at a young age to respect the struggle of life. It is pain that sharpens the mind and strengthens the soul. Their religion is one of pure survival and the pursuit of strength is paramount. Only the strongest may lead, only the strongest will live, fear is weakness and death is a gift that only great warriors can truly appreciate. Death is not an evil force to the tribes of the Brute. Death is simply an old friend, an eternal rest from all the troubles of life. Orcs have only recently been accepted and integrated into the kingdom over the past century or so. However because of past wars and rivalries against Humans, Sylvan and Drugar, they're treated with suspicion. Often living on the fringes, taking the lowest jobs in society, some towns more accepting then others.
UNCOMMON RACES
MECHAI
Innate Magic: Living Steel (Armor Healing)
Heritage: Alchemical
Heritage: Alchemical
Lifespan: 100 years
Height: 5'6"-6'6"
Weight: 200-300 lbs
SUB RACES:
Aethern - Shorter, lighter, more agile builds.
Nethern - Taller, bulkier, more durable builds.
Mechai are sentient automatons forged by dwarves during the last great rebellion two centuries ago. Formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of living steel, darkwood or stone. Armored plates form a protective outer shell and reinforce joints. All Mechai share a common facial design, with a hinged jaw and crystal eyes. Mechai are made from wood, steel and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A Mechai can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning. Their mystical soulstone only grants them roughly a century of life and thus they can only reproduce by the construction of new Mechai with new soulstones. Many elder Mechai will often donate their mechanical bodies to the dwarves of Faerdur as a new body for a new soulstone. Brand new young Mechai will then inhabit the bodies of their elders. For while their enchanted metal form may regenerate from damage, the soulstone can only receive limited life. It was only in the past decade that the third generation the Mechai race came into being. Enduring into the current day with roughly ten thousand individuals. Although originally designed for war, many Mechai are no longer needed, choosing their own path.
CYCLOPS
Innate Magic: Scent (Enhanced Smell)
Heritage: Mutational
Lifespan: 150-160 years
Height: 6'6"-7'6"
Weight: 200-300 lbs
SUB RACES:
Ogrune - Born from an ogre influenced bloodline.
Trolune - Born from a troll influenced bloodline.
Hilune - Born from a giant influenced bloodline.
Arising during the age of ascendance, the Cyclopian people originated from a unique paring of the young brutan tribes and various giant folk. Overtime these hybrids found themselves outcast from both orcish and giant societies. Forced to flee far to the east to what is now known as the Zakian Isles. As centuries passed these orcish/giant hybrids were so isolated from the rest of the world that their interbreeding created the first one eyed mutant children, the first true Cyclops. It was only during the age of flames that the Cyclopes truly came into their own as a unique race. Divided into three rival clans who continuously battled for control over the thirteen islands they called home.
It was during the age of kings that the three clans, burdened by constant war with their brethren, established an unbreakable covenant. Finally uniting their thirteen islands into one unified nation. While having giant folk blood in their veins, the Cyclopes are surprisingly intelligent and creative. Their culture being one of fierce sea faring explorers, deep sea fisherman and peaceful shepherding of livestock such as the native cows, sheep, goats and pigs who live along side them. Much of there people are known as merchant traders. Traveling in large canoe like rafts for hundreds of miles. Trading their carefully kept livestock with the neighboring Satyr and Monling tribes for fruits, spices, lumber, even the occasional gift of silver and iron from the Apeling merchants who sometimes find their way to them.
While the Cyclopian people are no strangers to war, their past conflicts with their own kind has given them a change of focus. They get along well with the naiadic kingdoms beneath the waves, often welcoming naiad travelers to their islands for athletic competitions and the sharing of art, songs and stories. As one eyed creatures their vision isn't as sharp as other races, however their sense of smell is one of their greatest gifts. Capable of memorizing the specific scent of individuals and with some practice, tracking that scent down from hundreds of miles away.
Though not an especially religious people, the thirteen isles of the Cyclopes are known for their talent and skill in both divination and shamanic sorcery. Being a practical people, they tend to believe that every problem has a solution. When all options are exhausted, the elder diviners have no issues with calling upon the spirits for guidance and answers. It is a council of these thirteen elder shamanic diviners who are the greatest of their unique merged magical art that rule their people. Responsible for judgment of violent criminals, resolving disputes between the three clans and ensuring the continued prosperity, safty and peaceful way of life that they hold so dear.
It was during the age of kings that the three clans, burdened by constant war with their brethren, established an unbreakable covenant. Finally uniting their thirteen islands into one unified nation. While having giant folk blood in their veins, the Cyclopes are surprisingly intelligent and creative. Their culture being one of fierce sea faring explorers, deep sea fisherman and peaceful shepherding of livestock such as the native cows, sheep, goats and pigs who live along side them. Much of there people are known as merchant traders. Traveling in large canoe like rafts for hundreds of miles. Trading their carefully kept livestock with the neighboring Satyr and Monling tribes for fruits, spices, lumber, even the occasional gift of silver and iron from the Apeling merchants who sometimes find their way to them.
While the Cyclopian people are no strangers to war, their past conflicts with their own kind has given them a change of focus. They get along well with the naiadic kingdoms beneath the waves, often welcoming naiad travelers to their islands for athletic competitions and the sharing of art, songs and stories. As one eyed creatures their vision isn't as sharp as other races, however their sense of smell is one of their greatest gifts. Capable of memorizing the specific scent of individuals and with some practice, tracking that scent down from hundreds of miles away.
Though not an especially religious people, the thirteen isles of the Cyclopes are known for their talent and skill in both divination and shamanic sorcery. Being a practical people, they tend to believe that every problem has a solution. When all options are exhausted, the elder diviners have no issues with calling upon the spirits for guidance and answers. It is a council of these thirteen elder shamanic diviners who are the greatest of their unique merged magical art that rule their people. Responsible for judgment of violent criminals, resolving disputes between the three clans and ensuring the continued prosperity, safty and peaceful way of life that they hold so dear.
DRAYKE
Innate Magic: Breath (Same As Liniage)
Heritage: Elemental
Heritage: Elemental
Lifespan: 170-180 years
Height: 6'0"-6'6"
Weight: 100-200 lbs
SUB RACES:
White - Descendants of a white dragon bloodline.
Black - Descendants of a black dragon bloodline.
Green - Descendants of a green dragon bloodline.
Brown - Descendants of a brown dragon bloodline.
Yellow - Descendants of a yellow dragon bloodline.
Yellow - Descendants of a yellow dragon bloodline.
Blue - Descendants of a blue dragon bloodline.
Red - Descendants of a red dragon bloodline.
Drayke are a race of humanoid dragons descended from an ancient hybrid bloodline of humans and dragons. Evolving into their own unique species over time. Originating in the third age after the arrival of the first dragons and primarily residing in the hidden refuge of Haven City. They are tall and strongly built often a full head and shoulders taller then most other races. Usually human in appearance but with small aspects of their dragonic heritage. Born to fight, drayke are a proud and honorable people. In ages long ago their ancient kingdom contended for dominion with the elves. But now only a few dwindling nomadic clans of these honorable warriors remain to pass on their legends of ancient glory. The last remnant kingdom of drayke lost in a great war against the rising horde of orcs over two thousand years ago. To a drayke, their pride is more important than life itself, to disrespect a drayke, especially in their own domain is to invite conflict. But over the centuries, their race has dwindled in number, nearly to the edge of extinction. Their race has been slowly fading away and those few scattered clans who remain wish for nothing more then their return to glory. Drayke culture gives reverence to their dragonic origins and elemental heritage.
NAIAD
Innate Magic: Semi Aquatic (Breathing Water/Air)
Heritage: Primordial
Lifespan: 120-130 years
Height: 5'0"-6'0"
Weight: 100-200 lbs
SUB RACES:
Octine - Merfolk with features of squid/octopus.
Brine - Merfolk with features of crustaceans.
Tropine - Merfolk with features of tropical fish.
Amphine - Merfolk with features of amphibians.
Ealine - Merfolk with features of common eals.
Populating the seas, rivers and lakes of Mortalum, the Naiad, often called Merfolk by land dwellers, are an old and powerful race. Their appearance is as diverse as the fish in the sea, with them typically dividing into five rival kingdoms based on their sub species. Having dominated the seas long before any of the other races. Although much of their history has been lost to time, their race along side the elves were among the 1st mortals in Mortalum. As the elves were gifted with the land, the seas were given to the Naiad. This memory having long been lost to both race after many eons of time. It was only after the other races eventually came into being that they walked back and forth from sea to land. In recent times, the various underwater villages of Naiad have chosen to remain isolationist. However many young merfolk are known to disobey the wishes of their leaders and explore the land. The Kingdom established treaties with these aquatic settlements allowing for safe travel across their waters in exchange for tribute. The Naiad have been warring among themselves for centuries, but most surface dwellers have remained neutral in their continuous conflict. A war that seems to have no end in sight. Many naiads often seek refuge among along the coastal lands to escape this seemingly endless violence.
SATYR
Innate Magic: Beast Tongue (Animal Speech)
Heritage: Infernal
Lifespan: 90-100 years
Height: 5'0"-6'0"
Weight: 100-200 lbs
SUB RACES:
Gorling - The short horned satyr of the Goran Marsh.
Mishite - The curve horned satyr of the Mistwood.
Avalan - The long horned satyr of the Avalian Isles.
A race of fun loving nomads bound by seemingly absurd and ridiculous superstition and traditions. Their exact origin is unknown, as they never write down their histories, however their mythology recalls a time of "courting with demons" in their ancient past. Ever since they lost their war with the human kingdom of Overna two centuries ago, the majority of the worlds Satyr population retreated to the far east. Spread out across the lands of eastern Primar and the Avalian Isles. A proud collection of hedonists and pranksters. Their warriors are considered the most sophisticated and disciplined of all the races and a great power to contend with. Both in form and culture, the Satyr are not unlike the races of elves, though their horns and goat like appearance have often assigned them in history the label of wicked monsters. They grow to be only slightly shorter then most humans, the presence of horns often adding to their stature. There is no division between the sexes among them, though social hierarchy is of great importance. Most Satyr wear a ring through their nose, ears or horns which tells of their standing in satyr society. A gold ring is a sign of a chief or elder, whereas silver rings demonstrate families of great warriors and respected sorcerers. A simple steel ring through the nose shows that the Satyr is a commoner, those without rings are often considered slaves or criminals, the weakest and most hated among their kind. Satyr are treated with understandable deference among the other races who not long ago quite actively avoided them. Wars of the past having never ended well for those who challenged them, with the exception of those smug humans.
JUODAN
Innate Magic: Second Wind (Unnatural Endurance)
Heritage: Bestial
Lifespan: 60-70 years
Height: 5'6"-6'0"
Weight: 150-250 lbs
SUB RACES:
Apeling - Tailess Juodan of the northern Avarician Jungle.
Monling - Tailed Juodan of the southern Avarician Jungle.
Also known as Simians, the Juodan are on average extremely confident, headstrong and upbeat. Their boastful presence might dismay common folk and be found disrespectful by upper class citizens. However, they hold a firm loyalty to those who have proven themselves. Usually living in small, closely held tribal communities within the Avarician Jungle. It is believed that a mighty nation of Juodan once ruled the great savannahs and grasslands of eastern Furiya, but their empire was overrun long ago and fell into ruin. Leaders within modern Juodan tribes generally don't have much power as many prefer group decisions over the decisions of one individual. In the traditional sense, Juodan do not have "families" and usually have an "all kin are family" mentality. Younger individuals found outside the normal communities either from being banished or simply wanderlust have an easy time adjusting to life in human civilization. Finding work in such places comes easy due to the general truthfulness and raw physical strength of their race. Though working via physical labor in any form meets a swift end, due to a simple disinterest in treading the same old beaten path. Satyr and Juodan are known to get along well, trading all manner of goods. The boastful and fiercely competitive attitude most Juodan have can be off-putting. Though with their close relationship with the Satyr tribes, the Satyr have long since grown fond of them.
ARRAKU
Innate Magic: Mimicry (Voice Changing)
Heritage: Bestial
Lifespan: 110-120 years
Height: 4'6"-5'6"
Weight: 80-160 lbs
SUB RACES:
Crowling - Appearance similar to ravens/crows.
Songling - Appearance similar to song birds.
Paroling - Appearance similar to parrots.
Owling - Appearance similar to various owls.
Fowling - Appearance similar to falcons/eagles.
Wingless avian creatures often found living in small family units deep within the duran mountains of primar. While their numbers are small, their loyalty to their kin is paramount. Their resemblance to birds isn't limited to just the physical but mentally as well. Spending great lengths of time keeping their feathers clean, talons sharpened and beaks polished. While they have no official society of their own, these nested familial clans within the mountains are known to trade peacefully with one another and sometimes come to each others aid when danger threatens their neighbors. The Arraku are seen as a young race, only appearing in primar roughly one thousand years ago. Some say they were refuges from aeroa, the elemental realm of air, others say they came from a great mountainous land far to the east. Regardless, the Arraku rarely travel outside of primar, but those who do are often treated like fools by their brethren. After all, if family is all you could ever want or need, why bother going out to see the world. Many Arraku are defined by their constant desire for calm and serenity. Having little interest in the greater world beyond the nested mountain homes they've known all their lives. A single familial clan might have an entire mountain claimed as their own, but they are known to welcome strangers. Young Arraku soaking in the stories of wanderers afar. But this wonder lust typically fades once they reach adulthood.