ANIMALS
Animals are indigenous to
the Material plane and have
distinct anatomy. Animals
make up the bulk of active life on the Material Plane,
consisting of more distinct groups, such as; Mammals,
Reptiles, Fish, Birds and Insects. They have no supernatural
or magical abilities.
ANIMATED
Animated are literally materials made to
move at the will of the invoker controlling
them. They have a barely discernable
anatomy, no organs, they do not even rely
on proper physics and appear as though
something moving, that is not quite paying attention
to all of its independent parts at the same time.
AVATARS
Avatars are the Light and the Darkness in
their material form. They can never truly be
destroyed, but can be defeated in this form,
although this is highly unlikely. The form
selected by the Light or Darkness is often
that of something those they are trying to communicate
with can relate to. Avatars often reveal themselves
with glowing white or yellow eyes, and then a pure
white or pure dark form.
COLLECTIVES
Collectives are tiny organisms
that have gathered together
to act as one seemingly sentient being. They are normally
inhabitants of the Material plane. They have no
distinct anatomy or organs, but react as living beings.
CREATURES (Castes)
Creatures are native to the Material
plane and although not all of them are
bipedal, most are and all are sentient
with the benefit of reason. This does
not mean however, that they are reasonable.
A distinction between Creatures
and Monsters is in how they advance. Creatures
advance by learning skills and gaining Castes, while
Monsters advance by maturing and developing their
abilities naturally reaching greater Echelons as they do so.
See Classes.
DAMNED
The Damned are cursed Creatures
twisted by invocation as
a lesson none shall soon forget.
They no longer are part
of society, but rather live off of
society, they follow different
laws of the universe twisted by their now half-life they
only partially resemble what they once were. There are
varying degress of Damned, their only hope is being
given Salvation. Red pinpoints of light can be seen in
their eyes under the right conditions.
EIDOLONS
Eidolons are the spirits of the
land in the Material plane, they
coexist with nature and grant
blessings upon those that follow their codex. The Sidhe
(pronounced “seed”) often appear as a yellowy-green
ethereal form that is a cross of animal and humanoid
wreathed in thriving flora. Their eyes glow green. The
Slaugh (pronounced “slaw”) appear as a purple ethereal
forms with eyes aglow the same colour, and a hybrid
animal-humanoid form wrapped in dying plant life.
ELEMENTALS
Elementals are indigenous
to the plane of Pandemonium.
There are four distinct groups;
Air, Earth, Fire and Water Elementals.
It is believed that
their taxonomy derived from
their relation to the elements, even though fire is not
an actual element. Although they are sentient, they
act on the will of their controllers without fail and without
concern for their own safety. There are many other
denizens of the Elemental plane that have manefested
with less stringent ties to the Elements. Although core
Elementals have a vaguely humanoid and simple form,
they do not have faces and a blue energy glows where
their eyes should be.
FAE
Fae are indigenous to the Material plane, but
usually reside within dimensional pockets
called Faerie Groves. The purest blooded Fae
are known as Court Fae or Noble Fairies and
the next tier of Fae are known as the Wild Fae like the
Pixies or Will O’ Wisp. They are the closest thing to a mix
of Creature and Eidolon known. Many creatures share a
bond with Fae, the Faeblood are a step below Wild Fae
like the Spriggan or Dryads, and some are known only in
title of Faetraced like the Elves.
GOLEMS
Golems are simple entities created as guardians
or enforcers by powerful spell casters.
They are sentient enough to carry out simple
tasks, but have no desires or will of their own.
They feel no pain, remorse or rage, they are
unerringly loyal. Golems are made of any non-living
solid matter, they have a green pin point glow where
their eyes should be.
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ILLUSIONS
Illusions are magical energies manefested to appear as
something else. They are made to act or react as what
they are copying would, but lack real substance to resist
much more than a casual probe.
MACHINES
Machines are constructed,
have no sentience or will and
require an operator to carry
out their most basic functions, even if that operator simply
has to trigger a weight, pulley or handle (like in the
case of a trap or seige engine) or is required to input verbal
commands for magically infused machines.
MONSTERS
Monsters are indigenous to
the Material plane. Although
they may appear like Creatures,
Animals or Plants, they
have distinct abilities not
found in nature. These mysterious
traits often give them an edge over nature. Lesser
monsters behave like beasts, while greater monsters
can behave as civilized as the most regal of creatures.
As Monsters age, they advance in Echelons, their abilities
and attributes often improve or change.
NETHERWORLDERS (Outsiders|Neth)
Netherworlders are broken in
to four distinct groups; Outsiders,
Figments, Neth and Shades. All
are indigenous to the Netherworld
plane; but, Outsiders are
found in the portions known
as Limbo, Neth are found in the portions known as Gehenna
and Shades are found in the portions known as
the Twilight realms. Figments are found in all locations usually closest to their catalyst. Outsiders seem to have unknown
goals, while Neth usually strive to conquer and enslave,
and the Shades attempt to swell their own numbers
with the bodies of material beings. These beings do not
share common behaviours or goals and often wage war
upon one another. They do all have orange glowing or
pin point eyes.
PLANTS
Plants are native to the Material
plane. They are slow to
react and require only nutrients
from soil, sun and water
(with certain exceptions to
this rule). Fungi are included
in this classification. They can
not communicate with most
beings, and have very little will.
QUINTESSENCE
Quintessence are beings from the
Astral plane. They share very
disctinct traits; horns, spade
tipped slender tails, pointed
ears, shape shifting and size
shifting. Their anatomy is usually
akin to a humanoid, but their physiology lacks the
ability to procreate even if they appear equipped for it.
Imps, Gargoyles, Incubi/Succubi and Genies are a few of these
Astral beings. Quinetessence have white glowing eyes.
SOULS
There are four very disctinct
groups of Souls; Demons, Fallen
Angels, Mortal Souls and
Angels. Souls are immortal,
and although they have physical
forms, they can not die,
reproduce or feed (although they may devour). They
do not succumb to gravity and can shut off inertia in
relation to themselves. Demons have glowing yellow
eyes, Angels have very light blue glowing eyes and the
Fallen have blackened hollow sockets where their eyes
used to be (however, they still see just fine). Demons
seek to recruit mortals in to their armies, through bargains,
trickery or intimidation. The Fallen seek to destroy
all Mortals. Although called Mortal Souls, they are
indeed still immortal, but come from the Mortals of the
Material Plane. These Mortal Souls, when their physical
bodies perish, are sorted in to Pure Souls and Burning
Souls depending on whether they are sent to Heaven
or Hell; however, a few can become lost in the afterlife
and become Lost Souls. Angels seek to protect and
teach mortals the path, without forcing it upon them,
or giving them the answers outright.
SPIRITS
Spirits are the essences of ill-will
from the Twilight Realm. They come
in many different incorporeal forms,
like that of phantoms, specters,
ghosts or wraiths, but always have
green pin-points of light for their
eyes.
UNDEAD
Undead are the physical ill-will from
the Twilight Realm. They come in
many different forms, like that of
skeletons, zombies, ghouls and
mummies, usually wrought from the
corpses of their victims, but always
have green pin-points of light for their eyes.
*ECHELONS
Most taxonomies have a system of power that is decreed by age. The elder a character gets, the more powerful they become. Creatures are pretty much the only character that evolve purely on a caste system. |
DWARVES
There are two main groups of Dwarves found in Keldorn; Gold and Ice. Both are very similar, but distinct and both share the kingdom of Mynus Dhimore. An additional few other dwarf races are believed to exist deeper in the underworld beyond the labyrinths of the minotaurs. Dwarves can summon up unnatural courage when needed.
Gold Dwarves are a boisterous lot, often friendly and free spirited. They enjoy a good drink and a good brawl and a good drunken brawl. They are short a blonde or brown haired stout humanoids with slightly pointed ears. The males often sport full braided beards and unkept hair. They live in the Icecrest Mountains, calling the dwarven region Mynus Dhimore, and occupy the mid to low levels. Their citadel capitol is Stonehold. The closest Keldornan town is called Kriegan's Pass, while a village name Stone Door rests just outside of Gal' Gorahd (the Dwarven Gate in to the mountain domain). The Gold Dwarves battle the Orcs of Gul' Matok.
Ice Dwarves are a sullen lot, they are cold, calculated and judgemental. They enjoy quiet, regiment and order. Physically Ice Dwarves are around 3'-4.5' tall, stout and the males sport thick well groomed black, white or grey beards and short hair. They have slightly pointed ears as Gold Dwarves do, but their skin is a faint blue hue. Ice Dwarves are fewer in number and do not range as far as their cousins the Gold Dwarves. Their capitol citadel is named Mythorr, and they reside from the mid levels of the mountains to the high peaks of Icecrest. They often battle Ogres that wander too far from Shihaii. Although Grim Modahn is close to the Keldornan border, it's elevation makes it very difficult to visit.
ELVES, HIGH
The high elves comprise of four subraces; Sea, Wood, Stone and Fire. Each is faetraced and bow to the whim of the faeries of the Faerahn. Elves are slender of build, just slightly shorter than humans ranging from 4'-5.5' tall and have long pointed ears. Elves have are so tied to magic that they all have innate spells tied to a particular element.
Sea Elves are a coastal elf with a light blue skin. Often the mood of a Sea Elf is contradictory to the environment they are in, they can be happy during a mourning period or sad during a wedding. They are slaves to their emotions, and can be inappropriate at times, but at least they are smart enough to keep it under wraps at the wrong time. Sea Elves
vary their combat tactics depending on their moods,
keeping in mind their desired results. Although not arbitrary
like the Chaos Elves, they are prone to a wide
range of heavy emotions that can require subduing, or
no emotion that requires inspiring.
The skin of a Sea Elf is a light blue in colour, their eyes
are widely varying shades of blue and green, while their
hair is white or black in colour.
Wood Elves are a whimsical lot that dwell in inland forests. Probably the most commonly encountered, the Wood Elf is also the most flighty. Although
they tend to be flighty; after getting to know someone
closely, they move on their next new friend, only to return
on a whim. In combat they prefer to keep moving
rather than to fight toe to toe, and when they do fight it
is almost always from a distance. Wood Elves originate
from the Sylvan Wood, but also reside in the Grove.
Green eyes and blonde or white hair and fair skin are
Wood Elf traits.
Stone Elves are a sullen people that dwell in the mountains. They are slow to anger or to act out of emotion. The Stone Elves are the embodiment of patience. They
do not give way to emotions easily, if ever, they acknowledge
futility and resist giving in to despair. They
prefer to be alone with their thoughts, instead of socializing.
It is said that when they work, the work is done
efficiently, perfectly and quickly without waste of time
or effort, because they think it all out before doing the
work. Stone Elves do not like to fight, but when they
do it they are never hasty, and are as efficient as when
they work. They perceive little difference between the
two. Stone Elves originate from the Frost Peak Mountains,
some reside within the Grove or traverse across
the Faerahn.
An interesting feature of the Stone Elf is their light grey
skin, they have dark eyes and black or white hair.
Fire Elves are the quickest to act out of emotion. Of all of the High Elves the Fire Elves are the most militant.
Their competitive natures and strategic flexing
can often prove trouble to themselves and their allies.
Of course in comparison to their darker brethren the
Chaos Elves, they pale like the moon to the sun. Fire
Elves fight with a heated passion in the heart of battle,
whereas Chaos Elves tend act without reason. Their
specialty in life seems to be combat, they like to plan
out and execute strategies like a chess player whether
face to face or in large scale conflict. Fire Elves, despite
their lithe frames, have no fear of running in to battle
using skill and speed instead of brute force and relish in
doing so. They originate from the Burning Peaks,
some reside within the Grove.
Their eyes are generally brown or blue, and their red
or blonde hair hangs over their fair skin.
GIANTS
Although giants are mostly found in Pandemonium or the Netherworld, they also have settlements in the mortal world. It is unclear if they had migrated from one to the other, or existed on both, but their close ties to the elements allows them to live in their plane and the mortal plane comfortably. The four giants from Pandemonium are; fire, frost, stone and storm. Giants tend to form strongholds or keeps, not villages or towns.
Fire Giants are the wickedest and stand around 23' tall. They command fire and resist it. They often reside in deserts, volcanic regions or very hot and dry climates. Their skin is blackened while their hair is fiery red if they have hair at all (regrown from being away from open flame). These are the most coordinated group of giant, residing in one large structure with huts or rooms and acting more like a clan.
Frost Giants are the most unpredictable and stand around 24' tall. They resist the cold. Often they will reside in frozen wastelands or cold regions, only raiding warmer climates when they must. Their skin is pale to light blue and their hair is white. Frost Giants live in families in log houses, but all work together like hunting packs and may have a fort or great lodge where they congregate.
Stone Giants are the most common and stand around 25' tall. They are expert hurlers of stones. They often reside in the woods and caves. Their skin is light brown and their hair is grey, black or green. Stone Giants tend to stick to themselves or roam in a small band of 2-3 when they wander around.
Storm Giants are the smallest only standing 18' tall, but their command of wind, lightning and being able to fly at will easily make up for the lack of physical stature (comparitively). They often reside on the coast or in floating castles. Their skin is varying shades of green and their hair is black. Storm Giants tend to be solitaire or found in pairs at the most. It is very unusual for them to join in large groups.
GOBLINS
Goblins divide themselves by tribes or clans rather than by subraces. Standing in at 3' tall, the Goblin is usually nothing to be feared, and they know this. They are cowardly, fast and annoying. They view each other as expendible, as many of the other horde races do. A goblins life is often short and frought with danger. They will band together or with other stronger races to better their odds. Goblins reside anywhere, but have several villages in the Forest of Shadows and also inhabit many caves at the foot of the Barren Mountains below Sorrowheart (the greatest of Harpy citadels).
HARPIES
Harpies are deadly and often
cunning opponents, fortunately
their numbers are small due
to the amount of young rival
deaths in their communities.
Harpies tend to stay in flocks
until they become venerable
and then strike out on their own
amongst the “lesser” races,
preferring to regain a higher status in
a new pecking order. Many prefer the art of enchantment magic, and a few develope an ear splitting shriek upon reaching adult hood. Harpies
tear their enemies apart and feast on their flesh. All
Harpies, oddly enough, appear to be female, they are rumoured to be able to mate with most creatures and bare Harpy offspring. Harpies are
humanoid from the waste up with large black wings,
clawed hands, raven from the waist down, their eyes
and hair range widely in colour, and their ears are long and
pointed.
HOBGOBLINS
A mystery of Ara, no one knows from where Hobgoblins came or why. Some of the stories that have come forth through the ages have been rather strange. One claims that they are a crossbreed of Dark Elves and Goblins. Another claims they were actually a sub-race of Elves like the Shadow Elves or Mystic Elves, but they worshipped
the darkness and as a result were perverted in to this
strange and completely new race. Some say they are the twisted spirits of dark Dwarves that used to live deep in the earth.
They may even be failed experiments by some ancient
Sorcerer on Goblins. No one knows for certain except
for maybe the Hobgoblins and they rarely speak with
outsiders or to each other for that matter. Hobgoblins
are lithe, have charcoal skin, long sharp narrow teeth revealed
in a perpetual snarl or grin, small black eyes and
pointed ears.
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HUMANS
Azrahdii live west of Keldorn and carry many different philosophies than the Keldornans. The major difference is that they are permitted to use and teach Sorcery. Also, they do not believe in wasting, so they are permitted to kill intruders and raise them as undead servants. The Azrahdii are a desert folk and much of their trade is necessary to keep them afloat.
Keldornans are a people that are only a few generations removed from being barbarians themselves, they are new to citadels and lordships. They like things simple, and are overall a good people. Having faced and defeated the Blacktusk Horde, they were left with only one chieftain that united them all under one banner. King Keldorn then ruled until dying of old age and his family has passed down the crown from one to the next until this day where it still rests in the hands of a King Keldorn.
The Gypsies travel the world bringing trade from far away lands. They often camp outside of the city limits or are permitted in to a camp area within the borders for safety. Mysticism, exotics, news and rumour are often brought with them, making for very active and stressful visits. Gypsies often have a very ecclectic appearance as they often mix with the folk they visit, and pick up stragglers that wish to see the world.
The mountain Barbarians from the Frost Peaks are a hardy semi-nomadic people. Trapped in a harsh climate with the likes of Ogres and Stone Elves, they often travel down to the Deep Marsh, Forest of Tears and Keldornan Grasslands to gather food or trade before returning to their hutts. Their strength and familiarity with the lands often leads to odd jobs as scouts, hired labour or brute force.
KOBOLDS
Kobolds stand around 2-3' tall, and are clever. This race of troublesome creatures
are experts at digging
holes and laying traps for the
unwary. They are usually only
dangerous to small groups
and even then they must be
in large numbers. Their tactics
often consist of setting traps,
as they may not be highly intelligent they are, however,
crafty. Kobolds have furry bodies with exposed
hands and feet, wide pointed ears and a naked tail. They
are akin to rats. Their fur is usually, brown, grey, black
or white and sometimes mixed. They use Dire Bats or
Giant Rats as steeds to do battle. Hurk Abla is a large Kobold Burrow in the southern Keldornan Grasslands where the Kobolds rule supreme. It is said the burrows go deep and far, some say as far as the mines beneath the Barren Mountains.
MINOTAURS
Minotaurs stand around 9' tall, these fierce hunters and warriors rule the underworld through fear. Their warlocks and sorcerers reach levels of power that few can match. Many Minotaurs choose to take the path of the infernal to gain an edge against their enemies. Their strongholds are places of violence and tyranny, and only the most fiercesome standout. Occassionally a Minotaur may find their life unbearable and they may wander off on their own to try to avoid the evil below. Should they survive their enemies and dangers of the underdark, they may make it to the surface alive and sane. These Minotaurs find themselves working as mercenaries or hired muscle, still often much more violent than general society, they are treated as monsters. They often get sold in to slavery or servitude. Tiragorhd is their main citadel found deep within the labyrinth.
OGRES
Ogres divide themselves by tribes or clans rather than by subraces. Ogres stand around 12' tall, they are dim-witted, lazy, clumsy, unclean and brutish. It is believed that Ogres are really just enlarged Orcs, like Giants are enlarged humans. They have a yellow skin hue, a huge underbite with two enlarged teeth (usually 2) jutting upwards and a sloping brow. Ogres are plentiful enough that they can be a nuissance, there are many more Ogres than there are Giants.
ORCS
Orcs divide themselves by tribes or clans rather than by subraces. Orcs stand around 6-7' tall and are fierce, but simple. They can be confused or cowed easily. They are plentiful and use their numbers and strength to swarm their enemies. Usually they war with the dwarves as their borders cross. Gorgala is their main citadel, but they have many strongholds and fortresses both underground and above on the Icrecrest Mountians.
TROGLODYTES
Depending on the breed of Troglodyte, they can stand around 6-7' tall (Jungle Troglodyte). There are several other breeds of varying kinds of Troglodyte; Deep, Desert, Jungle and Water being the main ones.
Deep Trogs are small, standing only 3-4' tall. They are exceptionally agile and lithe,
they live deep underground
using the worlds heat to keep
them warm. These semi-advanced
archaic creatures rob,
enslave and back-stab those
unfortunate enough to encounter
them. They have padded
feet with claws for climbing rocks or trees. These Reptans appear
black, bright blue or pale white in colour with red, blue
or black eyes.
Desert Trogs adapted to their surroundings,
these Reptans will burrow beneath
the sand and wait to ambush
any unsuspecting travelers.
Their homeland is in the
Wastelands. Invaded by the
Dreadlanders they have come
in to the service of a cruel
master, the DreadLord. These
Reptans are a dusty brown to
grey or orange colour with
brown to black eyes.
Jungle Trogs carry poisonous weapons and are generally
hostile, survival of the fittest
is the creed amongst
their clans and even their
larger more advanced cult
societies. They are also
found in caves (and are sometimes called Cave Troglodytes) and deserts,
prefering warmer climates.
These Reptans are
a brownish green colour
with bright markings depending
on their clans,
they have fleshy spines along their heads, backs and
tails, and their eyes are bright green or yellow.
Water Trogs are advanced and intelligent. These Reptans tend towards a
neutral alignment, making trade possible and hiring as
mercenaries possible. This makes them both dangerous
and useful at once. These lizardfolk are able to traverse
small bodies of water by running across it’s surface, but
are also adept swimmers. These Reptans are an aqua
marine colour with light to
dark blue eyes, they have a
head, back, forearm and two
in-tandum tail crests and long slender
tails.
TROLLS
Trolls divide themsleves by tribes or clans as well as subraces. The most common Troll is the Hedge Troll standing around 9' tall. Also called the Horde Troll this troll is green skinned with patches of hair. They appear like large gangly hairy versions of Goblins. They heal wounds from normal weapons very rapidly, which makes them quite deadly opponents. The elves with their innate magic help keep the Trolls numbers limited. They can often be very cruel, cunning, risk-taking riddlers. When they are younger they prefer to use their claws, but as they age they begin to use weapons and armour, making them trully formidable opponents in battle. Although they do not have citadels, they do have dens, the largest of which is called Trollsridge Haven. They also have dens in the Deep Marsh called Twistedroot Dhurg and Blackwater Dhurg. All three locations are avoided at all costs. It is believed that the lost sword of Keldorn lies in the Trollsridge lair along with a very ancient dragon.
VODYANOI
There are two very distinct Vodyanoi subraces, the one standing 6' tall with mottled brown or grey are the Pond Vodyanoi. The other 4'-5' tall brightly coloured subrace is the Leaf Vodyanoi. A strange trait of the Vod is their nature beards, they are stringy and thin, but natural and can get lengthy as they age.
Leaf Vod are small, greedy and always trying to get the upper hand. They use blow darts or ranged attacks with a sleeping toxin, then rob their victims. Their attacks are usually non-lethal, but it's very annoying to have to buy some of your equipment back. Try to take it by force and you'll find yourself waking up miles from where you were without shoes. They are not dishonest though and can be traded with within reason. Fortunately, or unfortunately, the Leaf Vod are nomadic and do not have villages or towns.
Pond Vod are thuggish brutes. They do not remotely share the attitudes of the Leaf Vod at all. They serve their shadowy dark idols and their chieftains without humour. They reside in the Great Blue Lake ruling from their citadel of Bolgola. |