Humanoids

A race can be described as humanoid if it has a torso supported by two legs, two arms which grasp things, and a head, all in roughly the same configuration as a human. Humanoid races include nearly all sapient races, most notably:

Nymphs

Nymphs

  • Lifespan: - Unknown - mature around 200-300 years.
  • Typical Height: - 5 feet 3 inches to 6 feet 6 inches
  • Typical Build: - Lithe
  • Distinctive Traits: - Blue skin
  • Where Found: - Nymph Colony in the East Kadrass

Physiology and Appearance

    Females
      The Female Nymph is not only the fairer of the two genders, but the more dominant of the two in almost all abilities. Standing at a height that ranges generally from 5'3 to 6'3 with generally at even their maximum height only weight as much as 155 pounds. The female Nymph frame is very thin compared to a frame of a human or even Elven female. The hips are much smaller, and the bust generally can be much smaller as well. Typically the female Nymph not only excels in Magical abilities, but tends to be more agile than the male gender.
      The female nymph's skin tone is the same as the male Nymph, ranging from a lighter blue hue to a darker blue tone; this does not differ nor does eye color. Yet, the female Nymph has a typically attribute of blue hair as well. In very rare cases about 1/100 female Nymphs are born with either a white or a black tone in their hair.

    Males

      The Nymph males are typically tall creatures much like their female counterparts. A fully developed Nymph male height ranges from 5'6 to 6'6, typically even at their tallest most male Nymphs will never reach a weight of more than 275 pounds. Male nymphs are typically very nimble, and are typically rather lean well built. It is like most races where the male is the strong of the two genders; this does not differ for Nymphs. Yet, because Nymphs are magical creatures a completely physical male Nymph is still something of a great rarity. With proper conditioning any creature can become gradually stronger, this is also true with the Nymphs.
      A male nymph’s skin tone ranges from a light blue hue, to a darker blue tone, their hair although ranges from white, silver, to grey. Male nymphs as well have blue toned eyes.

    Lifespan

      This is actually one of the most kept secrets in the Nymph society. It isn't a well-known fact about the Nymph race. These magical creatures of nature seem to almost be immortal. There are no records of a Nymph ever dying of old age. Yet, a Nymph can be murdered by traditional means. The only known manner of death for a Nymph is by external means. It seems that upon reaching physical maturity no longer do Nymphs physically age. Physical maturity ranges from the ages of 200 and 300. The oldest Nymph alive in the Colony is the physical goddess *Nyasha* being rumored to be well above 8,000 years old.

      Because of the worry of over populating, breeding is done very rarely. Gestation for a nymph typically spans around 31 months, a Nymph fetus takes and extremely long time to gestate, and because of this and the fear of overpopulation breeding is not done often. Most of the time, breeding is only done upon the death of another member in the colony or if by any chance a member should leave the colony. Both of these circumstances are infrequent and rarely happen.

    General Anatomy

      The Nymph anatomy is very unique if not greatly confusing. There is actually very little known about the Nymph anatomy saying that No surgeon or healer has ever gotten ahold of a Nymph's corpse to examine the Anatomy.

      We'll start with the most...unusual features of the Nymph's Physiology, the hearts... Yes, as in two... instead of having one heart in their chest cavity the nymph has two, each serving a different purpose. The left heart functions as the primary vessel for the distribution of blood. The left heart is much like the typical human heart with two upper atriums and the two lower ventricles to pump the blood. The right heart, not only serves as a backup function, but is more directly tied in with the pulmonary arteries; the right heart serves as the secondary functioning heart should the first one not work. The secondary heart beats at a much slower rate, where as the primary heart rate ranges between 60 to 80 beats per minute, the secondary heart rate ranges from 30 to 60 beats per minute. The secondary heart also serves as a sustaining function when under water. The nymph body has more tiny capillaries on the surface of the skin, these capillaries actually have a different function than most human capillaries, each capillary has the ability to draw oxygen from the surface of the skin, and these capillaries are connected to the main aorta of the secondary heart which pumps the overly oxygenated blood to the lungs.

      Nymphs are cold blooded and not only that their blood is not based on the same components that a humanoid creature's blood is... The Nymph blood is primarily composed of simple sugars; there is something very plant like about the makeup of the blood in a Nymph. Nymph blood not only runs blue but when in contact with air still stays blue. Nymph blood is generally; cool to the touch, sweet, and blue. Because there are two hearts, the Nymph body carries much more blood than a human body would. Since the Water Nymph is cold blooded, they are resistant to Cold, this does not mean that Cold spells do not affect them; this means that normal weather conditions do not make their bodies feel cold.

      The stomach is generally smaller in a Nymph being at average the size of an adult's fist. This enables the Nymphs to consume much less nourishment than most other creatures would need to. Although, where many creatures must eat at least 3 times a day, a Nymph must drink at least 12 fluid ounces of water a day to keep hydrated.

    Abilities within the Colony

      It is said that the colony where a Nymph lives is magical in itself. Right now, the only known existing colony is on the Island of winter far out in the ocean from the Argonn islands.
      In their natural habitat Nymphs have an ability to *Commune with Nature* this gives the Nymphs the ability to use Plant and Animal empathy. Also, Nymphs are enabled a *Empathic Link* with each and every single nymph in the colony. But, because of the mass amount of members in the colony most of the time this empathic ability is ignored, then often taken for granted, most find the constant hum of the emotions of each and every single Nymph in the colony almost maddening, so many of the older Nymphs have learned to shut out this ability... Although, upon exit of the colony all innate magical abilities are lost, except for their water magic, and any other supernatural magical traits (this would be any magic that has been *bough* with xp)

      Water Magic
      All Nymph must have a base water magic ability at 25, Not only must a nymph be able to control the water in it's area, a nymph must be able to use it's water magic for water breathing, and water form to take the form of water. This is the very essence of Nymph life, they are magical creatures of the element water

        Magic
          The ability to create and manipulate things of water. Another ability it grants the spellcaster is the ability take on aspects of water, such as it's fluidity or the ability to exist unhindered in it, a.k.a. breathe water. The last ability, like all the other elements, it allows the caster to move through water. Be it moving unhindered through it like a fish swimming in it or using pools of water to instantly hop to another known pool of water or a different location within the water.

Society

    Inside the Nymph colony they have a very tight society structure broken down into a *Caste* system, each Nymph from birth is set into an unspoken *Caste* system, because of a nymph's bloodline each already knows which caste it will be set upon, and gender also determines a caste system.

    Amongst the highest Caste there are the Royals, who are rumored to fall under the bloodline of the Nymph patron goddess Ikara. These Nymphs are the historians, and the keepers of all sacred, and ancient Mythology. They are also the Law keepers and are amongst the oldest of the race. Rumor has it that the youngest member of the Royals caste is 800 years old.

    Next is the Breeders, these are the male Nymphs of the Royals caste, although no Male is allowed to be a part of the Royals, they have their own caste system. The male nymphs of this caste are the only males that are permitted the right to breed.

    After this, there are no real specifically named castes more than specific tasks. There are hunters and gatherers, care takers, and the scholars.

    In the Nymph society the females are the dominant of the race, where the males are left to be segregated on separate sections of the colony upon the age of maturity when a child can live only with his father.

    It is also that inside the society, Elvish is spoken, it is their native language, due to the relations the Nymphs have with the Sea Elves and their close kinship. Also, there is no written history as told before, thus, most Nymphs do not read nor write, because they have never had to, yet highly intelligent, it would be easy to learn.

      Laws
        Within the society there are very strict laws, and punishment. These laws are expected to be upheld with the highest of seriousness. Although, like most cultures no matter how strict the law, there is never a reasoning behind each of this laws.

        Breeding is to be only done by Nymphs within the chosen castes, and is NEVER to be done for reasons other than for expanding the population. Never shall a Nymph breed with a creature from any other race. Racial purity is strictly kept within the society. Matters such a love, passion, and sexuality are never spoken about nor are taught. Breeding for such reasons are seen as distasteful, and disrespectful to the goddess. This also means there are no practices such as Marriage Nymphs do not *couple* up with each other because Love is not spoken about ever. There are however, unique cases where arranged marriages are done. These practices are few and far between.

        No one, at any time shall leave the colony, nor shall have any interaction with other races, except for the rare occasion of Sea Elves.

        History is to be kept by word of mouth. There shall be no written documents, nor shall Nymphs ever write.

        Each and every law has but one punishment...death.

Other information of interest:

Myths, Legends, and Dogma:
The following is simply the beliefs and myths of the Nymphs in Vaxia.

    According to legend, all life was created by a being known only as *The Creator*, although not much is known about this *Creator* there has never been a physical description, the only thing that is known is the creator is believed to be a being of pure energy.
    It is said the Creator molded the existence over a long period of time. First creating the Realms other dimensions to house the gods and goddesses that he assigned to take control over each section in existence.
      A realm for the Elementals: Fire, Water, Earth, and Air.

      A realm for the god of Time: keeper of the past, present and future.

      A realm for the goddess of nature: the keeper of all that is found in nature.

      A realm for the Earth: This is where all creatures shall begin, and all life will live, the waters, the ground, plants, and animals...

      And two realms for the Afterlife: Places for the souls of the mortals to exist upon their death.

    After the creation of the Realms, and the earth, *The Creator* saw it fit to finally create the beings that would exist on the world. Little is talked about the other races, yet the Sea Elves, and The Nymphs are talked about widely in nymph myths.

    It is said that Elves and Nymphs come from a common ancestor, that once they were all the same creatures of nature, and magic. Until one day, a section of these creatures became curious about the various elements, and magics. This is where life separated... from here Land Elves, and Sea elves were created. Through time and magical intervention Sea Elves soon evolved into the creatures now known as nymphs.

    It is believed that the patron goddess of the Nymphs forced the evolution of the Nymph race... It is said, she took 10 Sea elves and placed them on a land of extreme cold, with a single hot springs in the center, this hot spring was given magical properties to watch over the children she was creating... it was said that the goddess took some of her own blood and mended it through the gills of the sea elves, causing them to close and breath air through lungs. It is then that the race soon became to grow and is the full race that it is today.

    Over 10,000 years ago a creature showed up... A Nymph woman by the name of *Nyasha* she is the avatar of the patron goddess, and speaks the word of the goddess even today, and teaches the laws, and history of the Nymph race.

Colony:
    The Island in the Mist
      The entire Nymph race is very centralized. Nearly every Nymph in the known world spawns, and lives on the same island. Nymphs unlike humans are very few in their population. There is estimated 1 Nymph per every 500 humans on the planet. This is due to the strict mating traditions.

      The colony itself is broken apart in 2 separate colonies. To the east of the island lies the female colony, ruled by the Avatar Nyasha, the female Nymphs are considered the more dominant of the species, thus the female territory is far larger and more plentiful than the male territory to the west. Each colony has a land mark and a centralized gathering area at one of the 2 waterfalls on the island.

      The east falls are vastly more impressive in size to the west falls. Heavy growths of exotic flora surrounds the falls, where in contrast the western falls have a very dark, and rocky terrain.

      Three major rivers flow through the island in which all meet in the very center, spilling into a deep lake. The lake itself rests over a naturally occuring hot springs. Although, since the lake is very deep instead of being boiling over the lake stays a rather warm temperature ranging in the 70's to 80's.

      A river runs through the north and south of the Island, coming in through a hidden cavern to the north and exiting through another cavern to the south. These two cavern entrances leads into the side of the steep cliffs surrounding the island. It is said here that these caverns are hallowed grounds and are used for secret rites performed by the upper castes of the elders.

      Right after the caves there is a thick jungle. In these jungles there is rumored to be every sort of mythological beast known to man. The island itself could be called the Eden of magic. At least the Nymphs believe so. Unicorns, griffons, and others such beasts roam through the Jungles of the islands.

      The one thing to notice on the island is that there is no developments, the Nymph creatures who rule over the Island, are very archaic. There are no buildings, no huts, no nothing like that, no sign of trees being cut down, or anything. But in the sacred areas in the caverns a few alters have been built with flowers handpicked, but that is all.

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Tsefardal

Tsefardal

  • Lifespan: - 700-800 years
  • Typical Height: - 6'-7'
  • Typical Build: - stick-like, though some can become rotund.
  • Distinctive Traits: - frog-like.
  • Where Found: - Tsefardayah, in the Argonn Archipelago Scattered settlements around the oceans, including GHOUL

Tsafardal – from island of Tsefardayah (a marsh-leaper) – means frog – These are like sea going Nethar No actual relationship exists but the personalities are much the same. One of the bigger difference is Tsefardal have an active breeding program in order to improve the species. One of the traits they most look for is gills. The merpeople are NOT pleased to be considered part of the Tsefardal breeding program, likely because Tsefardal don’t consider a willingness to participate a necessary feature. Tsefardal are considered for the program with individual power being the first consideration and foremost group advantage second. Their future environment isn't really considered at all.

Their island used to look like all the other tree-covered islands in the Argonn Archipelago; though its volcano is more active than most. Then in one of the many wars the Tsefardal engaged in, they needed more and more wood to burn for making swords and knives. They cut down the trees and used other plants as tinder until there was not enough left to hold the soil in place. Rains came and washed the black ash/soil away so the island is pretty much bare rock, except when it's covered in ash from a recent volcanic eruption. Tsefardal survive on fish and other sea life, as well as whatever they can steal during their raids. They are one of the few groups that smelt their own metals, and their mining has further damaged their island. Mostly they live in caves where at least part of the cave passageway is underwater. Their weak and wounded are put to work in dangerous mines near the volcano. Captives of no further use are put there as well. Individual Tsefardal will occasional trade raw metals for healing or other things that they as an individual want or need. Upon killing, Tsefardal make sure at least the left pinky of their victim is returned to the sea for the mist. They have been known to eat the rest depending on if they considered the enemy a great foe or not. Generally Tsefardal are considered very evil as races go, and even worse as individuals. There have been exceptions. There is a 9 fingered Tsefardal living on Argonn Island Occasionally, when a Tsefardal wants to make a trade with the other races of the world, they will go to the 9 fingered one who can speak their language and make the arrangements.

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Trolls

Trolls

  • Lifespan: - centuries
  • Typical Height: - 10'-14'
  • Typical Build: - lanky
  • Distinctive Traits: - large, green-skinned, ugly
  • Where Found: - forests, rarer than Ogres
Trolls are large, usually somewhat lanky, humanoid creatures with with a high regeneration rate (though if you want your troll to have regenerative powers, it's not automatic, you must take a regeneration skill). Some classify trolls as Fae, along with fairies, nixies, pixies, Elves etc; others classify them more related to ogres and Giants Others still seem call them a sprout completely of their own. Here are the different types of known trolls.

Common Troll
They stand on average 12 feet high, although a lot of the time hunched over a bit, making them seem a bit shorter then they actually are. Their skin is anywhere from a brownish-grey, to a chartreuse green, and seems pretty leathery with assorted bumbles and dimples all over it, making it seem quite repulsive. Their arms are rather lanky, as is all of their body, almost reaching the ground in their normal, hunched over state. Proportionally, their forearms and hands are especially large. There legs are pretty much the same; lanky with the lower leg (the knee to ankle) being quite large, with large feet as well. Their nails are usually yellow and jagged, and each hand/foot only has three toes/fingers on them.

Their faces are usually thought repulsive by the average human; the skin on it is usually dirty, with the same bumps and dimples as the rest of the body. Their eyes vary a bit, from being completely black, to red, or a dull looking yellow, or grey-green. Their teeth are all sharp, with a pair of especially noticeable ones on the bottom row at the corners of their mouths that are too large for much of anything, except to make them look fiercer. They have a large nose, that sticks out about seven inches in front of their face. Their ears are similar to those of an elf, only larger in proportion, and a little long. The hair on their head is usually frizzy and messy, and vary in color from black, to brown, green, grey, or even red, or any mixing of those colors (ie dark red, or grayish green).

The personality of these trolls can be summed up to this: Greedy. That's right, these trolls will do whatever it takes to gain riches and power. And although they may seem like big stupid creatures, they are actually quite cunning. Whether it be by forcing a toll on some bridge, mugging travelers, or even in some cases killing their own mothers. This self-serving attitude is one reason that common trolls don't wield considerable power as a race. Their constant bickering with each other doesn't lend to the formation of societies or militaries. When a group of trolls does work together they can be a formidable force, but such groups rarely number over a dozen, although there have been exceptions.

Common trolls are found in a variety of habitats but are most commonly found among forested hills and swamps. They think of other types of trolls as bastards of their race. Though such otherly trolls are despised by them, common trolls will sometimes exhibit jealousy of them as well. When they come across another race of trolls, they usually try to capture them for use as slaves. This is most commonly done to the Mountain Trolls, as they are easily fooled and trapped.

Dark Trolls
These Trolls are very mysterious and not much is known about them. As a matter of fact, many people don’t even know of their existence, and many who do, hear it and dismiss it as myth. But in truth these trolls do exist, and dwell in many hidden and dark underground caverns. What happened to them, and this is a fact that only they and their allies know, was that they were sealed away in a large cavern by a very powerful, and long deceased Elven mage named Jerakrosisu Kalandor. For thousands of years these trolls had been sealed away, eating fungi and adapting to their underground dwelling.

Recently, while some Nethar were tunneling, they happened to accidentally run into this place. After all these years, these Dark Trolls hardly had understanding of an outside world, almost dismissing it as legend, as they had been sealed away so long. After an unusual first encounter, the Neth diggers went home and informed their regional matriarch about this discovery. The matriarch had actually heard of these strange Trolls. She remembered reading about them in a book of myths, and at that stage they were quite evil and could prove helpful to the Nethar, despite their (at the time) small numbers. The Matriarch hoped that she could regain these valuable allies to aid them against the surface dwellers.

With the aid of one of her mages, she communicated to them via telepathy. After much talking and negotiation, the Nethar Matriarch sealed a pact with the Dark Trolls. Some of these Dark Trolls, over the many years sealed away, had become surprisingly smart, about equal to Forest Trolls, though the number of these intelligent Dark Trolls was rather small. Also, their shamans had acquired magics involving Necromancy, and other forbidden arts. The Dark Trolls are evil in nature, mean and cruel.

These Trolls stand about 9 feet if walking upright, but they often crouch down a bit, making them seem about 8 feet tall. Their Skin is pitch black, and they have an almost rock-looking texture to their rough skin. On their bodies they usually have many cruel looking Tattoos often done in a crimson red. They have tusks like the Forest Trolls, but instead of the rest of their teeth being flat, they are usually very sharp. Their build is usually pretty large and bulky, unlike the swift looking Forest Trolls. Starting from the large tusk-like bottom teeth of the Dark Trolls, going along the line of the jaw to the back of the neck, down along the spinal cord, and around to the front of the arms, and fingers, are a multitude of black looking jagged spikes. The hair color of these trolls is often a dark black, but it also varies to different grays, dark browns, and dark blues. Their hair is often quite short, if not completely shaved off. Their eyes are often a full grey, with a black dot. These Trolls do have infravision, but do not need it to see fine in the dark. They have the ability to close a film over their eyes, which acts like sun glasses, blocking out bright lights, when they are using them. Dark Trolls often have unusual and somewhat painful looking piercings across their body, and sometimes, many scars. One thing that does stick out on these Trolls is their very large hands, which are disproportionally large.

Their clothing depends on their social status. A person of higher social status will often wear ornate dark gold, crimson, and black clothing, While some of the lowlier classes could just wear a dark green loin cloths made of fungi, which isn't an unusual material for Dark Troll clothing. They seem to have no ears except for holes in the side of their head, and their nose is often much shorter and broader then those of other troll races.

These Trolls often use spears, short swords, and blowdarts. Sometimes, usually only in larger cavernous areas or on the surface, they will wield massive flails with jagged spikes all over the end and chain, which they wrap around their opponents. These are often smothered in a special fungi to really infect the wound it causes. These Trolls usually serve a strong warrior as their king, and are a very war based society. These Dark Trolls often worship the same god that Nethar do. Five Human years is about one Dark Troll year. Their native tongue is a rough and almost frightening one.

Forest Trolls
In days long gone a tribe of trolls in the forest began a breeding program. With kidnapped and enslaved elvenkind they mated and the results were rather surprising. A fairly smart sub-race was created, the Forest Troll. Seen as an abomination by the elves, and as too pretty and weak by the trolls, the early Forest Trolls were run off to the mountains to the east of Keren They live high in these mountains, away from any mountain passes which may be traveled by man and elf. The years have purified the bloodline and the Forest Trolls have become a race of their own, numbering near twenty thousand. Most of them are trained in some form of combat or another, the favored weapon is a pair of thrown axes, followed closely by a standard war axe. The archers in their tribe utilize bows that are often more lengthy then an average human. These bows have become more commonly used now that the Forest Trolls have left the forest of their birth, the large, mountain-dwelling creatures require a large weapon to take down, and the massive bow is just the tool to do it. The forest trolls generally dislike other groups of trolls, seeing them as a lower breed of stupid and generally evil creatures. An especially vicious hatred lays for the Trollbrother Orc Clan due to ancient battles that no one can truly remember. Unlike the majority of tribes in Vaxia, the forest trolls are aligned with good. They desire peace more then war and desire to begin open trade with the civilized nations nearby, including Grom and Ramsalon Forest Trolls are often playful with one another and extend this attitude to anyone that becomes a friend of the tribe. They honor themselves in battle, and often have contests of skill in their chosen fields of combat, especially the throwing of axes to hit targets. Seven human years equals about one troll year, so as you can imagine, it takes a while for a forest troll to become full grown. Forest Trolls often worship Grathjeg Mozz’Teth as their deity, being the Forest Troll God of The forest, fighting, and good. The ruling system of the forest trolls is a monarchy; one king rules the entire tribe. Currently, the king of the forest trolls is Karshuka Setch’Zhan, a strong, relatively young troll only twenty-five years in age. His father was slain by a backstabbing band of Orcs that had offered a trading relationship with the forest trolls, this has done nothing but fuel the hatred the forest elves have for the orcs around them. Karshuka truly hopes that one day very soon his tribe of trolls will be able to openly trade with the lands of Grom and Ramsalon without having to fear racism and prejudice.

The Forest Trolls are excellent craftspeople, having gained their nimble hands from their elven ancestors and their astounding endurance from their troll ancestors. The Forest Trolls have begun mining in their mountain homes and are learning to create wonderful items much like the Dwarves that once worked below the mountains they now dwell in.

Forest Trolls stand on average 9 feet tall. They have a more lean and agile looking build then the common troll but as with all races the size and weight can vary. The Forest Troll is commonly a dark green color, similar to a leaf in the middle of its life, this coloration was originally bred into the race for camouflaging purposes and is now a part of the bloodline. An interesting feature are the elf-like, long ears the Forest Trolls possess, ranging up to eight inches long on a healthy male, sometimes longer on a healthy female. The facial structure of the forest troll is similar to an enlarged elf, with the very obvious exception of orc-like tusks protruding from their lower jaw and a long, more pointed nose. The overall look of the forest troll is like that of a green and plus-sized elf, but with lanky arms that have unusually large fore arms and hands. Due to this similarity with elves in appearance, the forest trolls have been allowed to actually interact on occasion with civilized people groups and in some rare cases a forest troll may actually be considered as good looking to a human or elf. The native tongue of the forest troll is an odd mix of old elven and troll which ends up sounding like an elongated version of elven with a few more grunts and moans thrown in, a very unique language indeed. The naming system of a forest troll is quite simple. The last name is retained through a family, sons inheriting the name of their father, and when married, the female forest troll will take on the last name of her husband, becoming a part of the family both through love and name. The common dress of the forest troll is unusually similar to that of the elves of the world, flowing garments which allow freedom of movement and comfort.

Mountain Trolls
These Trolls are by far the largest and the most unintelligent of all the Troll species. Standing at an average height of 18 feet, they are sometimes mistaken for giants.
Not much goes on in the brain of one of these primitive creatures, though they are capable of leaning language and other things. They usually live in some cave in the mountains they find, and try to kill whatever is in it, being as so stubborn as not to care what they have to do. They have an unusually high rate of mitosis, thus their body regenerates at a rate much faster then your average creature.

They don't really ever wear clothes, but if they do, it is usually a loin cloth of animal hides or something similar, and are usually spotted carrying large wooden or strong clubs, but will use different if they can get their hands on it.

Their skin is quite thick and leathery, and is usually a grayish green color, but dirty most of the time, so one can see some brown and black and the likes in there too. They have only three fingers and toes, and their nails are nasty yellow and jagged.

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Half Orcs

Half-Orcs

  • Lifespan: 40-70 years
  • Typical Height: 6'
  • Typical Build: On the muscular side
  • Distinctive Traits: Some orcish features, and some traits of the non orc parent
  • Where Found: Close to where orcish settlements are found
Half Orcs are the result of Orcs breeding with other compatible species such as Dwarves Elves Gnomes Goblins Humans, and Nethar
Vaxia Specie Breeding Information and Mixed Species Approval

The orcish traits are far more prevalent in a half orc then the traits of the non orc parent. In some cases a half orc may look closer to a full blood Orc.

A half orc tends to adopt the culture of where they are raised or prefer to call home as they do not have their own.

Treatment of half orcs vary by region and traditions of each of the parents.

Half orcs that are born to those that hold to the Ghuungador traditions tend to have to prove that they are not weakened by their non orcish blood. They are subjected to a series of trials in their youth to not only find their place within the clan, but to prove their strength. When they come of age and have the passed the majority of the trials of given they are welcomed into the clan as a full member, however if they fail they could be banished or worse.

In GHOUL and Victory City half orcs are often treated no different then other orcs. Even half orcs that are banished or fled from those following the Ghuungador traditions are welcomed into the clans there. On occasion some half orcs may find themselves in the cross hair for more political conflicts as while they are overly accepted, their heritage is still something that can be weaponized in certain ways.

Orcs in the Ramsalon Mountains are accepting of half orcs into their clans, especially those that come from their own. As family and preserving their culture have become paramount, despite past regional issues with other species they help integrate half orcs into their families and teach them their ways. Non orcs in the region tend to shun half orcs as their views are colored by the past conflicts, though many in the city of Ramsalon are working to try and make it a more welcoming environment.

Half orcs in Shi Inkahan are not as prevalent as they are on the Vaxian Continent Most occurrences of half orcs are situations where a family of another species offer up a member of their family as part of the tribute to the orc family for protection, as well as a means to establish a more deeper relationship between the two groups. These half orcs are treated with respect and often face the same customs as a full blooded orc. Though some clans may not allow them to seek their own domain, and make those half orcs stay and help manage the domain that they come from as a living symbol of the bonds between the orc and non orc families there.

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Nethar

Nethar

  • Lifespan: - 700 to 1500 years
  • Typical Height: - 5 feet 6 inches to 6 feet 6 inches
  • Typical Build: - lithe
  • Distinctive Traits: pointy ears, red/orange/yellow kind of sheen to the eyes
  • Where Found: Underground, mostly under Vaxia and Shi Inkahan, some aquatic settlements
Elves and Nethar are related as they had split off from a common fae ancestor a number of millennium before the Cataclysm. The common past heritage is grudgingly acknowledge by both the elves and nethar no matter how intense regional conflicts between the two groups.

Each region has their own story on what the details and reasons of a great and gruesome conflict that drove their ancestors to the underground to find solace and safety, but there are some common elements found in all. Just like elves, neth also adapt to their environment which affects their physiology and appearance. (Such abilities, like low light/dark vision, that reflect these adaptations must be reflected in an actual skill if the player wishes to make use of them on the character.)

In time the Neth adapted to living in the underground, as well as in low light conditions. Due to this they prefer to live underground in extensive cave systems and natural habitats beneath the surface of the world, and tend to be more nocturnal on the surface.

The average neth stands as tall as any common elf, taller than the average human. Nethar most commonly have skin tones that range in various shades of blacks, blues, purples, and grays which provide the best camouflage to underground and low light conditions. Reds, yellows, and oranges are the most common color of their eyes, while other colors are possible they tend to have a faint sheen of the common colors with them. The Nethar have been known to naturally have any color hair, but the most common shades are in the blacks to whites range, with purples, blues, and reds most prevalent among the remainder of the populace.

Neth culture is heavily influenced by their living in a somewhat 'closed' environment - an environment of scarcity. Survivalism and cut-throat behavior are a natural evolution and are somewhat pervasive where resources are limited.

As a result, children are considered a danger as much as a necessity. Birth rates, if unchecked, could lead to a drought in resources and thereby the deaths of many. Consequently, women acted as the gatekeepers of life, considering the larger ecosystem when deciding whether or not to give birth on a personal level. They became seen as leaders, planners, and the primary architects of society.

Men became seen as second-class citizens due to their limited influence on the life cycle. Stereotypes evolved of men as "short-sighted and selfish by nature," resulting in societal restrictions on their behavior being far tighter than those for women.

Eastern Vaxian Continent
Several prominent neth cities under the former Vaxian Empire saw a way out of their resource-scarce situation: conquering the surface, or at least portions of it. Slavery became popular, as did raiding, and a cultural attitude of supremacy and the 'rightness' of surface conquest. Even those who saw the violence as an ill-fated endeavor saw the reality: the more of their (expendable) soldiers who die in the attempt, the fewer mouths to feed back home.
The shift in focus also preserved the equilibrium of local politics to keep the cities from focusing their violent efforts on one another. Unfortunately, it also expanded negative impressions of the neth to most of the Vaxian Empire, despite the non-involvement of a substantial number of cities and nations underground.

Southern Vaxian Continent
Neth territory in the Underground beneath Kundul borders on and overlaps forsaken dwarven ruins. Dwarven reclamation and treasure-finding efforts led to tensions with the neth - the Dwarves were seen as invaders, while the dwarves saw the neth as invaders and desecrators of their ancestors' works. Despite historic periods of open conflict, tensions now largely exist in a 'cold war' state.
Many neth in this area are nomadic, solving the riddle of resource scarcity similarly to the desert dwellers above them. The neth near Kundul are the exception and operate a cluster of larger, permanent settlements near renewable resource sites; underground oases, of a sort. Unlike their northern counterparts, the southern neth are shrewd but peaceful traders, often lacking standing armies and having no interest in violent in-fighting with other wandering neth clans. Despite being traders, they are somewhat xenophobic otherwise, keeping to small, mobile groups and guarding their cultural assets rather than sharing them openly when they interact with other species.

Their interactions with surface-dwelling cultures have led to a number of appropriations, blending the culture of others into their own until the origins disappear. This is especially seen in their food and music.

Red Dragon Mountains
Local neth contend with subterranean areas of high magical concentration that warp local flora and fauna in unpredictable ways. A prominent Neth academy studies the effects regularly from all along the range. Centuries ago, a massive system of cave-ins was orchestrated to keep the warped creatures and manifest spirits from getting out except through chosen tunnels where the neth post guard and ward magically against escape. This manufactured bottleneck is maintained regularly as a 'sacred duty' by the local neth.

Oddly mirroring their human and elven counterparts on the surface, the neth of the Red Dragon Mountains place a high value on a cultural standard of honor and bravery, coming from years of a militaristic culture whose primary purpose has been combating the dangerous oddities of their area. They are isolationist purely by virtue of not being able to spare many travelers from the duty at "the breach" to become merchants or traders. However, several outposts have been established by small groups splintering away from the central cities - founded by individuals who saw that the breach could not be maintained by an army short on supplies. These outposts act as liaisons between the larger underground cities and the surface world, trading openly with humans, Mojingans dwarves and elves to secure the resources they need to supply the key cities and keep the honorable soldiers guarding the breach fed and outfitted as needed.

Subaquatic Neth
An expansive neth culture founded in ages past lives in tunnel systems beneath the oceans of the world. The massive networks have solved the resource scarcity issue through sheer dispersion, spreading themselves out thin enough that no one area ever exhausts the things it needs. Additionally, expansive magical and technological systems filter air and water through the bedrock, creating a sustainable cycle of resources for growing things in the heated soil nearer the crust of the planet.

A combination of explorers and settlers, the subaquatic neth live in general peace and isolation, trading with (and occasionally warring with) each other while largely ignoring the surface world. Their society focuses heavily on culture and history, and they have some of the more expansive and preserved libraries among the neth (due to the lack of traveling, infighting or chaotic magic zones), though their works often catalog only happenings under the water and ancient surface histories from before they migrated to their current homes.

Other information of interest:

Notable Organizations: Chakkatama
Notable Cities:

    Vrraul'kezrian

Events:
History Of The Baaal'ock Clan

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Vaxia Humans

Humans

  • Lifespan: - 70-150 years
  • Typical Height: - 5'4" - 6'
  • Typical Build: - Varies
  • Distinctive Traits:
  • Where Found: - Everywhere in the world

Humans are the youngest and most prodigious of the mortal beings of the world.

Their advances in civilization in the ways of city building, trade, travel and technology are unequaled, partially due to their power to learn from other cultures and adapt, but than to go further in refining and creating better advances.

Humans comes in all shapes and sizes. The average Vaxian human male is 5'5" in height, the female slightly shorter. Their life spans measure in a matter of decades however, the average being around 70 years. They have skin colors of all shades with hair and eyes to match.

When it comes to cultural traditions, humans vary greatly depending on region and nationality. They adopt many different local styles and societal norms, yet have a profound respect for individually. It must be said as well that because of their quick wits and quick rise to prominence, humans have a streak of over ambition. Humans are quick to want change and tend to find rather short termed solutions to problems rather than seeking long lasting resolutions.

While Dwarves and Gnomes are particularly crafty in their own rights, only humans seek to improve and expand even to things that they have little knowledge on, even in the Realms of creating new magic, religions, trade, and nature itself. This makes them very versatile, though they appear to be childlike to many of the elder races, full of youthful energy and capriciousness, not having the wisdom that passing time has shown to other races.

Humans of Shi Inkahan are shorter, with almond eyes. Humans of Candenord have more variation in height and generally bearded. Even within the continents, there is much variation, with people from far south-eastern Candenord, far south-western Shi Inkahan, and the Iron Desert region of Vaxia being darker-skinned than their neighbors in cooler climates.

Some have claimed that humans are the youngest of the world's races, but this is not true. Humans had a massive world-spanning civilization even before the Cataclysm, while evidence suggests that the Aratay gnomes, Yeeks, and possibly a few others, all arose after that destructive event.

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Ogres

Ogres

  • Lifespan: - 50-70 years
  • Typical Height: - 10'-14'
  • Typical Build: - muscular
  • Distinctive Traits: - bigger than Orcs smaller than Giants
  • Where Found: - anywhere, often sharing settlements with other orcish races.

Ogres are very large, very ugly creatures. Larger versions of orcs, they are virtually indistinguishable from Trolls Usually anywhere from eight to twelve feet tall, they are found in varying shades of green, red, brown, and sometimes blue. Their senses are universally poor, but they make up for it the same way they solve all their problems: by smashing.

Like all orcish races, ogres have some ability to see in the dark, though none of them have true infra-vision, instead possessing merely good eyesight, like a cat or owl. This also does vary between the clans that spend most of their time on the surface and those that spend most of their time underground.

They are born with only one name. A male inherits his original name from his father, a female from her mother. When a young ogre has accomplished some feat, or become known in some fashion, a second name will be appended in front of the first. The longer an ogre lives, the more names he accumulates, and these names tell a story of that ogre’s life in reverse order. The most names one ogre is known to have possessed is seven; that honor belongs to Old Boss Thinky Grouchy Bludgeon Screamy Smush who might have had more, but he had a hard enough time remembering the seven.

Many siblings in ogre families are rare, because if two siblings of the same gender are born, then they will have the same name, thus necessitating a second name be prematurely assigned to one or both of them, and such names are rarely complimentary. They are usually along the lines of ‘Sleepy’, ‘Eaty’, ‘Poopy’, ‘Screamy’, and ‘Barfy’.

Your average ogre, of course, is concerned with nothing more than smashing things. As such, whenever they learn a new synonym for ‘smash’, said synonym will usually become instantly their favourite word, and they will use it as a battle cry until they become associated with that word. Such was the origin of the name of Stomp Squoosh Break Crush, a strapping ogre who lived about twenty years ago in the mixed orcish village of Cuddled Egg.

Stomp Crush began each day with a stretch and a declaration of “ME HUNGRY. ME EAT NOW.” He had a rudimentary understanding of pronouns, and was in that regard somewhat more erudite than most ogres. The intelligence (and attractiveness) of the orcish races tends to be an inverse function of their size. Goblins are small, cunning, and the females can occasionally be described as almost cute. Giants, on the other hand, can hardly even master basic nouns, and are so grotesque as to curdle milk and break mirrors with their very presence.

The resident ogre of Cuddled Egg would be served a dish of various raw meats and eggs for breakfast, then would declare, “ME STOMP NOW,” and the rest of the day would be spent practicing the finer techniques involved in wanton destroyment.

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Goblins

Goblins

  • Lifespan: - 40-50 years
  • Typical Height: - 3'-5'
  • Typical Build: - skinny
  • Distinctive Traits: green to brown skin, large triangle like ears
  • Where Found: - Vaxia, often sharing settlements with other orcish races. underground, as slaves to the Nethar

They tend to have a more gnarled, bent posture. Their noses tend to be elongated, if not pointed, and their ears range from large and round to short and pointed. They've never been known to have facial hair, though many have hair on the tops of their heads. They are weaker than Orcs though somewhat more cunning, and their females and young can occasionally almost be described as 'cute'. Almost.

The skin tones of these creatures range from green to brown. The reason is advantageous genetics. It suits a goblin in the forests and swamps to be of a greener hue, whereas a goblin underground would be best hidden in a browner skin tone. Few Goblins roam the woods in the day now, as most of the woods are guarded by those none to hesitant to attack them. They occasionally saunter out into the woodlands at night, but for the most part goblins live underground. They have the same habit of tunneling as the Vaxia/Races/Dwarves, yet goblin tunnels are cruder, less stable, and less engineered, almost as though they were digging blindly.

Goblins, like all orcish races, have some dark vision, though never true infra-vision. Because of this, they are sometimes used as slaves by the Vaxia/Races/Elves/Nethar, though not as often as stronger, hardier orcs.

Compared to their larger brethren, goblins are significantly more intelligent, though still not up to the level of the humanoid races. They are also rather more likely to solve problems through trickery or running away, rather than simply bashing things until their problems go away as orcs and Ogres are wont to do.

Goblins have an unmatched ferocity, even if it proves generally nonthreatening. While you might not wish to find yourself alone with a few of them, they are for the most part under-intimidating unless in large groups, or equipped with some of their more volatile inventions.

The volatile inventions arise from the goblins' mental recesses. Though their designs tend more to the bizarre and even macabre, they invent and create nonetheless, and while their inventions have a greater chance for destructive error than Gnomes it's often just the effect they desire. A goblin with any of its own machines is an explosion in the works, a fact they are aware of and try best to profit from.

To speak of goblin 'society' is to defame the very word. They behave often as pack creatures, moving with little form or reason in large groups or as individuals. They wander off, from one domestic setting to the next. There's little sense of hierarchy, as no one is respected enough to be a leader, nor are any of them respectful enough to be followers. Though they live in relative anarchy, goblins manage to bond together a great deal of the time, revolving around the mutual aid found in large groups. Outside that, there is little 'society' to speak of.

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Giants

Giants

  • Lifespan: - 50-70 years
  • Typical Height: - in excess of 14' tall
  • Typical Build: - muscular.
  • Distinctive Traits: - the largest known intelligent race
  • Where Found: - northern Vaxia, often in settlements with other orcish races
Giants are the largest race in the world, towering upwards of fourteen feet tall, and are in the running for least intelligent, barely smarter than base animals. They are not common, and usually solitary. The Orcs of Ghuundagor used to breed them as war machines (which may explain their existence in the first place), but now that Ghuundagor has been eradicated and replaced by peaceful Shingack-Ghoroth, the giants may eventually go extinct.

Giants have incredible, inverse-square-law-defying strength, and can use a club or hammer to quickly smash through barriers that would take a team of humans with a battering ram much longer to penetrate. Their skin is similarly thick, allowing them to shrug off flights of arrows and sword blows that would severely injure a member of a lesser race. However, this incredible prowess in battle comes at a cost, and giants are only barely capable of feeding or dressing themselves. Their one instinct is to smash, so they usually require a team of Goblins or orcs to tend them outside of battle.

Like all orcish races, giants have fairly good night vision, but not infra-vision, but they are somewhat too large for underground life, so unlike their smaller brethren, the Nethar rarely keep giants as slaves.

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Elves

Elves

  • Lifespan: 700 to 1500
  • Typical Height: 5 feet 6 inches to 6 feet 6 inches
  • Typical Build: Lithe to athletic
  • Distinctive Traits: Pointy ears
  • Where Found: Almost anywhere in the world of Vaxia
  • Types: Air Elves , Half-Elves , Land Elves , Sea Elves

The elves are a diverse species and can be found all over the world in almost any kind of environment. Because of this the appearance of elves can vary drastically from region and even clan. Most full blooded elves tend to have little body hair, tend to have a lithe to athletic build, and have pointed ears.

Other physical features can vary and hair, eyes, and skin can be just about any color out there. This wide ranging variation of physical appearance is believed to be caused by the connection elves tend to develop with their home region, allowing them to better blend in with their environment. Another reason is it may be due because a clan may seek to breed for just certain characteristics.

Some elves are capable of seeing just fine in low light conditions. (This must be reflected in an awareness skill of a character if a player wishes to take advantage of such a trait.)

The average elven lifespans ranging anywhere from 700 to 3000 years (this long lifespan is thought to be related to the close relationship between elves and the natural world around them, because some elves often age faster if they are removed from their natural environment).

Elves sleep but tend to have a different pattern and it has been sometimes described more like a kind of meditation. On average an elf will need to rest about one hour for every six hours of being awake. The longest they can push themselves to stay awake before needing sleep or any ill side effects is three days.

There are four distinct types of elves:

  • Land Elves live on surface of the world and in nearly every kind of environment from forests, deserts, plains, to mountains.

  • Sea Elves live beneath the sea and can breathe water as well as air. They often tend to have webbed fingers and toes as well to help with swimming.

  • Air Elves are often found in high mountain eyries and generally have large, feathered wings.

  • Half-Elves are the offspring of an elf with another species. Half-elf features are generally unpredictable, and which can take after either parent more, or can be an even cross between the two.
Nethar are related to elves as they had split off from the elves a number of millennium before the Cataclysm. The common past heritage is grudgingly acknowledge by both the elves and nethar.

Most elves speak varying dialects of a single language influenced by the regions and whatever trade they may do. City elves and half elves usually speak the languages common to the city or area they live in.

Often elves refer to themselves by their clan, especially if it is well known. An elf from the Rose Clan would simply call themselves a Rose elf, while an elf from the Ramsalon Wood Clan would call themselves a Wood elf. Others may use the region or environment they are from instead.

The social organizations of elves are clans. The culture, Religious beliefs, and governance of the clans vary, though some clans may share the same culture or be very similar if they are in the same region, or if a larger clan had to split in order to adjust for over population issues or other reasons. Some clans are matriarchal, while some are patriarchal; others are more egalitarian in regards to gender. Social class and caste structure can also vary by clan to clan.

Clans are very important to an elf, but there are some that are clanless. There are many reasons on why an elf can be clanless, though in Shi Inkahan it is considered a severe dishonor to have no clan and most clanless elves from SI have been banished as a form of punishment.

Aside from banished elves there are two common types of clanless elves found in Vaxia and Candenord:

    Wild Elves are elves that live out in the wild of nature and belong to no clan. Some may be feral, while others may just have tired of the life in their clan or city and seek the refuge of nature.

    City Elves are born and live in non-elven cities. These elves adopt the culture and language of the city they live in. Some may even loosely associate with their parent’s clan if they are able to.


-Continental Overview-

Candenord:
Elves on this continent are largely nomadic as most of them favor the plains or desert regions. They have a hunter-gatherer lifestyle, though some groups have picked up forms of nomadic pastoralism. They are largely collectivist, but many families extend that view to the world at large. Leisure time is very important to them as it is a reminder to enjoy life as they survive in some very harsh conditions.

Children are allowed to do as they please until they are a young adult. They believe that a child should enjoy as much as they can before they assume duties within the family, as well as weed out the weak. However before the ritual to signal their transition to adulthood, the young adult is encouraged to go out into the world to see if staying with the family is their true path or not.

These elves stay in smaller family groups for easier travel and survival, but they are connected to a larger regional clan and a couple of clan gatherings a year. Those clans are run by the collection of elders from each family unit. This has led to fewer clans in the area, but more smaller familial groups.

Shi Inkahan:
It was once believed that there were no elves on Shi Inkahan, but time showed that was not the case. Many of these elves tend to be much more wary of the world then the elves of Candenord and Vaxia, for in some regions there are stories of those that sought to take the elves’ perceived Immortality for themselves. Some clans still hide themselves today and tend to be more mischievous towards some of their non-elven neighbors, playing up to the legend and stories of the region they live in. Half-elves born to these clans are often snuck into the houses of unsuspecting families, while in other regions where a clan is hidden if a non-elven woman gives birth to a half-elf some villages/towns may think the child touched or cursed by a spirit. Those clans also tend to be fiercely territorial and highly protective of their collective territory. Other clans have stopped hiding, seeming to take pity upon the shorter lived neighbors and feel they can help improve the world around them by taking a more present action.

Honor and family are very important to many of the SI clans, often having strict hierarchies, and are very collectivist in nature. However this all is expressed in many different ways depending on the clan and region. Due to this it is very rare for a SI elf to have no association with a clan, if they do not it is because they were outcasted for some grievous wrong doing and that elf must now on their own find some way to make up for their wrong doing on their own.

Many of the SI elven beliefs are centered on the idea of karma and uplifting the clan, with Holidays and sacred sites being observed as times/plays where either the clan achieved a bountiful karmic blessing and helped improve the world or places where an epiphany happened or something great achievement to help uplift the clan.

Vaxia:
Vaxia elves have some of the most variation compared to the other two continents due to a much longer history of interaction. Many of the clans tend to be individualist.

Clans that are in the plains or the northlands are migratory in order to follow needed resources as the seasons change. This is also reflected in their cultures as have holidays that are not only a time of celebration but also a means to help the clan prepare for the seasonal move.

Their beliefs are varied, though naturalism and believe in universal essence is common.

Some clans often center their beliefs around something they consider special in their environment and holds a historical significance to the clan. More agricultural centered clans tend to celebrate times of the season that is crucial to harvesting.

A few of the clans that are more open to non-elven relations have also started adopting other holidays from their neighbors as a means of gaining better relations and the nature of culture mixing going on.


There are two major factions of elven clans:

    The Elven Nation is made of clans that practice isolationism in regards to non-elven species.

    The Elven Alliance is made of clans that had grown tired of the isolationism policies and saw potential in working with groups of other species.

However each clan still has their own sovereignty and governance. There are even some clans that have not joined either faction and are referred to as being an independent clan unless the clan has decided to join with one of the Empires or other nations/city-states.

Clans associated with the Elven Nation tend to think of themselves in a more superior way compared to the Elven Alliance clans as they believe associating with other species weakens the elven integrity of the clan.

Interactions between Elven Nation and Elven Alliance clans can be quite antagonistic, the clans on the whole will not engage in physical confrontation over their attitudes. Though individuals may be a bit more zealous in their expression of their attitude. This also holds true for Elven Nation clans and clans that have joined an empire or nation where there are mixed species.

The interactions with Independent Clans may vary as they may practice similar values to the Elven Nation or Elven Alliance, but most do not want to deal with the extra political obligations of being part of a faction, or simply have no desire to do so.

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