Note: Read the section below regarding Custom races before creating one!
All of you are different. Some of you may be the same race but your people are different. You have endured different things. You have lived in different lands. No matter where you came from, you are seeking a new life for your people. Whoever your leader is, your people follow with loyalty.
Whether you were driven out of your home, or simply seek new lands to call your own, you have all come here without knowing of the others' presence. You must survive.
Your first choices lie before you. You are...
- Basically average in everything, good diplomacy.
- Has high strength, low technological capabilities and bad diplomacy.
A) Brownskin Orcs
The brownskins are known for their beastmastery and powerful shamanism. Tamed beasts, big or small, are quite formidable in battle and very useful in everyday life and orcish society, but no orcs can do better than the brownskins. Riding wolves is your dream, isn't it?
B) Redskin Orcs
The Redskins are known for not needing to drink water as much as other races; they barely consume a mug a day. Legend says this is because of ancestor orcs drinking the blood of their slain enemies, gaining red skin and increased stamina as a blessing from a savage bloodgod. Needless to say, the Redskins are the most brutal, ferocious and savage orc warriors there are, but don't have much in the ways of magic.
C) Greenskin Orcs
The most average of orc breeds are the greenskins. They do have a focus on druidic spiritualism instead of a shamanistic kind. They generally also breed faster than other orcs and are better builders.
D) Blackskin Orcs
The best smiths and siege-engineers of all orckind, the Blackskins use brute force in the form of superior weaponry to dominate their foes. Generally average in everything else.
A not too strange name for a breed of orcs, the Brute-Orcs are a breed sharing all the characteristics of the other orc-breeds, and can therefore gain all their bonuses, but never achieve quite the height as the individual breeds can.
- Low reproduction, high magical capability, average strength.
A) High Elves
Known for their great magical prowess of all kinds and their spiritualism. Their skin is fair and their hair blonde, their eyes glowing yellow or white. The greatest mages and wizards are these.
B) Wood Elves
The greatest rangers and the best hunters of all elfkind are the Wood Elves. They are known for their ability to befriend any animal and their druidic powers are considered the best. Their skin is fair and their hair brown or ginger, their eyes glowing green or blue.
C) Dark Elves
Feared for their powerful weaponry and armor and the best footsoldiers of all elfkind, they bolster their ranks with powerful shadowmages wielding dark powers, sometimes necromantic. Their skin is pale and their hair black or white, their eyes glowing purple or red.
X) Folk Elves
This strange breed of elves are known for housing every kind of elf in their presence, effectively becoming the most diverse and average elf breed, with potential to become adept at everything the other elf breeds can do combined, but cannot reach quite the same height in any given area as a more specialized elf breed.
- Low reproduction, high strength, low speed, high intelligence, morale boost.
Great dual-wield warriors, adept at slaying different monsters such as trolls and ogres.
The greatest smiths in the lands, capable of crafting anything. They are very robust and withstand quite a punch.
Excavators, adventurers, explorers and miners. The goldbeards are very good at scouting and discovering locations, or spying on their enemies. To hear them tell it, they also have the best luck!
Fearsome warriors adept at wielding giant weapons into battle, they are renowned for fighting with claymores and mauls, and are also the best siege engineers around.
Great dwarven magicians, sorcerers and runesmiths, adept at controlling magic and the elements.
The single best builders and masons in the current era, the brownbeards are renowned for having built mighty fortresses so grand that some think the halls were carved by gods instead. Doubtless, they could do it again.
Common name for a clan which has a mix of all kind of dwarven beards. Is average at everything, but cannot achieve quite the height as the more specific breeds.
- Very high strength, low intelligence, low reproduction, high speed and size.
They bear a resemblance to humans and dwarves, albeit not enough for you to ever mistake them; they're much larger and bulkier. They are seen as the most intelligent and civilized of all the ogres. As far as ogres go, they are capable of learning complex magic, building more complex things, and organizing their society in more advanced ways.
Much like the orcish redskins, these ogres are brute-strength focused and especially savage. They are the strongest melee warriors in all the realms and are said to be very resistant to magic. Due to their violent nature, in-fighting is more prominent but growth may be higher.
Very resistant to climate temperatures such as very hot and very cold climates, and have incredibly sturdy skin. They can basically eat -anything- and therefore cannibalism of all non-ogre races is considered acceptable. Typically larger than other ogre breeds.
Capable of taming beasts much like the brownskinned orcs. Despite their wild and hairy appearance, they are also very adept craftsmen compared to the rest of ogre-kind, capable of fletching bows and working leather. Their connection to the elements and spirits is closer than that of their kin.
Their name comes from the practice of tattooing strange symbols upon their bodies. Runeskins aren't more or less intelligent than any other breed, but they are capable of wielding stronger magic than their softskin counterparts. They are also very versatile, meaning they can learn magic from many different schools and not strictly one kind of magic.
X) Exile Ogres
An ogre who belong to no clan is an exile. Seeing as infighting is very common, over time a lot of exile ogres began banding together. These ogres now house members from all sub-breeds of ogre and can therefore dabble in all their benefits but cannot reach quite the height as specific breeds.
- Average strength/speed, cunning, bad diplomaticy, high reproduction, can regenerate fast.
A) Forest Trolls
Typically green of skin, these trolls have strong shamanistic or druidic beliefs. Certain forms of magic based upon those traditions are available to them, and these trolls are at home in wooded areas. It is said that they can move as silently and stealthily in the forests as the wood elves.
B) Rock Trolls
With a hide-like skin that is gray and hard as rock, it is no wonder this breed has gotten this name. They have increased strength and intellect at the cost of slower movement and lower growth. They are large even by troll standards, with some of them so big that they might be mistaken for ogres. Through geomancy they may also channel earthly magic.
C) Dark Trolls
With black or purple skin, the Dark Trolls use shadow magic and cannibalism as the centre of their religion. They can see clearly during the night, and they have the strongest magical capability of all trollkind.
D) Blood Trolls
Redskinned and savage beyond compare. The strongest, most ferocious of all troll-kind, these trolls pride themselves in strength and find glory in war. Like the dark trolls, they practice cannibalism, but there is hardly a ritual significance so much as an insatiable bloodlust behind it. They are quite magically handicapped, but neither does magic seem to bite them as hard as other races.
E) Sand Trolls
These trolls are so-called for their beige skins just as much as their tendency to inhabit deserts, steppes, savannas, and all manner of other arid climes. They have great endurance, are not bothered by heat or sun, and can go for many days without food or drink. They are competent builders and have created some of the oldest civilizations in the world, but compared to their other brethren they are very short of stature, comparable to humans.
F) Ice Trolls
This enigmatic breed prefers to live in cold or even frozen climates, seemingly able to survive where others would see nothing but a frozen wasteland. They are tall and of exceptional physical might when compared to the other breeds of trolls. Their environmental durability is also second to none, and they can craft things that no other troll can through the use of secret methods kept to themselves. They hate fire though.
A strange self-given from long ago, these 'Unchosen' trolls are said to have been disowned by all Troll Gods and pantheons and banded together. They house all breeds of troll, thereby gaining all their strengths but also all their weaknesses and they cannot reach the same height as the other breeds.
- Low strength, average intelligence, weak-willed but functions well in masses, very high reproduction, small size.
These goblins are the average, the basic, and the most common breed of goblin in the realms. They excel in organizing themselves and working together more than other goblin breeds, and are capable of higher levels of intelligence.
Some say that they were bred as slaves by the blackskinned orcs, and perhaps that explains their greater physiques and lackluster intelligence. They are good laborers and fighters compared to rest of goblin-kind, but are more primitive.
The most magically capable of all goblin-kind! Blueskin goblins often form magocratic hierarchies where the strongest mage rules over the less powerful. They aren't very strong fighters by conventional means, but their growth-rate is boosted due to their affinity to the land (the same connection that gives them their magic).
What a strange name for a breed! ... It isn't. A commune is a group of goblins of any breed, but here I refer to the Commune as the group of goblins who houses members from all the sub-breeds of goblinkind. They may dabble in all specialties of the breeds, but may never reach the same height as a specific breed.
- Low strength, small statures, cunning, bonus diplomacy, bonus trade.
The Hillfoot halflings are strong builders and farmers and tend to get round bellies after a while. They are comfortable, honest and friendly. High morale, all around!
The Rockhead halflings are craftsmen and traders, eager to set out into the world but still rather like to be comfortable. They are good diplomats, merchants, sailors and craftsmen.
With such a hilarious-sounding name, one could only expect the Bumblerunners to be hilarious themselves, but that is not always the case. Bumblerunners are the opposite to Hillfoots. They prefer adventure, moving around, getting up to no good and are excellent thieves, spies, rogues and explorers. That doesn't mean all bad things however, they're halflings after all!
Anyone who's ever met a Kender usually has nothing good to say about them. They're not strictly halflings, but rather a cousin race of traditional halflings. They're less round, more nimble and slightly shorter. They combine a bit of Rockhead and Bumblerunner tendencies in that they love adventuring, meeting new people, craft new things and see the world. Notably, they're also very good sneaks and have the distinct trait that they don't feel fear. Fear to them is a foreign concept, and they're quite literally physically incapable of feeling fear. Historians and academics have scratched their heads for centuries over the Kender... Just what are they?!
The Familtons are a family of halflings that proudly boast they count some of every halfling family within their numbers. They may dabble in all that other halfling families do, but may not reach quite the same expertise as focused subraces may.
X) Other, Custom Race
It is my preference that you use one of the subraces above, but if none of those suit your fancy then you could do a custom race. Preferably, this would be in the form of creating a new subrace rather than an entirely new and wholly unfamiliar race.
If you are using a custom race, you must go through the additional step of posting your concept on either the OOC or the Discord getting it approved. Only after that may you jump in IC. When pitching your custom race, please specify averages, strengths and weaknesses.
You land upon the continent, and decide to settle...
Choose a color to represent your kingdom. May be any single color. This matters because the settlements I put on the map will have text bordered with the color of your kingdom, so that players and non-players alike can see what settlement belongs to who.
Additionally, write the name of your new settlement! What shall be the name of your new future?