Dungeons and Dragons: The Clouds of War
"There are so many dangers in this strange new land of Xen'drik... The jungles and forests full of deadly poisons, venoms, disease, and all manners of wild and fantastical beasts trying to make a meal out of a humble Halfling like me... oh and the natives are just... lovely! Back home isn't much better from what I hear. My cousin was waylaid by pirates on the crossing from Khorvaire... One must ask themselves... is the world truly at peace?"
~From the journal of Cpl. Ulmo Whitewater, 16th Light Infantry Regiment of Foot
It is now the dawn of a new era.
The Nations of Teralon have fought for control of the sea routes and territories of the new world for the last fifty years. Plundering her treasures and waging war on her native populations. But for the first time in decades, a succession of treaties and accords have brought peace and order to Teralon. Uneasy nations set aside their differences, content to nurse their wounds.
With the onset of peace however, many former sailors found themselves out of a job and unable to fit back into the mundane day to day life. Many cast their eyes towards the temptations of a life of piracy. A short life, filled with cruelty, violence, betrayal, and debauchery, but nonetheless an exciting one! A golden age of piracy has just begun, and the end does not seem to be in sight.
Meanwhile, the flintlock musket has just been developed, drastically improving gunpowder weaponry, though not all nations are quick to adopt it, notably nations with rich martial traditions, like that of the Hobgoblins. As gunpowder is progresses, practitioners of magic find their supremacy in warfare challenged. With the myriad of cultures and races present on Teralon, there is a nearly infinite amount of ways to wage war, from bayonet charges to ravaging the field of battle with arcane energies and alchemical concoctions.
Fifteen years have passed since the ceasing of hostilities in the new world, plenty of time for the nations to recover, and once again tensions are rising. The treasures of the new world beckon and the Natives of Xen'drik prepare to defend their homelands.
The Clouds of War loom over Teralon... What will you do?
Hello, my name is The Tactician for those of you who don't know me. I've found that the majority of fantasy role plays usually take place in the medieval era where gunpowder usually does not play too much of a role in. In this hybrid nation role play, gunpowder plays a large part in warfare and one of the main conflicts in the world is the old vs. the new. It would not be entirely incorrect to say that this is a cross between D&D and Empire: Total War, though there is a lot more room for trade, diplomacy, and intrigue. I do not want war to be the only focus of the story.
With that said, the world of Teralon is a strange one. In the Old World, most of the powerful fantasy beasts like Dragons, Hydras, Manticores, and Treants have been driven off to the far reaches and have been banished to myths and legends. In the last century however, the new continent of Xen'drik was discovered and dubbed "The New World". Rich in resources and populated by primitive natives, it was a prime target for imperialistic ambition. Sightings of strange beasts such as the Behir and other creatures that have never been seen before in Teralon prompts a sort of "Colombian Exchange", and only the fringes of the New World have been explored and colonized by nations from across the sea. Who knows what lies deeper into the heart of Xen'drik?
The Roleplay will take place on the Advanced level, and I expect good quality writing, about 4-6 solid paragraphs at the very least. This is a "Hybrid" NRP in the sense that not only will you take control of your respective nations and write about the actions your nations take, but I would also like you to roleplay through the eyes of your citizens or people of importance. I want to see actions through their lives. I like to see character development. I want to end up caring about the characters you play as, whether they're a Diplomat signing a treaty, or a soldier marching in formation amid shot and spell. Feel free to write overarching story lines for your characters, though you should always remember your fellow RPers.
Teralon: The World We Live In
Larger Image: http://drmathison.org/images/eberron_world_large.jpg
"The world we live in is such a wondrous place! Where else could the Gods have created such a world filled with life and beauty?"
~Corrin Sylvas, Human Scholar
Teralon, is a world rich in history. Empires in the past have risen and fallen, their ruins crumbling to dust. The last empire, the Empire of the Humans, has fallen almost
Races: The People We Meet
"What do I think of other races? One, never trust an Elf. Two, the only good Goblin is a dead one. Oh and don't even dare get me started on those pesky Kobolds!"
~Quarin Bronzetongue, Dwarven Diplomat
The Civilized Races:
Though the races of the new world are just as cultured as those of the old, the "Civilized" Races of Teralon are civilized in that they have no restrictions towards technology except those brought on by their own cultures. At the start of the role play, nations composed of civilized races will have the potential to have access to technologies such as flintlock muskets and printing presses. Note that two races in this list, Humans and Drow, can also be found in the New World and will have the same restrictions as the Primitive races if their nations are located there.
Description: By far the most numerous of the inhabitants of Teralon, humans can be found in both the Old World and the New. It was once rumored that long ago, a powerful human empire ruled the world, but since then has fallen, leaving it's inhabitants scattered like leaves on the wind, left to fend for themselves and develop their own cultures. Humans in the new world are, for the most part, different than their kin in the old world, holding nature in higher regard and being slightly more traditionalist. Humans in the old world are more prone to building great cities and embracing technology. Humans aren't smartest, or the strongest, but they are arguably the most versatile and adaptable of the races of Teralon.
Physical profile: Human skin tones range from pale to midnight. Hair can be blonde, brown, black, or blonde of varying lengths. Human eyes are not capable of seeing in the dark, and have irises that are usually blue, brown, to hazel. They typically live for about 75 years, though some venerable members might live to be 90 or more years. Humans usually have a height of 5'6"-6'2".
Languages known: Common, Local Dialects.
Description:Dwarves are rumored to be have been carved from the bedrocks themselves when the God Moradin created them. Dwarves share many of the same qualities as the rock from which they claim to come from. They are hardy, tough, dependable, and quite stubborn. Dwarves are for the most part traditionalist in their attitude, holding clan ties and family in high regard. Dwarves are naturally resistant to poisons, and have a healthy endurance and constitution. Dwarves are known to be skilled metal and stone workers, and their underground and above ground cities are perhaps some of the most awe inspiring in Teralon. Dwarves can also be known to be innovators, and their engineers are held in high regard. Dwarves also have extremely long memories, and harbor a deep hatred for Goblinoids and don't always get along with Elves.
Physical profile: Dwarves have the same range of skin and eye tones as humans, though red hair is more common among them. They are sturdy and broad, often weighing as much as or more than an adult human. Dwarvish males hold their beards in high regard, often braiding them in elaborate patterns. A beardless Dwarf is something almost unheard of in Teralon. They have low light vision and see normally in dim environments. Dwarves reach maturity at roughly the same age as humans, though they age much more slowly and many remain vigorous well past 150 years, often living to see 200. Dwarves have average heights of 4'3"- 4'9".
Languages known: Common, Dwarvish, Local Dialects
Description: Often called the "Fair Folk", Elves are among the most graceful and beautiful of the inhabitants of Teralon. Elves are prone to bursts of emotion that erupt suddenly from their calm and composed demeanor, making other races view them as otherworldly and mysterious. Elves hold nature in high regard, and even those who build grand cities build the cities to reflect nature, with graceful architecture and situated in places of nature like rivers and waterfalls along the mountain or in the forests. Elves have a natural talent for the arcane, and spellcasters are more prevalent among them. Elves are very good with their eyes and are extremely accurate with missile weapons such as bows or crossbows, though this doesn't help with the musket, which is inaccurate anyways. In the world of Teralon, Elves increasingly find themselves at odds with others, with the supremacy of their spellcasters and archers challenged by the onslaught of gunpowder and technology.
Physical profile: Elves have the same average height as humans, though they tend to be a bit on the taller side. Their range of skin tones are also similar, however, they rarely get tanned to the point where their skin is dark and favor the fairer skin tones. Their fine hair and eyes come in all the human colors, though they can have unusual eye colors like Violet or Emerald green. Elves can't grow facial hair and have very little body hair. Most notably however, their ears are long and pointed. They have low-light vision and are able to see in dimly lit environments. Elves are incredibly long lived, living to see well over 300 years of age, and are rarely handicapped by old age. Elves breed slowly, and their children grow much like humans, but their aging slows to a crawl as they reach maturity.
Languages known: Common, Elvish, Local Dialects
Elves can mate with humans, producing children called the "Half Elves."
Description: Half-Elves are slimmer than humans, though more athletic and are sturdier than Elves. They have the same range of skin complexion and hair colors as Elves and Humans though they sometimes have unusual eye colors like their Elvish parent. They can see in low-light. Unlike Elves, Half-Elves can grow some facial hair and can sport small beard, thin mustaches, or short goatees. Their ears are of human length, but the ends are tapered like elves. Half-Elves are usually found adopting the cultures of the people they are brought up around, and are found in human and Elvish settlements alike. There is rarely a community made up of primarily Half-Elves. They have the same life span as humans, but like Elves, rarely suffer the infirmities of old age and remain vigorous at the end of their days.
Description: Halfling legend states that Halflings were created by the God Sehanine and the Goddess Melora, however these two immortals lost their interest in the race they created and instead, Avandra adopted the little people as her own, granting them with the gift of luck. Even if this legend isn't true, it is undeniable that Halflings seem to embody many of the qualities that the Gods seem to have given them. A love of nature, with halflings often dwelling in quaint villages in the countryside or by rivers with golden fields and green hills, living in the hills themselves at times. Even Halflings who were raised in the city, can't help but feel something within themselves stir at the side of green meadows. A gift of stealth, for halflings can move through a forest nearly undetected, without so much as a crack of a twig to reveal their positions. And finally the gift of luck, which many halflings believe they are blessed with. Most Halflings enjoy the simple things in life, though Halflings in the cities might view things a bit differently. Halflings are likable, warm, and friendly, not finding it difficult to socialize and maintain generally favorable relationships with most of the other races, though they are often underestimated due to their size and likeable nature.
Physical profile: Halflings have the same range of complexions, hair colors, and eye colors as humans. Their hair is often curly and males can not grow facial hair, though they can grow full sideburns. Their feet are quite curious however, they are large and with a layer of fine hair over them, with leather like soles at the bottom. This means that Halflings have no need for shoes, and prefer not to wear them, though if in a particularly hostile environment like the cold tundra, they will not turn down specially made footwear to protect their feet. They have normal vision, same as humans and don't have any particularly enhanced senses. Their life spans are comparable to humans. They typically have heights of around 3'8"- 4'2".
Note on Being Small: Due to being small, Halflings cannot use large weapons like muskets or claymores unless specifically made for their size, with the former being too long to even load. Instead, Halflings must use smaller weapons like carbines, pistols, shortswords, and daggers. Their carrying capacity is also reduced, and they can't carry as much equipment as a human or wear heavy armor.
Languages known: Common, Local Dialects
Description: A savage and violent race, Orcs love to fight. Their societies and ideals are based around strength and combat, with the most fearsome warrior as their chieftain. Orcs are lazy and rarely build anything for themselves, prefering to take what they need. Because of this, Orcs are naturally found among the ranks of Pirates. Even on land, they raid nearby villages for what they need. Orcs can use muskets, but usually do not make their own and the muskets and bayonets that they do make are usually crude and poor in quality. Most Orcs do not prefer gunpowder weapons. To them, nothing beats the adrenaline that comes from smashing your opponent's skull with a war axe. In battle, Orcs tend to charge headlong into the fray, paying no heed to tactics or strategy, and being incapable of forming formations or firing lines. However, Orcs are capable of forming great cities and nations if a strong enough leader arises to unite them and command their obedience. In the past, Orcish nations have risen and great cities built (with no small help from captured slaves). In organized nation like these, large armies can be formed and disciplined, allowing a greater variety of tactics to exist for the warmongering orcs. Although brutal, Orcs are not without honor, and will usually honor an agreement unless fearing trickery or if a better agreement arises. According to Orcish myth, Gruumsh, The God of Pillage and Slaughter and the god of the Orcs, had his eye shot out by Corellon, the God of the Elves. Because of this, Orcs harbor a great hatred for Elves, and the feeling is undoubtedly mutual.
Physical profile: Orcs have skin tones that range from dark greens to shades of stony grey. Their coarse hair is black or brown, and are tied in simple styles. They can see in low-light and have fierce irises of yellow, brown or black. Orcs are extremely tough and strong, their builds are usually musclebound and they are natural sprinters, matching the speed of a galloping horse for short distance, making their charges exceptionally fierce. Their teeth are sharp and pointed, with two of their lower teeth protruding out like tusks. Orcs are carnivores, and can eat any sort of meat, even resorting to cannibalism on occasion (Though this is only done when no other option is available and not on a normal basis). Even rotting meat is food for Orcs. Orcs can eat other things like bread, but they hate the taste of it, much in the way a human child might hate vegetables, but in order to survive, they must have some sort of meat in their diet. The lifespan of an Orc is slightly shorter than that of a human, with an average lifespan of about 65 years, Orcs that survive until old age remain strong thought they may find that they can't sprint as fast as they used to. Orcs are on average, heavier than humans and taller with an average height of about 6'0"- 6'5".
Languages known: Common, Orcish, Local Dialects
Orcs can produce offspring with humans, called "Half Orcs".
Description: Half-Orcs are more muscular and stronger than humans, and have on average, a slightly better time getting along with other races than orcs. They are slightly bigger than humans, though usually not as big as their orcish ancestors. Their eye colors range from the human colors to the Orcish ones, and they can see in low-light. Their skin complexions range from the human shades, though they are rarely pale or fair skinned, to the Orcish shades, though their skin is never as dark as their orcish parent and may only have a slight greenish or greyish hue. They have a higher tolerance for meatless meals, and depending on how they were raised, have different food preferences, though they still require at least a little bit of meat to survive. Their teeth are more like that of a human, and their tusks are not as prominent, though they still protrude from their mouths. Half-Orcs can be raised among Orcish or human cultures and communities, and their personalities and morals vary.
Collectively, the Goblinoids can be called "Goblins," though this is an incorrect terminology as Goblins are a race of Goblinoids with green skin and short stature. If using incorrect terminology to a Goblininoid (for example refering to a group of Hobgoblins as "Goblins"), the Goblinoid will often correct the speaker... forcibly. The three races of Goblinoids are listed below. All Goblinoids know common, Goblin, and any local dialects that they picked up.
Languages known: Common, Goblin, Local Dialects
Description: Also known as "Green Skins" by other races and their Hobgoblin and Bugbear cousins, Goblins are a weak and cowardly race. They attack villages in large numbers seeking to overwhelm with sheer numbers, if that fails, and the odds are turning against the Goblins, they will not hesitate to flee to fight another day. However, even though they are not known to be an intelligent race, Goblins are extremely stealthy, and understand the importance of the element of surprise. Often springing simple ambushes along the forest roads. Goblin weaponry is usually crude and of poor quality if made by themselves, and communities made up of mainly Goblins lack the structure and organization of the Hobgoblins. Because of this, Goblins are often bullied into being slaves under the Hobgoblins, mistreated, but kept under strong leadership and given better equipment, something the Goblins do enjoy. Goblins often serve as scouts or light infantry for Hobgoblin Armies, and enjoy shooting opponents from a distance with carbines, pistols, crossbows, javelins, and short bows, rarely going into the thick of the fighting.
Physical profile: Goblins skin tones inhabit the lighter shades of greens, unlike the Orcs. Their hair is often unwashed and greasy, and is usually black, tied back or knotted into simple styles. Goblins aren't particularly strong creatures, and their frames are usually not muscular. Their legs are bowed and their arms slump forward, almost touching their knees, despite this, they can move with surprising speed and agility, slinking around with bounding steps on the battlefields. Goblin irises usually come in black, though brown, yellow, or green eyes are not uncommon. They can see in low-light environments. Goblins can eat basically anything, though they do not eat as much or as frequently as their other Goblinoid cousins. They live about half as long as humans, with 40 considered venerable and elderly among Goblin soceity, but reach maturity a lot faster, and even as children, Goblins are quite devious. Goblins are typically 3'6"- 4'2".
Note on Being Small: Due to being small, Goblins cannot use large weapons like muskets or claymores unless specifically made for their size, with the former being too long to even load. Instead, Goblins must use smaller weapons like carbines, pistols, short swords, and daggers. Their carrying capacity is also reduced, and they can't carry as much equipment as a human or wear heavy armor.
Description: The bigger, tougher cousins of the Green Skins, Hobgoblins are organized, militaristic, and not at all hesitant to use brutal force. Hobgoblins chiefly follow the God of War and Conquest, Bane, and fight and claim new lands in his name. Their nations are usually tyrannies filled with slaves and soldiers perfecting their deadly art of war. Hobgoblins, unlike Orcs, don't seek to raid and pillage, they seek to conquer everything in their paths. Hobgoblin soldiers are disciplined and instilled with the warrior mindset. Unfortunately due to the rich martial traditions of most Hobgoblin nations, Hobgoblins do not accept gunpowder as easily as some of the other races, seeing them as inferior weapons and taking no skill to use. Warrior tradition for Hobgoblins actually instills quite a bit of honor into them, and Hobgoblins typically do not go back on their word, though they have no qualms about sending underlings to do their dirty work and if the situation seems right, they may break a peace treaty to conquer some new land. Hobgoblins are also noted for their skill in domesticating feral animals such as dire wolves, birds of prey, and worgs.
Physical profile: Hobgoblin skin tones range from the oranges and dark tans. Their hair color usually comes in black or some shade of brown, though favoring the darker shades. Standing tall and erect with only slightly bowed legs, Hobgoblins do not have the hunched over stature of the Green-skins and most Hobgoblins are well built from years of training. Even Hobgoblin war mages receive some sort of martial training, making them athletic and fit. Hobgoblin irises are usually black, yellow, or brown. They have low-light vision and can see in dimly lit areas. Their diet consists primarily of protein, though they can eat bread and other foodstuffs as well. Hobgoblins have comparable lifespans to humans. Hobgoblins are typically 5'9"- 6'2"
Description: The biggest and strongest of the Goblinoids, Bugbears are often used as heavy infantry or brute force assassins in Hobgoblin armies. They have slightly lower intelligences than the Hobgoblins and typically do not occupy leadership roles among them, however like all Goblinoids, Bugbears are fond of ambushes and are surprisingly stealthy despite their bulk and size, coming up behind unsuspecting victims to strangle them with garrotes. In Bugbear communities, Bugbears live in caves filled with treasure and meat, ruled by the strongest Bugbear and executing raids on nearby settlements. They are disorganized like their Green skin Goblin cousins, and require the discipline of the Hobgoblins to become a truly effective fighting machine. They do possess a strong talent for intimidation and coercion and have a certain aptitude for crime.
Physical profile: Bugbears are not related to bears at all, and were named because of the shiny black nose that they all possess as well as the coarse brown hair that covers the bodies of Bugbears, their feet resemble that of a bear. Beneath the fur, Bugbears typically have dark skin ranging from dark oranges to dark tans. Their hair is typically a walnut brown, though other shades exist. Like all Goblinoids, Bugbears have slightly bowed legs, though not to the extent as the Green skins. They are strong and musclebound, stronger than Hobgoblins. Bugbear irises are usually black, yellow, or brown. They have low-light vision and can see in dimly lit areas. Their diet consists primarily of protein, though they can eat bread and other foodstuffs as well. They have slightly shorter lifespans than humans and live to about 60, with cubs reaching maturity by about 13. Bugbears are tall, at around 6'8"- 7'0"
Description: Gnollish folklore says that Gnolls were created by the Demon Prince, Yeenoghu, to wreck havoc on Teralon. Gnolls certainly seem to live up to this creation myth, they speak Abyssal, the language of the Demons, and have a certain bloodthirst that seems to attribute to the violence of Demon Blood. They roam the deserts of Argonnessen in nomadic packs, hunting or taking what they need to survive. Gnolls love the thrill of the hunt, and are quite stealthy and agile when taking down prey or executing raids. Many even keep grisly trophies such as severed heads or finger necklaces along with them, and the Gnoll with the most trophies is highly respected in Gnoll communities. Not all Gnolls live up to their demonic nature however, and some do wander the land as simple traders, foragers, and hunters of large game. Gnollish corsairs are also common, and are a continuous plague to the waters around their desert homes. Gnolls are prone to in fighting among rival packs, though if a strong enough leader arises, Gnolls can be united under one banner to create a fearsome fighting force.
Physical profile: Gnolls resemble humanoid hyenas, and stand upon their hind legs. Their fur is often blemished with spots that seem to be unique between Gnolls. Fur colors range from a light brown to yellows and in exceptionally rare cases, black or a diseased dark green. Eye colors seem to only consist of dark browns or blacks. Gnolls are excellent hunters and possess low light vision, as well as a heightened sense of smell and hearing. Some Gnolls are noted for their ability to imitate voices they hear, producing disturbingly perfect imitations of voices they hear to draw victims into ambushes. Gnolls have fingers that have slight claws to them, though some Gnolls are born with exceptionally large claws that they can use in combat. These Gnolls are known as "Claw Fighters" in Gnollish communities. These traits seem to appear at random in Gnolls and does not seem to be connected to any genetic trait. Gnoll females are usually larger than males, though they do not possess any obvious parts that identify them so, and are often treated as equals or superiors in packs, actively participating in hunts, raids, and combat. Gnolls can hunt for their meat, though they are also scavengers being able to eat any meat, and even being able to digest bones. Their lives are exceptionally short, with old age setting in at around 30. Gnoll pups mature absurdly fast, and are ready for combat by the age of 3 or 4. They are usually around 6'10"- 7'4"
Languages known: Common, Abyssal, Local Dialects
Description: Kobolds are an interesting race. In the past they congregated in the dens of dragons and brought them gifts of gold, revering them as Gods. But since then, Dragons have been driven off to some remote parts of the world and have been banished to myths and legends, leaving their tiny scaled worshipers without their presence. Kobolds still worship either Tiamat of Bahumant, the dragon Gods in the Teralon pantheon, but have developed a bit of independence from their dragon masters, learning to live without them. Since then, Kobolds have built thriving communities in abandoned Dragon lairs, underground tunnels, ruined cities, and even the sewers of large cities. Kobolds are prone to the call of curiosity, and many enjoy tinkering with their hands on spare parts and junk. Kobolds are known for their fondness of traps, and these litter their communities to greet any unwanted guests, though Kobolds are quite light and quick and usually do not trigger their own traps. Kobolds are not particularly resistant to technology, and gunpowder weapons can readily be found among their armaments, though they do not seem to have a particular love for combat, preferring to run if the odds seem unfavorable or if their large numbers can not overcome their foes.
Physical profile: Kobolds resemble small lizards, though they are more closely related to dragons. Their scales are not shiny or polished however and do not shine brightly. The scales are small, forming almost a leathery texture, and ranges in color from a dark orange tan to a chestnut brown. Their eyes are reptillian, almost uniformly golden with a black oval down the middle. They have low light vision, helping them to live in ancient ruins and in underdark caverns. They have smooth leathery tails, which are typically half of the Kobold's height. Kobolds are quite dextrous and good with their hands, as well as being light of foot, making them incredibly stealthy. They live to about 60, and have a height of around 3'6"- 4'0"
Note on Being Small: Due to being small, Kobolds cannot use large weapons like muskets or claymores unless specifically made for their size, with the former being too long to even load. Instead, Kobolds must use smaller weapons like carbines, pistols, short swords, and daggers. Their carrying capacity is also reduced, and they can't carry as much equipment as a human or wear heavy armor.
Languages known: Common, Draconic, Local Dialects
Description: Known as "Dark Elves," Drow are the evil cousins of Elves. In a lot of ways they are the same, both races are incredibly graceful and gifted with arcane magic... yet the Drow carry about a certain lethality about their step, and their arcane arts always tend towards the darker side. Drow can be found either in the New World or the Old, favoring dark places like the depths of the jungle or cities deep underground. The Drow between the two worlds are not allied with each other however, and it seems that no one really knows how the race got seperated. One interesting theory was that long ago, the Drow all worshipped Lolth, Goddess of spiders, and Driders, who were had the upper body of a Drow and the lower body of a gigantic spider, ruled their underdark kingdoms. However, a new race called the Scorrow, creatures with the torso of a drow and the lower body of a Scorpian, appeared to asurp the Drider's influence and gain followers among the Drow to worship Vulkoor, an exarch of Zehir and God of Scorpians. A civil war ensued and the losing faction, the Vulkoorim and their Scorrow allies, were banished across the seas, never to be seen again... until now. The Driders and Scorrow have long since disappeared, banished into myth, but evidence of their existance can still be seen and to this day the Drow of the new world hold Vulkoor and scorpians in higher favor than all the other Gods of Teralon. Drow cities are usually tyrannies filled with slaves and sacrifices in pits full of spiders or scorpians are common. Like the Elves, Drow tend to be traditionalist and resistant to change, preferring to use magic instead of gunpowder, though Drow in the New world do not have access to gunpowder initially like the rest of the primitive races. Drow sometimes ride giant Spiders or Scorpians into battle.
Physical profile: Drow share a lot of similar physical traits with Elves, their ears are long and pointed, and they have slim, graceful builds. Their skin is dark however, ranging from a blue-ish gray to a deep purple. Their fine hair is often let loose and typically white or silver. Like their Elvish cousins, Drow can't grow facial hair and have very little body hair. Drow have irises that span the human range, though it also covers more vibrant colors like a blood red, deep violet, or an emarald green. Their eyes are exceptionally adept at piercing the gloom, and they have nightvision, allowing them to see even in the darkest environments. Some Drow tribes in the new world cover their bodies in white tattoos. On closer inspection, one might notice that Drow have pointed teeth. Drow are incredibly long lived, living to see well over 300 years of age, and are rarely handicapped by old age. Drow breed slowly, and their children grow much like humans, but their aging slows to a crawl as they reach maturity. They have the same average height as humans.
Languages known: Common, Elvish, Local Dialects
The Primitive Races:
The primitive races will have restrictions to technology as mentioned above. At the start of the roleplay, primitive nations do not have access to gunpowder and modern technologies, and must acquire them by trade with nations from the old world. Primitive races make up for this however by being rich in raw resources and being knowledgeable in the hostile and untamed continent of Xen'drik, giving them a bit of an advantage when fighting in their homelands.
Description: Inhabiting the jungles and marshes of Xen'drik, the Lizardfolk are a savage race, feeding on local wildlife and executing raids on rival Lizardfolk tribes or nearby human or shifter settlements. Lizardfolk are not all warlike and savage however, some tribes are known to carry out trade with humanoids they trust. They usually do not worship the Gods of Teralon, and if they do, it's typically Melora, the Goddess of Wilderness and Nature. Lizardfolk do not like to damage their natural element, and are typically quite traditionalist, turning away gunpowder weapons. Lizardfolk have a patriarchal society, and the most powerful of them rules as chieftain while a mystic or shaman advises them. Lizardfolk sometimes ally themselves with other reptillian creatures and are known to sometimes ride giant lizards into combat.
Physical profile: Lizardfolk resemble humanoid lizards. Their societies are often split between the "Blackscales" and the "Greenscales" with Blackscales serving as the elite heavy infantry, being particularly strong but dull witted. Their scales range from a dull moss green to a vibrant, shiny leaf green, typically covering their backs while their fronts are brighter in color. They have long forked tongues that often slither out to moisten their eyes or to taste the air. Crests cover the top of their heads, ranging in color, but seem to be only present in males. Lizardfolk eyes are typically orbs of yellow, and lidless, requiring their tongues to moisten them. They have low light vision, and can see in low light such as the bottom of a murky swamp. Lizardfolk are known to be exceptional swimmers, often relying on it to launch surprise attacks from the water, and can hold their breaths for up to ten minutes. They have long crocodile-like tails that help them swim in the water. Lizardfolk eggs are hatched in communal incubators and are raised by the whole tribe, and parental relationships are not known among the Lizardfolk. They mature by the age of 2 and live up to about the age of 25. Greenscales are typically slightly taller than humans at about 5'8"-6'4" while Blackscales are gigantic being about 7'10"- 8'6".
Languages known: Common, Draconic, Local Dialects
Description: Dwelling in frozen caverns beneath the tundra of southern Xen'drik, Troglodytes are subterranean savages decended from reptiles, raiding human and shifter settlements above ground when food is scarce. Troglodytes, however, usually keep to themselves with their own set of Gods and beliefs, though they are extremely territorial and will not hesitate to attack when intruded. Particularly evil tribes may worship Torog, the God of jailors and the Underdark, and take prisoners to torture in elaborate rituals lasting for hours. Troglodyte tribes are usually broken up into about 30 members, though sometimes tribes will congregate to form a larger community. Troglodytes were discovered by the Halfling explorer, Samwise Proudfoot, though nearly half his expedition was wiped out by the ensuing skirmish. Attempts to communicate with Troglodytes have usually failed, as most do not speak common. Troglodytes can be a little dimwitted and are prone to being bullied or taken as slaves by more powerful tribes of Troglodytes or by Drows, who sometimes venture south in search of Vulkoorim relics or slaves. In battle, Troglodytes do not typically understand advanced tactics and are prone to rushing forward to bash anything that sticks it's head out with frozen stone clubs. They sometimes serve as cannon fodder in Drow armies.
Physical profile: The first thing that you will probably notice about a Troglodyte is the smell, for reasons unknown, Troglodytes emit a most foul stench that can be overpowering in close quarters, sometimes even working to their advantage in a fight. Their rough, hard scales range in color from white to a dull blue-grey. Each hand has three fingers and a thumb, their feet have four toes. Troglodytes typically have orbs of pure white for eyes and have low light vision, being able to see in dimly lit environments. They have tails of overlapping scales, though they are rarely as long as they are tall. Troglodytes can eat anything, including each other. They hatch from hard shelled eggs and typically mature by the age of about 7, reaching the end of their lifespans at about 40. They are slightly shorter than humans, the average height among them being 5'5"- 5'11".
Languages known: Draconic, Some know common
Description: Thri-Kreen are a unique race of insect like humanoids that inhabit the deserts of the new world. They build large colonies of extensive underground tunnels and rock spires centering around their queen. Thri-Kreen are fiercely loyal to their hive mates and will fight to the death to defend them. However, Thri-Kreen are generally not too xenophobic, and can trade goods with other races, though they have a hard time understanding others. Thri-Kreen communicate in a language unique to their race, speaking in a series of clicks and releasing chemical hormones for simple messages such as "Attack!" or "I am a friend". Thri-Kreen usually keep to themselves and busy themselves improving their hives or serving the community by venturing out from the colony in hunting parties or to forage for food. Thri-Kreen are noted to be particularly skilled hunters and trackers, learning to blend in with their sandy environments and having the ability to use "Active Camouflage" to effectively turn themselves invisible, though this power can only be used on a daily basis and for short periods of time. They pride themselves in an exotic weapon unique to their race, the Gythka, a double sided pole arm with a three pronged tip.
Languages known: Common, Thri-Kreen, Can learn local dialects
The Non-playable races are "non-playable" as in they can not be present in large numbers in your nation. For example you can not have a nation that is made up of primarily Trolls. These races can however, be present in small amounts and may even be a person of importance within your nation. All of the below races originate from the old world and thus have no restrictions to technology.
Languages known: Common, Orcish (vocabulary in both languages is severely limited)
Languages known: Common, Orcish, Can Learn Local Dialects
Languages known: Common, can learn local dialects
Description: Created nearly two decades ago in the heart of the wars for the New World by Human and Dwarvish Artificers, Warforged are artificial beings, literally built for war. Created to be the perfect, elite soldier, Warforged are obedient, skilled in combat, efficient, hard to kill, and able to think, unlike other constructs such as clay golems. Unintentionally however, Warforged gained sentience and self awareness as a side effect to their increased mental capabilities. The ethics of creating sentient, artificial life has been a major debate among philosophers, spellcasters, scientists, and religious figures. Because of this, at the end of the War for the New World, all facilities producing Warforged were shut down, and most of the battle hardened Warforged released from duty and given independence. Unsure of what to do with their new found freedom, most Warforged became bodyguards, servants, mercenaries, and manual laborers. Warforged pirates are completely unheard of, and Warforged have so far been obedient and followed the laws of the societies they live in. They have a straight forward range of emotions, it likes working, takes pride in doing its assigned tasks well, and dislikes idleness and falling short of a goal, being treated badly by an employer brings anger. Because of this, the other races sometimes regard Warforged as simple minded or stupid, a source of frustration for many Warforged especially the older ones, whom have developed philosophical thinking over time. This is far from the case however, as Warforged have a similar intelligence to that of a human, with many being ingrained with a deep sense of tactical knowledge. However, unlike humans, Warforged do lack a certain sense of creativity and self expression. Certain Warforged regiments could cast spells, affectionately called "Arcane Cannons" by their creators, though they lack the ability to cast the more complex spells. Warforged are also genderless and cannot propagate, and view gender conflicts as a source of confusion and amusement. However, Warforged might identify themselves as one gender or the other and may even develop personalities relating to that gender. Warforged were created without names, over time however, most have chosen to identify themselves with a name either given to them by their comrades, or relating to the job they have, some even take common human names to better fit into society. Warforged are fiercely loyal to those they fight besides, and will willingly give up their lives for a comrade in arms.
Physical profile: Warforged builds are dependent upon the role they were designated for in combat. Most Warforged occupied a front line role, thus are big and heavily armored, though skirmisher regiments were built with slightly thinner builds and with less armor. Likewise, most Warforged have steel plates that are unpainted and void of design, though some Warforged were painted with colors to better blend themselves into the environments they were deployed to. Warforged cannot wear armor, instead they have armored plates manually attached to themselves. They are supported by a skeleton of similar material and a muscular system of leathery, woody fiber bundles, warforged possess an internal system of tubes filled with blood like fluid that nourishes and lubricates their systems. Their powerful arms end in two-fingered, thumbed hands, and their feet each have two toes. Warforged feel pain when injured, but don't seem to feel anything when being repaired or modified. Warforged are extremely hard to kill in combat, but can still be defeated. Within the chest of each Warforged, lies a crystal orb called "the docent," which is the source of a Warforged soldier's life force, if destroyed, the Warforged shall not rise again. If damaged sufficiently, Warforged will fall unconscious, though won't die until their docents are obliterated, and will continue to self repair it's wounds. Warforged do not need to eat, drink, or breathe, and instead of sleep they go in a sort of "Standby mode" where they refrain from strenuous activities for about four hours and remain completely aware of their surroundings. Warforged have different colored glowing eyes, corresponding to the regiment they belonged to. They have normal vision and don't have any enhanced senses. Upon their brows, Warforged have different runes and symbols carved in the smooth metal face, corresponding, again, to the regiment they belonged to. Warforged are theoretically immortal, though the wood in their limbs will eventually rot and the metal on their armor, rust. Warforged were expensive to produce during the war, and less than 10,000 of them were manufactured. With no way to reproduce, Warforged are doomed to suffer the fate of an endangered species like that of the Dragonborn or Tieflings. Warforged range in height from 6'0"- 6'6" depending on their role in combat, and with height being uniform among Warforged in the same regiment.
Languages known: Common, can learn local dialects
Description: According to Dragonborn legend, long ago they were part of the Great Empire of Arkhosia, placed upon Teralon by Bahumut, the Platinum Dragon God. In the Great War of the Gods, while Gods fought for control of the Astral Sea with angel and devil legions, the Dragonborn were the vanguard of the the God's legions on Teralon, locked in an epic war with the Tieflings of Bael Turath. Holy texts are unclear of who won, but what is clear is that like the Tieflings, the Dragonborn Empire has long since crumbled to dust, and it's people scattered like grains of sand. The Dragonborn are few now, an endangered species, the remnants of a long forgotten empire. Despite this, Dragonborn are a proud people, arrogant even. They have strict morales and view honor as more important than life itself and Dragonborn strive to fulfill oaths and contracts. Cowardice and fear is looked upon as a weakness and Dragonborn strive towards perfection and excellence. Dragonborn carry themselves with dignity on the battlefield and treat even the most bitter enemies with respect. Dragonborn maintain a weary relationship with the Tieflings, viewing them as worthy opponents and fellow survivors of the ravages of time. Dragonborn are too few now to maintain any sort of sizable community, even Dragonborn villages are unheard of. Instead they wander the land, in small groups or by themselves as mercenaries.
Physical profile: Dragonborn represent humanoid dragons. They are covered in a scaly hide, however they don't have tails. Their hands and feet are strong, with three talon like digits and a thumb on each hand. They have distinctive frills at the cheek and ear, and they have hornlike scales of varying lengths, resembling ropy hair behind their heads. Their eyes are shades of red and gold. Their scales are shades of scarlet, gold, bronze, rust, and ocher. Rarely do a Dragonborn's scales match the hue of a Chromatic or Metallic Dragon. Dragonborn also have a breath weapon, spewing out anything from fire, lightning, or a cone of frost. They have normal vision like humans. Dragonborn are hatched from eggs, and reach the size and development of a ten year old human by age 3. They reach adulthood by age 15, but live about as long as humans do. They are tall, with an average height of 6'2"- 6'8". They are usually muscular and along with their scales, weigh as much as 320 pounds.
Languages known: Common, Draconic, Local Dialects
Description: Along with the Dragonborn, the Tieflings are the scattered remnants of a once powerful, ancient Empire. The humans of Bael Turath struck a deal with the God, Asmodeus, Ruler of the Nine hells to solidify the holdings of their empire. In exchange however, the Tieflings fought on the side of Asmodeus and his allies in the War of the Gods, forming the bulk of his legions on Teralon and fought viciously with the Dragonborn. The Tieflings are now also an endangered species, and few of them remain, most do not owe any loyalty to Asmodeus and have no love for any of the gods and think little of them, preferring to look after themselves. However, the results of their pact still shows, and Tieflings are cunning, intelligent, have fiery tempers, and resemble the devils with whom they made their infernal pact with. Tieflings wander the land now, as merchants, spies, spellcasters, or mercenaries. Like the Dragonborn, even a small village of Tieflings is unheard of. Relations with other races are uneasy at best, though Tieflings will always be slightly feared and resented. Tieflings view Dragonborn with a mixture of hatred and respect.
Physical profile: Tieflings have skin colors that covers the human range and also extends to reds, from a ruddy tan to a brick red. Tieflings have large horns extending from their brows varying in length and design. Tails ranging from 3-4 feet extend from behind them, thought these tails do not have spikes or spines on them. Their hair is likely to be on the darker side and includes very deep violets, blues and greens, to the point where they appear almost black. Males can't grow facial hair and instead might have small spikes on their chins. Their eyes are bright orbs of red, black, silver, white, and gold. They can see in low light. Tiefliongs have the same life span as humans and have an average height of a human.
Languages known: Common, Local Dialects
Tieflings can have children with humans. Children are sometimes Tieflings, though it seems to be an equal chance for either a human or a tiefling child with no distinction whether the mother was human or Tiefling. Tieflings gain more human-like features as they continue to propagate with humans, eventually erasing all trace of their infernal pact. Because of this, some Tieflings sometimes view mating with humans a taboo, and call for the Line of Bael Turath to remain pure.
Technology: The March of Progress
"A great commander once said, 'The Gods fight on the side with the best artillery'. Well lads, I say we attest to that and give Bane something to fight for... Blow these in-bred mongrels straight to the Nine Hells!"
~Captain Grishnassk, Hobgoblin Heavy Artillery Regiment
Magic: The Art of the Arcane
"Magic is the simplest thing..."
~Master Varis Belothren, The Wise
Religion: What We Believe In
Rules: The Way We Keep Order
"Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals."
~One of the commandments of Erathis, Goddess of Civilization, Order, and maker of Laws.