(More updated bios coming soon! Unless I specifically say so, both genders are allowed to be played with each race, even dwarves.)
• Humans - Most commonly found creatures. They dominate most of the Realm of Garrn. They are still young as a species in Garrn so they have much they can learn from the other races. They live primarily in small towns or kingdoms across the land, but they tend to stick to regions full of highlands, plains, and rivers. Some have even set up villages on beaches next to a port, or along the borders of forests or mountains. Humans are very well adapted to using magic, but no so much as the Two Elf Types or Draenei. Humans are also masters of alchemy and perfected the practice f magic and science.
• Elves - Immortal beings who have very strong connections to the natural world and the magic within it. They can harness magic, but prefer more natural and simplistic ways of living. Some prefer living in forests, while others prefer living with humans, Draenei, Fairies, and even Night Elves across the world. They're also not particularly fond of dwarves for reasons concerning their destructive antics towards mountains and past historical disputes.
• Dwarves - Mountain folk. Dwarves are exceptionally skilled at smithing of any kind and have an extraordinary talent for holding their liquor. They are fierce warriors and fighters, relying on brute strength and the craft of their equipment to aid them in combat. Magic is very rare in dwarves, but they, like all races in the Realm of Garrn, are capable of using it. They dwell mostly in mountains or caves where precious metals can be found, but they also live with other races, working as blacksmiths. They also strongly dislike Elves, but love Night Elves.
• Halflings (also referred to as "Little Folk" or "Hobbits") - An extremely docile and peaceful race. Halflings are extremely light on their feet and make for great rouges/burgers/thieves, but also are very well versed in combat thanks to the dwarves. Most of them prefer to be left alone by the "Big World" as they call it and are quite content to just live our their lives without any adventures. They mostly live in pure Halfling towns in holes under the ground, but they are also seen living with humans, elves, dwarves and Draenei. They don't really trust Night Elves and Fairies are like massive, annoying bugs to them.
• Fairies - Small, flying mythical creatures who are strong with magic. Fairies tend to be docile and peaceful rather then charge into a fight, swords flailing. When the time for adventure comes, they wind up acting more like guides thanks to their extreme knowledge of the world around them. They are more well versed in the ways of nature then any of the other races and often harness the elemental powers for their own purposes. They can also use magic that allows them to grow from their average 11 inches tall to 5 feet 2 inches, just below most humans. When they grow, however, their wings remain normal sized and they cannot fly. Fairies are said to live primarily with the Elves, Night Elves, and Draenei, but some live alongside Humans and Dwarves in their massive forms.
• Orcs - Originally Elves who were corrupted by dark magic, Orcs have a history of being violent and aggressive beings. They often pillaged, burned, murdered and all out destroyed anything that came into their path. In the olden days, they, like Goblins, were minions of a darker magic and were set upon the Realm of Garrn with the intent to destroy the land. After the magic's source was destroyed, the Orcs snapped out of their trance and have been trying to fix their mistake ever since. Orcs are brutal warriors, much like Dwarves, but their massive size and body structure gives them an extra edge over their foes. Orcs tend to live in Mountains with the Dwarves or Swamps with the Night Elves, but they are more spread out across the lands and dwell with almost every species, dispite the lingering sense of distrust between them all.
• Goblins - Crafty little devils, Goblins are almost as skilled with smithing as the Dwarves. Like Orcs, they were once controlled by dark forces to wreak havoc and destruction upon the Realm of Garrn, but snapped out of their trance once the spell was broken. Goblins mostly tend to dwell in Caves or Mountains, but not with the Dwarves. They, like Halflings, wish to let the world forget about their existence and live their lives undisturbed, but those who live with the other races often seek redemption. Goblins are better with magic then Dwarves, but come nowhere close to the powers of the two types of Elf and the Draenei. They are also skilled warriors like Halflings. Their small stature and quick movement allows them to have an edge over their larger opponents.
• Night Elves - Unlike their Elvish brothers, Night Elves have much more attachment to magic then they do the natural environment. They are great mages, wizards, prophets and spell casters. They absolutely love dwarves, unlike the Elves. They dwell mostly in villages over swamps or areas where the sun does not often shine, but some are known to live with other races in the plains or mountains. They also sometimes share swamps and bogs with the Orcs and Goblins, but they still look upon the two races with concern for treachery.
• Draenei - Tall, pale creatures with hoofed feet who's skin colours range from blue to pinkish-purple. They are mostly peaceful creatures and, much like Elves, have a love and respect for the natural world. They, alongside Night Elves, have stronger connections to magic and often become great wielders of it. They use magic to enchant their homes so that it may become more liveable. They dwell mostly with Elves, Halfling's and Night Elves, due to their distrust of Humans, Orcs and Goblins.
• Draconians - Descendants of a mighty race. It has been said in legends and myths that Dragons were the mythical ancestors of Draconians, which would explain a great many things about the race. While they have lizard like characteristics and body parts, Draconians are, for the most part, without wings. It is said that only those who are gifted by the gods will receive wings strong enough to carry them across the land. They are exceptionally strong and are exceptionally skilled with magic. Depending on what particular element they are given by the Drake Goddess, will determine the colour of their scales and their type of magic breath. They have no preferences to what race they live with, but prefer Humans because they share many similarities.
A "Fungon" is a massive, hulking mythical being often referred to by humans as "Titans" or "Golems". Most of them stand at 12 feet tall, but some grow as large as 30 feet, their heads climbing high above the sky. The Fungon's who grow that large are often referred to as "Eldaar's of Ulagon". Ulagon, according to legend, is the very place where the Fungon race originated. While Fungon's are massive and hulking, they are quite skilled at blending into the environment. The reason behind their skill is the fact that as their lives go on, certain aspects of their home region becomes merged with their bodies (ex. If a Fungon is born near a volcano, its skin will blacken and magma will flow in the cracks of its body, whereas a Fungon born in the forest will develop trees and various plant life in their bodies which small creatures may choose to live in)
Despite the various varieties of Fungon and the obvious differences between them, nearly every last one is respectful to the land they live in. Fungon's are said to be like Dryads, always watching out for their homeland and protecting it with every last bit of their power. The race has no real way of breeding and it is often glossed over in legends, but it has been claimed that two Fungon's who are life mates break various parts off from their body and mold them together to form an infant Fungon. The entire existence of the Fungon's is shrouded in mystery and legend, but so are many things in Garrn. Fungon's can live to be around 10,000 years old, but when it is time for them to leave the earth, they do not die. Instead, Fungon's simply lay down and allow themselves to become part of the earth which they came from, this ending their cycle of life.
While they cannot be mortally wounded by mortal tools such as swords and arrows, Fungon's are exceptionally weak to magic and alchemy. Depending on the variety of Fungon, they are more vulnerable to different magic types (ex. Earthal or Glacial Fungon's > Fire Magic, Magma or Sandstone Fungon's > Water Magic, ect). They can still be harmed by non-magical items, but it would be like jabbing a Rhino with a pointy stick and hoping it would die: eventually you'll make it bleed, but it would probably trample you to death before you can reach that point. Since they are so massive in size, Fungon's theoretically have no need for weapons, but they can harness items such as trees, boulders, or even frigid ice drifts as weapons. Some have even created enormous and lethal blades, shields, and battle axes from rock and precious metals back when Mount Pyromelia was a kworking forge.
Despite supposedly being the longest existing creatures in Garrn alongside the Elves, Fungon's are very rare to come by in the modern world. The chances of meeting a Fungon who hasn't either retreated into the Mountains of Torrunff or devolved back into the earth are 1:100,000,000. Most people seem to forget that Fungon's even existed and tend to ignore the legends, which themselves had been demoted to bedtime stories for children.
~~ Since Fungon's are so rare and are massive, I'll be allowing a maximum of 3 playable ones. There will be a few important NPC Fungon's, as well as the introduction of many more during an important future event, but for now they are still hidden from the world. ~~
(Examples of three different types of Fungon. From left to right: Magma, Earthal, Glacial)
More races to come! That's just a snippet of the ones we can play as ^^. Tell me if I missed any which you would like to play and I'll write up a quick little thing. These descriptions will also be expanded upon when I get the time to do so.