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- These are the council races of Everia, meaning they are the races with the most moral and territorial standings. Other races are abundant, but these eight are the most widespread and powerful races throughout all of Everia.
- Humans
- The human race is typically the mediator of disputes and potential fights between the other races; humans are a sort of racial peacekeeper that keeps the world from being thrown into chaos. For centuries, human royalty has held meetings, debates, and trade halls for all Bennick's leaders in the capitol of Regia, Maginite.
- They make their home in two adjoining countries, depending on whether they allow themselves to be ruled by the human queen (Regia) or by a council of elected humans (Etra).
- Human skin tones range wildly, covering much of the natural spectrum. They stand between five and six feet tall, and weigh between 120 and 200 pounds. Their hair colors range across the whole spectrum, with the use of potent dyes. Humans can expect to live approximately 60 years.
- Dwarves
- The dwarves tend to keep to themselves, mining and amassing their wealth until threatened. The dwarves don't start conflicts, but are ready for one with dwarven-forged armors and weapons to meet any invaders. Thus, they don't take to war as quickly as other races, typically only defending themselves until their foe surrenders.
- The dwarves make their home in Iubrum, a mountain-filled country east of Regia. Instead of a singular ruler, the dwarves are led by massive councils, each member representing the interests of the major dwarven families.
- Dwarven skin tones lean towards the darker side of the spectrum, and include shades of gray. Their hair is usually very warmly colored, and all dwarves sprout thick beards that they groom meticulously. Their height ranges from three to four feet and they typically weigh between 150 and 200 pounds due to their burly nature. Dwarves can expect a lifespan of over 100 years.
- Elves
- The loyal elves view themselves as the superior race and look down upon the other races (especially Ignians and Plant Maidens). They wage war very frequently, charging in the name of their Empress, Alania. The loyal elves are rarely on the receiving side of a war declaration. They make their home in the center of Ellesma, with huge tracts of land that boast their conqueror nature.
- However, there are large pockets of refugee elves (rebels and exiled alike) who have denounced the empress and live among their own kin. They are a welcoming type, taking up a nomadic life in the southern and northern reaches of Ellesma among the Ignians and Plant Maidens.
- Elves are lithe creatures, standing nearly a foot shorter than humans, and weighing some twenty pounds less. Their skin ranges from pale white to light grey, and their hair ranges across the spectrum. The main distinction between loyal and rebel elves is their lifespan. While loyal elves boast a lifespan of nearly 200 years, rebel elves hardly live longer than 60.
- Half-Orc
- The Half-Orcs are a proud people, with a very fractured past. Originally, they were dozens of tribes, torn apart by war and infighting, but recently they have been banded together by Ibhu Shakor, whose leadership has reunited the Half-Orc tribes and led them to the Maginite Council.
- The Half-Orcs make their home in the Oltin Hills, far east of Regia. They have many encampments, and their numbers are many. However, many Half-Orcs have immigrated to more advanced societies, and have lost some of their more primal spirit.
- Half-Orcs are massive, standing at seven, sometimes eight feet tall, and weighing between 200 and 300 pounds. They also have a pair of six inch tusks that jut out of their lower jaw. Their skin ranges from shades of blue to shades of green, and the little hair they have is typically dark. Half-Orcs are covered in tattoos and piercings, denoting their accomplishments and victories in life. They have very short lives, usually only living 30 to 40 years in the harsh savannas.
- However, Half-Orcs in modern society usually shed the trappings of their tribes, and rarely have tattoos or piercings, and instead lay gold and silver in their tusks as a symbol of status. These Half-Orcs can expect much longer lives of nearly 80 years.
- Dragonborn
- The dragonborn are a nomadic species, there are few known cities with relatively high numbers of these creatures, and when one immigrates to a city, they are usually shunned or feared. Having little true culture, they have no particular political standings with other races, but many trailblazing dragonborn have been acting politically for their kind, keeping them highlighted in the Maginite Council.
- Dragonborn cary wildly in appearance. Many appear like digitigrade, smaller versions of dragons, while some appear mostly like another race, with only touches of draconic influence. Their coloration ranges wildly across the spectrum, and their height is reflected in their non-draconic parent. Their hair, if they have any, is usually wispy and dull, but some have luxurious manes, and many more have scaly frills and crests, bearing resemblance to their draconic lineage. They have scaly skin on as little as just their hands or enough to cover their entire body.
- Frost Queens
- The frost queens are a race devoted to the preservation of knowledge. They have lost much of their texts and culture in war with the elves, and thus are desperate to find it again. While their numbers are thin, they have very strong clutches on the little culture they have left and have an incredibly strong sense of community.
- They appear to all be women with pale white, but sometimes blue skin and eyes, and long hair ranging from crisp white to raven black. Frost queens typically stand at five and a half feet to six feet tall, and frequently wear dark make-up and clothing (Though nearly immune to cold, it is not uncommon to spot a frost queen donned in all fur outfits). They're very lithe, and rarely weigh more than ninety or a hundred pounds; it is not uncommon for them to appear almost malnourished by human standards. Frost queens can expect to live for nearly 200 years if they aren't cut down early.
- The frost queens retain reasonable tracts of land in the far north of Ellesma, lost deep in the snowy tundras. Though some colonies have appeared in northern Everia, bordering the human country Regia.
- Ignians
- The ignians' passion burns as hot as the fire of their homeland. They strive to prove themselves both in battle and in public, with explosive personalities and passionate interests. With their heated attitudes, ignian leaders throughout history have lowered the race's standing with almost every other race. Their wars with both the frost queens and the elves have destroyed their relationships with those races, but they have yet to completely obliterate their reputation with most of the races in Everia.
- They are very human-like in appearance, but their skin tone tends towards deep tans and black. One can typically notice an Ignian from their stunning red or orange eyes, and the small fire-red slits underneath their eyes. Their life burns twice as bright for half as long, clocking in at an average lifespan of about 35 years.
- They make their home in the southern reaches of Ellesma, with massive port cities and huge monuments boasting their strength to the rest of the world.
- Plant Maidens
- Plant maidens are a very withdrawn race, rarely living within the walls of modern society. Their shyness has not excluded them from the Maginite Council, as they are a sort of figurehead for most of the races found in the forest without large populations. With more peace treaties, trade, and other political agreements than any other race, the only race that has any distaste for the Plant Maidens is the elves.
- The plant maidens vary wildly in appearance. They are all humanoid, but are covered in bark, leaves, flowers, and other foliage. In fact, they seem to be a mix of plant and man, but usually share more physical traits with their plant ancestry than their man. Thus, plant maidens can be as short as two feet, and as tall as ten; thin as a twig, or as thick as a tree trunk; they can be covered in multi-colored flowers, creeping vines, and glittering mushrooms, or entirely dressed in thick bark.
- The plant maidens rarely settle down, instead they form nomadic communities around massive, incredibly powerful plant maidens known as Woodland Lieges, who protect the plant maidens and the landscape all around.
- Other Notable Races
- Goblins
- While not members of the Maginite council, the goblin people are lumped in with the half-orcs as goblinoids when particular racial rulings need to be made, and thus usually find themselves getting the short end of the stick. Goblin communities are incredibly tight knit, so tight knit that it isn't uncommon for goblins to spend the night at stranger's homes without so much as batting an eyelash.
- While goblins have quite a bit of variance in their appearance, they have a few defining traits. Their skin is usually green, blue, brown, or black, and mottled with a variety of other colors and blemishes. They have flat, large noses, and huge ears, and are incredibly fond of piercings and tattoos.
- While the goblins don't have a capitol all to themselves, there are large underground clusters of goblinoids that were founded by goblins, IE glitterdeep, springcave, and cragcavern.
- Thunder Weavers
- Also not members of the Maginite council, the thunder weavers are a race that has been working alongside the humans ever since humans discovered steel. They are a very proud race, that would rather be intelligent and prepared than anything else. They isolate themselves from one another, from fear of competition, but occasionally thunder weavers team up to unite their brainpower, like in the creation of the Magi-tram.
- They appear mostly humanoid, but their skin appears almost glassy, and beneath it their veins run in angled lines, glowing like electrical diodes. Their eyes are a single, solid color, they have four fingers on each hand, and they constantly walk on their toes, their heels have been bent upwards into a second knee.
- The thunder weavers are not united enough to create their own settlements, and instead live alongside humans and dwarves in a sort of symbiosis. Their skills with mechanisms are revered by these races and they have beautifully integrated.
- Aasimar
- Tieflings
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