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Races

The races found on the Islands of the Forgotten King are rich with unique cultures and traditions.  Each has their own beliefs about the origins of the world and why they have come to be the way they are.  All are powerful in their own way and help to form the colorful tapestry of the world.  Though some are long-lived and others seem to pass in an instant, every race is essential to the formation of society.

Beastials

Beastials are more than one race of beings.  There are many kinds of them in the world, and the only thing they have in common is that they are all beings who have a connection to a lesser animal.  They have a humanoid form with very apparent aspects of the creature they are descended from.  The most common Beastials found are the Vulpine, Saurian, and Ursine, but there are many other kinds to be found around the world.  The Vulpines are a fox-like race, usually showing fox ears, muzzle, or tail.   The Saurians are a lizard-like race, usually showing lizard scales, eyes, or tail.  The Ursine is a bear-like race, usually showing bear ears, muzzle, or claws.

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Geography

  • Commonly Found:  Most common Beastials are found in the Wildlands or wilder parts of Pedear.

  • Hostile Territory:  Many of the civilized kingdoms look down on Beastials, seeing them as savage and not giving them any real respect or protection.

Biology

  • Lifespan: 80 to 100 years

  • Bleed Time: 10 minutes

  • Basic Needs: All Beastials need food, air, sleep, and water to survive.  Vulpine and Ursine cannot survive for long in temperatures over 100 degrees or below 0 degrees.  Saurians cannot survive for long in temperatures over 120 degrees or below 60 degrees.

Culture​

  • Personality

    • Vulpine- Distractible and sometimes hyper, Vulpine have a long and unfortunate history of being thought of as thieves.  A family group of Vulpine is known as a Skulk and tends to be insular to themselves because of the distrust of outsiders.  Vulpine culture is relatively flexible about gender but does have strong opinions about gender roles.  Homosexuality is frowned upon because of their values of having and raising children.

    • Saurian- Generally thought to be a byproduct of being cold-blooded, Saurians tend towards being less emotional than other species.  They are not without emotion however, just more reserved.   They are somewhat more aggressive in hot weather and more detached in the cold.  Berserkers amongst Saurians are often thought to be cursed with “Hot Blood.”  Gender amongst the Saurians is somewhat fixed - female Saurians are generally physically smaller than males in stature.  Homosexuality/bisexuality is not taboo, and most Saurian nests are polyamorous polycues.

    • Ursine- Ursine are gruff and can be aggressive.  They value privacy and quiet. They can be fiercely territorial; once they have claimed a stretch of land for themselves, they will chase off anyone who isn’t a potential mate, and even then, they will sometimes try.  Most Ursine families are a mated pair and their children.  Though they love in family units, they do not have traditional gender roles.  While homosexuality is not entirely unheard of, it is rare.  Ursine usually do not discriminate based on sexuality.    

  • Name Structure: Given Name, Surname (if any.)  Vulpine and Saurians sometimes have a name for their tribes. (Eg. Dori of the Sleepy Skulk, Neelox of Ashling, Silvius Vidar)

  • Languages: Most commonly, they speak Trade Basic. Each has a separate spoken Language. Literacy is rare and would be in Trade Basic.

  • Ethnology: 

    • Vulpine- The Vulpine are focused on family and extended family, property not having permanent ownership unless in use, and cleanliness and "purity" being essential to maintain.  Mostly, subsistence farmers they will trade eggs and poultry for flour to bake into loaves of bread. Vulpine villages are rare, consisting of small yurts or huts. In some areas, paneled wagons are used instead of huts, primarily so that the entire village can relocate in a hurry.

    • Saurian- Generally, Saurians would be similar to the South American Rainforest indigenous tribes, such as the Yanomami - The entire village lives in a communal building with a central open area in warm climes or a central fire pit and roof opening in colder ones. They tend to be foraging horticulturalists and hunter-gatherers rather than farmers, living off the land. 

    • Ursine- Though more comfortable alone, Ursine culture has elements similar to Northeastern Native American Cultures, especially in reverence to the world around them and their place within it. Individuals will build wooden dome huts, but larger families will build longhouses. Capable farmers and hunters, Ursine also tend to have a love of fish and honey and are adept at their cultivation.

Game Mechanics​

  • Skill Points: 5

  • Availability: Rare

  • Skill Restrictions: None

  • Advantage:

    • Vulpine- Parry 2 times a day

    • Saurian- Other characters must have expert tracking skills to track Saurians.

    • Ursine- Force 1 time a day

  • Disadvantage: 

    • Vulpine- Easily distractible

    • Saurian- Cold-blooded

    • Ursine- Aggressive

  • Costuming: Must have at least one aspect of the animal related to the Beastial (i.e., scales for Saurians, fox ears or tail for Vulpine, Ears or claws for Ursine)

Dwarves

The Dwarves are a short but stocky race. All males grow long beards to show their rank and status. As women can not grow beards, they usually grow their hair long so they can show their rank. All dwarves will adorn their beards and hair with Dwarven-style jewelry, gems, and other decorations. They tend to braid their hair to keep out of the way of their work. They will often decorate their armor and weapons with Dwarven Runes.

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Geography​​

  • Commonly Found: Dwarves are most commonly found in their own kingdom under the earth.

  • Hostile Territory:  Soterios lands are dangerous for Dwarves to venture to alone.

Biology

  • Lifespan: Unknown.  No dwarf has ever died of “natural” causes.

  • Bleed Time: 15 minutes

  • Basic Needs: A Dwarf needs food, air, sleep, and water to survive.  They cannot survive for long in temperatures over 113 degrees or below 40 degrees.

Culture​

  • Personality: Dwarves have a clan-based society.  They tend to stay with their people but have been known to leave their communities.  They are known for being vain and distrustful of any who are not dwarves.  Dwarves have a fluid understanding of gender and its roles. Likewise, homosexuality isn’t especially frowned upon.  Clan chieftains are still expected to produce an heir somehow; however, this can be done through adoption, fostering, or even just naming a worthy heir.  Hospitality is a significant focus of any Dwarven Hold, and it is considered poor manners to refuse a guest.

  • Name Structure: Political Title, Given Name, Surname, Clan Name, Important Deeds, Important Alliances, Parents' Given Names, Parents' Important Deeds, Grandparents' Given Names, Grandparents' Important Deeds, Honored Ancestors' Given Name, Honor Ancestors' Important Deeds.

    • (eg. Aetheling Palina Gemguard, Slayer of the Nidhogg Worm, Allied to Ashling, Child of Sven the Starspider rider and Val the Baker, Grandchild of Thurnson the Thousandsword smith and Dalia the Gemshaper, Honored Descendant of Garl Gemguard, first of his name and founder of the Line)

  • Languages: Dwarven

  • Ethnology:  Stylistically, their fashion, as well as many of their cultural norms, are similar to medieval Scottish, Islandic, and Ancient Norse. Clans live in communal clan houses, and some take care of the farms and the households, while others typically go fishing on the Black Sea. Bright colors are beloved by the Dwarves, and thus, dyes are one of their most significant imports, as well as explaining their love of gemstones and precious metals. 

  • Dwarven diet is heavily focused on fish, mushrooms, mosses, and the few odd plants that will naturally grow underground in low light conditions, such as cave wheat or quarry bushes. Dwarves brew a large amount of beer and ale.  In addition, thanks to their immunity to many poisons, some things that other races would typically find somewhat toxic often find their way onto the Dwarven table.

  • Dwarven Numerals are done in a “Roman” style - that is to write the number 1945 as an example would be MCMXLV.  Dwarves do not have a symbol for zero and do not have the concept of zero or nothing.  Many dwarves follow the practices of Numerology as a superstition.

Game Mechanics​​

  • Skill Points: 5

  • Availability: Uncommon

  • Skill Restrictions: None

  • Advantage: Immune to most poisons

  • Disadvantage: Immune to most medicines

  • Costuming: Males must have beards and long hair. Females should have long hair.

Elves (Day)

Day elves are only physically distinguishable from night elves by the colors of their antlers. All day elf children are born with stark white antlers. At the age of one, their antlers change in color. The elves believe the color signifies the path the child is meant to walk: ivory for the War Sept, red for the Mage Sept, and gold for the Diplomat Sept.

Geography​​

  • Commonly Found: Day Elves are found most commonly in Pedear but are known to live throughout the islands.

  • Hostile Territory:  Day Elves do not venture into Soterios without need.

Biology

  • Lifespan: 100 to 200 years

  • Bleed Time: 5 Minutes

  • Basic Needs: A Day Elf needs food, air, sleep, and water to survive.  They cannot survive for long in temperatures over 113 degrees or below 40 degrees.

Culture

  • Personality: Day Elves tend to worship Mala as the kind mother of creation or the Ladies for their balancing aspects.  They live in harmony with all the races of the islands except the Night Elves.  However, they are often patronizing of those of other races, seeing themselves as superior.  They tend to think of the community as a whole before they think of themselves.  Day Elves are not often emotionally expressive, seeming very austere in both attitude and style.  They are not, however, emotionless.  They are conflict-averse and would much rather use passive-aggressive language than engage directly.  Gender and sexuality are both considered to be personal choices and have little to no bearing on their day-to-day life.  Day elves tend to use they/them or gender-neutral titles for most things unless there is no better choice.  

  • Name Structure: Sept, Given Name, Title.  There is also a “personal” name that is rarely shared, and then only with the dearest of friends or loved ones. (eg. Diplomat Sutek, Ambassador to Ashling)

  • Languages: High Elven

  • Ethnology: Day Elves are coldly logical at the best of times and passive-aggressive and snooty at the worst.  They see themselves as being superior to all other sentient life forms on the islands, but unlike the Night Elves, they do not feel the need to stand out.  Also, unlike Night Elves, Day Elves almost always work for the benefit of their community, believing the needs of the many outweigh the needs of the few.

  • Day Elven homes are often woven from living trees or incorporate plants and trees in their construction.  Where stone is preferred or needed, it is often in the form of large but relatively natural slabs.  Day Elves abuse the use of magic for their construction needs, sometimes to ostentatious levels.  Day Elf diets do depend on where they are from, but pescatarian diets with the occasional dairy and egg consumption are reasonably typical in Pedear, while in Odesben, the fish is often replaced by poultry, goats, and mutton.  Spices tend to be limited in use in Pedear, but much more common in Odesben.

Game Mechanics​​

  • Skill Points: 5

  • Availability: Uncommon

  • Skill Restrictions: Mage characters must be Mage Sept, but someone from the Mage Sept doesn't have to be a Magi.

  • Advantage:

    • War- They can use the Forest Hide ability once per day

    • Mage- They can cast Plant Block for free once per day

    • Diplomat- They can use the Speak Language ability once per day

  • Disadvantage: Lesser bleed time

  • Costuming: Antlers (ivory for the War, red for the Mage, and gold for the Diplomat) and pointed ears.

Elves (Night)

Night elves are only physically distinguishable from day elves by the colors of their antlers. All night elf children are born with pitch-black antlers. At the age of one, their antlers change in color. The elves believe the color signifies the path the children are meant to walk. Brown for the Legionnaires, blue for the Invokers, and silver for the Nobles.

Geography​​

  • Commonly Found: Night Elves are found most commonly in Soterios but are known to live throughout the islands.

  • Hostile Territory:  Dwarven lands are dangerous for Night Elves to venture to alone.

Biology

  • Lifespan: 100 to 200 years

  • Bleed Time: 5 Minutes

  • Basic Needs: A Night Elf needs food, air, sleep, and water to survive.  They cannot survive for long in temperatures over 113 degrees or below 40 degrees.

Culture

  • Personality: Night Elves tend to worship Mala as the stern matriarch of the wilderness.  They see themselves as being superior to all other sentient life forms on the islands. Night Elves are aggressive and arrogant, believing that they are the best part of Elvenkind and chosen by the Gods.  Because of their arrogance and Soterio's practice of slavery, most other races have come to view Night Elves as evil.  Matriarchal in structure, males are seen as second-class citizens, only better off than the slaves they keep.   They must work twice as hard to obtain any kind of status, and even then, there are limits to the power they are allowed.  Night Elves, in general, have no problems with homosexuality or bisexuality.  The Night Elves of Soterios do, however, have a great deal of issues with non-binary, gender-fluid, and transgender people. A transgendered or non-binary Night Elf is seen as either a male trying to be better than they are or a female degrading themselves, while gender fluid is considered a “sick” sexual fetish.  

  • Name Structure: Rank, Given Name, Surname, House, Sept, Place of Birth or Holdings (eg. High Daughter Sophia Byros, Byros, Invoker,  Deephaven)

  • Languages: High Elven

  • Ethnology: Night Elves are a proud people. Much of their designs and style are meant to invoke a sense of their richness and wealth. For those with power and wealth, gold and bright colors (especially dark or bright purples and reds) are a heavy part of their decorative style.  Having fully embraced the “Night” moniker, black and dark grey also have become relatively synonymous with the Night Elf aesthetic. So strong is this need that it tends to lapse into ostentatiousness in their attempts to “one-up” each other.  Meals are another opportunity for ostentation, with the wealthy always trying to find fancier or rarer meals to impress others with.

Game Mechanics​​

  • Skill Points: 5

  • Availability: Uncommon

  • Skill Restrictions: Mage characters must be Invoker Sept, but someone from the Invoker Sept does not have to be a Magi.

  • Advantage:

    • Legionnaire- They can use the Shadow Hide ability once per day

    • Invoker- They can cast Plant Strike for free once per day

    • Noble- They can use the Speak Language ability once per day

  • Disadvantage: Lesser bleed time

  • Costuming: Antlers (brown for the Legionnaires, blue for the Invokers, and silver for the Nobles) and pointed ears.

Elves (Wood)

Elves are a humanoid race of average height and stature. Because of being away from the islands when the elven Schism occurred they never grew the antler of their day and night elf cousins.  As a tradition among their people, they will wear a leaf that represents the sacred tree of their family Sept.

Geography​​

  • Commonly Found: Elves are found in every corner of the Islands of the Forgotten King.  They are now considered the majority in Delbin and Odesbin.

  • Hostile Territory:  There are no territories that are outright hostile to elves because of their race.

Biology

  • Lifespan: 100 to 200 years

  • Bleed Time: 5 Minutes

  • Basic Needs: A Wood Elf needs food, air, sleep, and water to survive.  They cannot survive for long in temperatures over 113 degrees or below 40 degrees.

Culture​

  • Personality: The most common personality traits of Wood Elves are their ability to adapt to the culture around them and their curiosity.  Because of the extended period their ancestors spent away from land, their connection to the old forest septs are primarily a show of their connection to their ancestral line.

  • Name Structure: Given Name, Middle Name, Surname

  • Languages: Trade Basic and High Elven are both used by the Wood Elves.

  • Ethnology: The critical factor of the Wood Elves is their diversity.  No two groups of Wood Elves are quite alike.  The old forest septs are the most important thing that pulls this group together on a cultural level.  While other elves can not trace their lineage past whatever had divided Day from Night, the wood elves hold firm to their family lines.

  • Known Forest Septs:  Grey Elder, White Birch, Pink Cherry, Red Apple, Yellow Hazel, Purple Hawthorn, Brown Rowan, Black Walnut (sometimes called Black Thorn), Orange Beech, Green Willow, and Blue Ash

Game Mechanics​​

  • Skill Points: 6

  • Availability: Common

  • Skill Restrictions: None

  • Advantage: Largest skill pool at character creation

  • Disadvantage: Lesser bleed time

  • Costuming: All elves wear a leaf visibly on them to represent their connection to their forest sept. Most popularly, this is a piece of jewelry or armband. Pointy ears are highly encouraged.

Fairies

Fairies are creatures of pure magic.  Most of the time, they come into being as fully formed adults with personalities, interests, and even clothing.  They are a humanoid race of average height and stature.  There is no way for a fairy to hide its nature completely.  Though in many ways they look much like the elves, they have a few oddities that separate them from the typical race.  Many fairies have non-functioning wings or dress in such a way that their color of magic is primary.

Geography​​

  • Commonly Found: Fairies have no place of origin and can be born in any place, land, sea, or sky.

  • Hostile Territory:  The islands are not a forgiving place for the fairies, and many magi hunt them for components.

Biology

  • Lifespan: 1 Year

  • Bleed Time: 10 minutes

  • Basic Needs: A fairy doesn’t need food, air, sleep, or water to survive but often mimics these needs to fit in with other beings or because it’s enjoyable.  They cannot survive in any environment without magic.  They cannot survive for long in temperatures over 113 degrees or below 40 degrees. [Note: Just because your fairy doesn’t need these things, doesn’t mean you don’t!  Always make sure to take care of yourself while playing]

Culture

  • Personality: The most common traits of all Fairies are curiosity and living in the moment.  There is a freedom to live every day as if it could be your last - and for the Fairies, that is all too true.

  • Name Structure: Given Name only.  Sometimes given name and their color.  Fairies rarely have a last name, and usually, it’s because of a great deed that they accomplished. (e.g. Heiler the Red)

  • Languages: Trade Basic and either Seelie or Unseelie, as to their court.

  • Ethnology: The Fairies have no culture as we perceive them, adopting the culture of the people nearest to them when they first appear.  

Game Mechanics​​

  • Skill Points: 3

  • Availability: Rare

  • Skill Restrictions: A Fae cannot be Mages or Unlinked

  • Advantage:

    • Black- Speak to Death 5 times a day. (Caster can communicate with the dead for five minutes.)

    • Blue- Water Tarnish 5 times per day. (Tarnishes metal, scuffs leather, chips wood.)

    • Brown- Ground Deflect 5 times per day. (Blocks one wound.)

    • Green- Plant Slow 5 times per day.  (Target must move at half speed.)

    • Orange- Detect Magic 5 times per day. (Grants ability to see magic.)

    • Pink- Emotion Calm 5 times per day. (Soothes the temper of a target.)

    • Purple- Celestial Strike 5 times per day. (Inflects one wound.)

    • Red- Fire Polish 5 times per day. (Polishes and clean objects.)

    • White- Heal Limb 5 times per day.  (Heals one limb wound)

    • Yellow- Air Compass 5 times per day. (Know which direction is south.)

  • Disadvantage: Lives one year

  • Costuming: Fairies must wear wings of their color, or their clothing must be at least 70% their magical color.

Florians

Not truly animals, the Florians are, in fact, sapient anthropomorphic plants. There are many kinds of Florians in the world.  They have a humanoid form with markings and aspects unlike any other being on the islands.  The most common Florians are the Silva, Furvi, and Aviums.  Silva have brightly colored petals growing visibly from their skin.  Furvi have circular earth-tone patterns along their body.  Avium have black or green spiked patterns around their face and along their limbs.

Geography

  • Commonly Found: 

    • Avium - The Avium are almost exclusively found in the deep deserts of Odesben.  They live in tribal groups and travel the deserts looking for food and water.  Made for the harsh climate of the desert, they thrive where others perish.  To the "civilized" people of Odesbin, they are seen as purely a slave race.  They rarely learn magic or other skill-based education.

    • Silva - The Silvas are primarily found in Pedear and the Wildlands.  They live in small family groups and can usually be found near some source of fresh water.  Because of their frail natures, they usually stay away from towns and cities where they would be targets for attack.

    • Furvus - The Furvus can be found on most of the islands and in the Dwarven Kingdom, but they tend to be a mostly subterranean race.  They are a soft-spoken, solitary race and usually rather good at hiding.

  • Hostile Territory: Many of the civilized kingdoms look down on Florians seeing them as savage and not giving them any real respect or protection.

Biology

  • Lifespan: 80 to 100 years

  • Bleed Time: 10 Minutes (Avium 5 Minutes)

  • Basic Needs: All Florians need food, air, sleep, and water to survive.  Silva and Furvus require more water than most beings, while Avium can go much longer between drinks (If you feel the need to roleplay this, please make sure to get plenty of water out-of-game).  Silva and Avium require time spent every day in the light of the sun, while Furvus burn in the sun.  None of them can survive for long in temperatures over 113 degrees or below 40 degrees.

    • Of note, at least Furvus do not need mates to procreate, being able to “bud” a mushroom-like offspring that will grow into a new Furvus given enough time.

Culture

  • Personality: Avium are often aloof with strangers but always hospitable.  Silva are open and almost seem flighty, but often, this facade doesn’t actually give anything away.  And Furvus are quiet and contemplative, given their often solitary nature.

  • Name Structure: Avium are considered nameless until granted a name for their achievements.  Silva have naming structures more like wood elves.  Furvus tend to have a given name and a location they are from.

  • Languages: The Florians do not have their own language as a people, but most speak Trade Basic.

  • Ethnology:  

    • Avium- Living mainly in the deserts of Odesbin, the Avium are a nomadic, clan-based people who wander the deserts seeking food and water.  They keep to a hierarchy of loyalties oft summed up as “I against my brother, My brother and I against my cousin, My cousins and I against the world.” 

    • Silva- Silva are generally gregarious people but very quick to emotion.  A Silva is as likely to start a party or pub crawl and just as likely to be the first one to throw punches. Surprisingly, they are also fairly secretive, keeping their truths close to the heart.

    • Furvus- Quiet, contemplative, and often solitary. The Furvus tend to wear gray colors and robes that conceal them completely (especially above ground where the sun can hurt them).  

Game Mechanics

  • Skill Points: 4

  • Availability: Rare

  • Skill Restrictions: None

  • Advantage: All Florians have Minor Regeneration

    • Silva- Have Alchemical Blood

    • Furvus- Able to eat any biological matter

    • Avium- Have two points of natural armor

  • Disadvantage: All Florians have Sensitivity to Fire or Cold

    • Silva- Cannot wear armor heavier than padding and are fire-sensitive.

    • Furvus- Skin burns in direct sunlight and are fire-sensitive.

    • Avium- Lesser bleed time and are cold-sensitive.

  • Costuming:

    • Silva- Two different brightly colored petal designs on exposed skin.

    • Furvus- Makeup circles of alternating earth tones on exposed skin. Suggested clothing that covers all of the skin or heavy hooded robes for during the day.

    • Avium- Black and green spike designs on exposed skin.

Orcs

Orcs are distinguished by the tribal tattoos on their face. Many have protruding brows. The Orcs are a strong race that finds honor highly important. Orc tools are somewhat primitive, but they are as solid and sturdy as the Orcs themselves.

Geography

  • Commonly Found: Most Orcs can be found in the Wildlands, with a few scatterings in almost every territory.

  • Hostile Territory: Soterios and Odesben are both often hostile as the few Orcs in those areas were enslaved and brought to those countries.

Biology

  • Lifespan: 80 to 100 Years

  • Bleed Time: 10 minutes

  • Basic Needs: An orc needs food, air, sleep, and water to survive.  They cannot survive for long in temperatures over 113 degrees or below 40 degrees.

Culture

  • Personality: The Orcs are a strong race that finds honor highly important, so much so that to besmirch an orc’s honor is to invite death.  There are roughly twenty major tribes of Orcs, with many smaller clans as well.  Orc Tribes tend to stay rooted in one area.  They tend to worship the elemental gods or Leneara, Goddess of the Hunt.

  • Name Structure: Given Name, A listing of Important Deeds, and their Tribe Name

  • Languages: Orcish

  • Ethnology: Orc culture does vary between tribes and the values of the tribe.  However, the core values of the Orcs tend to stay firm.  They value their personal honor, and they value personal strength. An Orc will not often accept an offer of assistance unless they are desperate or a child.  Children are raised by the whole community rather than just by the family that birthed them.  With the exception of certain tribes, there are no strong gender roles - instead, a person’s worth is based on their strength and honor.

Game Mechanics​​

  • Skill Points: 5

  • Availability: Uncommon

  • Skill Restrictions: Cannot start as a member of a guild or order. The one exception to this is the mage guild, the Order of the Sacred Dance.

  • Advantage: They can take one body wound and may keep fighting, but their death count starts and is cut in half if they do so.

  • Disadvantage: Cannot start the game as a member of a guild or order.

  • Costuming: Tribal markings on their face.  Brow prosthetic encouraged.

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