Races

This page contains information on the standard playable races.

Standard Playable Races

Pure Races:
Bamorians (Advanced) (Giantish people)
Duervar (Dwarves)
Duneimen (Humans)
Folkin (Halflings)
Gelvani (Elves)
Gnomes (Fey)
Orokar (Orcs)
Valdar (Advanced) (Aesir)

Corrupted Races:
Bocan (Corrupted humans, small and orc-like)
Bogans (Corrupted humans, tall and orc-like)
Bugbears (tall goblin like race)
Duergar (corrupted dwarves)
Goblins (corrupted gnomes)
Hobgoblins (corrupted sidhe)
Ogres (Advanced) (corrupted giant race)
Vorkar (corrupted orcs)

Half Bloods
Half-Elves
Half-Ogres
Half-Orcs
Keid
Aasimar
Tieflings

Plane Touched

These races are the offspring of a Standard Playable race and some being from an eternal realm.

Elemental Races:
Fetchlings (shadow)
Ifrits (fire)
Oreads (earth)
Sylphs (air)
Undines (water)
Wayangs

Outsider Races:
Fey
Aasimar
Tieflings

Monstrous Races:

These races are considered Monstrous Races and thus require DM special approval and the expenditure of Player Points to play them.
Uladel Bamorians (Pure)
Barukar (Corrupted/Plane Touched)
Ogrek (Corrupted)
Fey (Certain Faerie races)
Troel-Born (Half-Blood)

By Region

Races of Verosia and Old Camus
Bamorians (Advanced)
Barukar (Monstrous)
Duervar and Duergar
Duneimen, which includes Half-Elves, Half-Ogres, and Half-Orcs
Folkin
Gelvani
Gnomes
Half-Elves
Half-Orcs
Orokar

Races of Valderheim
Uladel Bamorians (Monstrous)
Bugbears (Monstrous)
Duervar
Half-Ogres
Tengu
Troel-Born (Monstrous)
Valdar (Advanced)

Races of the Ogre Kingdoms
Boccan
Bogins
Bugbears
Duergar
Goblins
Half-Ogres
Half-Orcs
Hobgoblins
Ogres (Advanced)
Ogrek (Monstrous)
Vorkar

Races of Shuro-Tahn
Da'Wu (Drow)
Catfolk
Kitsune
Koborokoburu
Kobolds
Lacertu
Ratfolk
Spirit-Folk
Sulis
Tengus
Vanaras

Underworld Races
Duervar
Duergar
Svirfneblins

Aquatic Races
Gillmen
Merfolk
Undines

Faerie Races
Gnomes
Fey

Unusual Races

These races aren't normally playable, but DMs may find use to allow them to be played in certain circumstances.

Sirithian Races: These are races of beings descended from Silrithia.
Kobolds
Nagaji
Samsarans
Vishkanyas

Other Unusual Races: These races are not traditionally allowed to be player characters in the world of Naeja. They may be approved by individual DMs.
Changelings
Drow
Gripplis
Strix

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New Races In progress

Pathfinder Ages, Height and Weight charts

RACES

While the world may be split into cultures, the only true division is by race. And while each race generally has its own beliefs and religions, what truly distinguishes one race from another is mostly physical. All those individuals of a race share common features and bloodlines. What more, the races are wholly independent from each other, with only occasional cross-breeds that are often more one race than the other. Though there are many creatures in the world, the races described here in are those of significant culture.
The following section details these races by their form, culture, religion and other characteristics. It also details the rules by which they are governed in the game. While it touches upon different civilizations it does not go into nearly the same detail as Chapter 5: The Realms, does.

The Races are the children of the Elder Gods. Naeja sought to give her world to beings of intelligence and emotion that could love it the ways she did. She also sought to keep it from the control of Elgar, who would wreck her beautiful creations and return the world to the raw elements. Though she tried many times to place one great race upon her world, in the end, it was the many varieties of races that finally brought a natural balance.

THE CHILDREN OF THE ELDER GODS

The Elder Gods are the rulers over the natural forces of the universe. There are three Elder Gods. Loran is the Elder God of Time and Law. Naeja is the Elder Goddess of Nature and Balance. Elgar is the Elder God of the Raw Elements and Chaos. Naeja created 5 of the great races of the world: Gnomes, Duervar, Folkin, Humans, Gelvani. Elgar created the Titans and Giants. Many of these Titans died in the past, or are in slumber now, but others were corrupted by the Nameless One.
One Titan battled his corrupted brothers and died in battle, from his blood was born the Bamorians, who battle on in his stead. The Giants still roam the earth, but will probably never be great again. Naeja gave life to the Duervar, who were the spiritual children of Magmodin, and to the Gelvani who were the spiritual children of Gelthena (both Greater Divinities of Purity). She also gave life to the Folkin and the Humans, who were the spiritual children of Divinities she created.

All of these races are Humanoids, a vulgar term created by human sages, but as good as any. They all have the common features of being descended from the Elder Gods and are physically similar. There are six Humanoid Races: Duervar, Folkin, Gelvani, Gnomes, Humans, Bamorians.

THE CORRUPTION OF THE NAMELESS ONE

The Nameless One is an ancient force that is the source of all evil. There are Divinities of Evil but they all seem to be descended from the Elder Gods. The Nameless One, it is said, existed before the Elder Gods. Some sages ask why there would be an ancient force of Evil without an ancient force of Good to counteract it. The Druids, though, have a very good reason: “Evil is not in everything. Everything is created pure, without a tendency for Evil, but can be corrupted. Evil is, however, as old as time itself. It is the Corruption of what is natural. Some say therefore that good must be Natural. Perhaps it is, or perhaps it is the philosophical response to the existence of evil or a great goal that must be achieved. Evil will choose to come to you, but you must choose to be good.”

The priests of Aminus; however, teach that there is a Force of Good, or rather Purity as they put it. They say that The Nameless One is actually the Force of Corruption. These two forces are in a constant struggle and it is the Force of Creation that must maintain the balance between the two for the world to be maintained. The Nameless One is known because his influence can be seen and felt. However, the power of the Force of Purity is to maintain all that is, and so it is less obvious. When a person is born they are pure and are hence following the Force of Purity. If they become tempted and corrupted then they are following the Force of Corruption. The Force of Creation allows all things to become undone in time, and hence Purity and Corruption have a constant place in existence and can never truly rule all things.

Whatever the reason, Evil has existed long before any of the races of the world. The Nameless One cannot create though. It can only corrupt and twist to its own demented vision. Hence it sought out those children of the Elder Gods and turned them to its own ways. It corrupted the Queen of Air, by tempting her with a beautiful black diamond, which was actually only an illusion and corrupted her Fey Soul. It also sought out the Titans of Old, and corrupted many of them. They became the Goblinoid Gods, and their first children were the Ogrek, or Ogre Kings. These Goblinoid Gods created many horrible races to fester the world, seeking only to expand their corruption and chaos. It also corrupted some of those in each of the six great races above.

A great number of the races born from the corruption are known as Goblinoids, a vulgar human expression suggesting that all these races are as weak and vile as the Goblins. This is a great insult to many of them, as the term goblein actually means ‘weak and small’ in their dark tongue. There are five Goblinoid Races: Ogres, Orcs, Bugbears, Hobgoblins, Goblins.

THE HUMANOIDS

There are six humanoid races. As stated above, humanoid is a loose fitting term describing those races that are similar to Humans and are not Goblinoids. While some are spiritually the children of Divinities such as Gelthena and Magmodin, all of them are Children of the Elder Goddess of Nature, Naeja. All were granted life by Naeja, who created the world. Hence, this is why they all refer to the world as the World of Naeja. These are the six Humanoid Races: Gnomes, Duervar, Folkin, Humans, and Gelvani.

GNOMES

Gnomes are a race of humanoids very short in stature with rather exaggerated facial features. They often have tall hairy pointed ears and very large noses, with thick bushy eyebrows and broad oval orbs. Their blood runs with the wild nature of the Fey who fled from their ancient realm of Ladinion long ago. Gnomes are keenly magical beings, and have a great curiosity. However, they have very little interest in building great civilizations or even living in great numbers. There are very few Gnomish Cities in the world, as most of them live upon their own at great distances from each other. Their ancient mother is Tatania, daughter of Naeja. Tatania’s sister, the Queen of Air was corrupted by the nameless one and hence became the Queen of Darkness. She destroyed their ancient realm of Ladinion. Despite this, even now some Gnomes choose to serve her, and they are called Spriggans. Gnomes are well known for their love all things natural and magical.

DUERVAR

The Duervar are taller than the gnomes, but much more stout and burly. They were cast in Balderak’s fiery forges long ago. When the Titans and their Giant Kin ruled the world, Naeja had come to her brother Magmodin and asked him to battle the Titans. So it was that Magmodin first created his godly children to fight the Titans, and had Balderak create the Duervar to fight the Giants. They came to rule the world, but after Olginthoth’s curse they were decimated into many small civilizations spread over the world. Duervar are deeply akin to the earth and said to be as of the stone upon which they work. They have thick dark hair and tanned skin, short legs and arms, and are very robust. They have very little to do with Magic, but their religion gives them great power. Duervar communities are built beneath the mountains of the world, in dark passages carved through the ages. Clan blood is of great importance to them, and the only time they will battle each other is for clan honor. Almost all Duervar are honorable and good, but the nameless one has been able to corrupt even their kind, and hence the Duergar came to be.

FOLKIN

The Folkin are another humanoid race of diminutive size. They look much like Gnomes and Duervar but have large feet but are otherwise proportionately similar to humans. After the fall of the Duervan Nation, and when the Gnomes did not rise to populate the world, Naeja decided to create a race that would posses the traits these others did not. Hence the Folkin came to be. She made them natural engineers, so that they would build habitations anywhere, and gave them a natural understanding of the earth and agriculture so they could make farms. She gave them a sense of community, so they would live together in civilizations, but also a sense of individuality to promote creativeness and diversity. She made them passive so they would not wage war with each other, but gave them great courage so they could defend their homelands. She gave them curiosity in their youth so they would explore the world and populate it, but also gave them a sedentary nature in their latter lives so that once they found a home they would stay there. She made them naturally talented artisans and writers so they could record their histories and pass on their legacies. She even made them stalwart and stoic so they would live long lives and very rarely become ill. All of this she did, and thought it was good.
Naeja believed they would come to rule all of her world and live in harmony; however, they did not. Instead they found the first places of vast farmable land they could find and built their homes there; beneath the hills so that no land would go wasted. They then set up a perfect civilization of peace and prosperity that only saw war when defending it from outside evils. Their young traveled all over the world learning new things, but those who lived would always return home to their brethren in order to maintain their own communities. Very few new civilizations arose. Instead they sat in their homes perfecting their crafts and writing down every menial detail of their lives. They even made a cultural choice to try not to have more children than two per couple, so that they would never outgrow their means. Naeja had forgotten to give them only one thing, ambition. For Folk people have very little desire to become anything except fruitful members of their own communities.
Hence, it came to be that the Folk are what they are now. They are often seen as boring common beings that seek little adventure and travel, except in their youth, but never for too long. They are often overlooked or walked all over by other races, but they strive on, and their own civilizations have lasted longer than any other race’s. Surprisingly the nameless one has not had much influence upon these people. Some have been drawn by a dark curiosity, but that is usually in their youth, and as wisdom of old age sets in they often depart these foolish ways.

DUNEIMEN

Humans, from which the term Humanoid was so vainly dubbed, appear much like gnomes, folkin, and duervar but are much taller. Their limbs are very long as are their faces. They have long fingers and though often they are broad and very muscular, they appear quite lanky to most other races. They can be just as burly as Duervar (Dwarves as Humans call them). Some could even pass for Halflings (the Human term for Folk), and some even have as greatly exaggerated features as the Gnomes. This is so because they are in a way the grandchildren of the other races. For, long after the Duervan Nation fell, and the Gnomes and Folkin settled into their own ways, Naeja realized that she needed a more diverse race to reside upon her world. So she went to each of her godly children and had them put a bit of themselves into the human nature. So it was that they became the most versatile of all the races, and spread quickly across the world, from arctic to desert and jungle. They learned many things great and small and had a strong sense of ambition. However, that ambition coupled with the nature of hate, greed and jealously led to many terrible wars. Despite constant inner battles and great mayhem, humans have come to practically rule the world, well, by their standards at least. Other races simply try to ignore them, often to little avail. Humans are great but are very short lived. Naeja made it thus, so that they would desire to travel and inhabit as much of the world as they could in their short lives. This is how humans have become one of the fastest learning races, able to achieve great wisdom and knowledge in the time it takes some races to grow to adulthood. She also made them excellent reproducers, so that one couple could have as much as a dozen or more children if desired. Humans truly achieved Naeja’s goals of covering the world, using its resources to their greatest advantage, and loving it. But, just as many humans have become sedentary, or wasteful, and even have hated and ruined the world. In time Naeja has come to lose control of her last race, and many have fallen to the corruptions of the nameless one.

Human civilizations are mostly buildings constructed together over large spaces; however, nothing is certain with humans. Some live in caverns and others live on the open land, and yet others wander from place to place-pitching camp wherever they can find good food and water. Humans are very diverse and can adapt to almost any place or condition. Some are very religious and others have mastered magics. There are those who war and kill each other constantly and others that choose to live in peace. Humans interact with almost all races, but are still very unique.

GELVANI

The Gelvani are a race very similar in appearance to the humans, but are even more lanky and nimble. They have no bodily or facial hair, only beautiful locks from their narrow heads. Their ears are tapered and thin, and their features are sharp and wild. But, despite their similarities to other humanoids the Gelvani are not born of this world. They are the children of Gelthena, a Divinity of Purity like Magmodin.
Gelthena lives in a wonderful forested paradise called Arvanis, where her godly children had reveled with great lust and joy. However, the gods were also full of deceit and selfishness. They created great chaos in her realm, and she sought to create a race like herself but simple and ungodly. Thus she went to her different children and with them she bore forth the Gelvani. At first they lived in peace and harmony, but as they were all born from the blood of different gods they too began to grow apart and turn upon each other. This eventually led to a great battle and Gelthena banished them from their paradise.

Thus it was that the Gelvani came to the world of Naeja. Here they would learn to work together to survive, but even that did not last for long and they began to war amongst each other once again. Gelthena saw that as long as they were an eternal people that could not die, they would never understand the chaos they created. She made them mortal, and the ravages of their enemies, the Orcs, soon decimated them. For the first time they truly united against a common foe and regained the realm they would grow to love, naming it Mirivia.

Gelthena began to gain hope, and she offered them a means to salvation. All Gelvani could not die of old age or natural disease and so in time, when they had suffered upon the world long enough, she would call for each of them to return home, but she would only call once. What more, if any died upon the world from any physical harm then a proper ritual must be performed by other Gelvani for them to pass on to Arvanis, else they would be cast forever into a terrible world of twilight. Thus in this way the Gelvani had to stay near each other, and very few wandered out into the world to face dangers. In time Gelthena hoped they would become one again and she could ascend them back to their spiritual home in Arvanis. Till then the Gelvani are outcasts in an inhospitable world, with dangers at every border.
The Gelvani are a very magical people, and love arts and music above most things. Even the warriors amongst them choose to perfect their art of combat. Their civilizations are almost always in great forests, similar to their paradise. They tend to live in or amongst the trees, becoming one with nature and seeking to maintain a balance in a world they were never intended to be part of. In many ways they are more linked to the world then those races born here, such as Humans and Ogres.
The nameless one has sought to corrupt many of their kind, and though some have fallen prey to this terrible entity, it is very unnatural for their kind to become truly destructive. Even those of a warlike tendency are not often evil or wicked in nature.

The Gelvani, or Elves as Humans call them, have now lived upon the world for over 10,000 years. They have started to communicate and interact with the other races about them. They have even found that the Humans share some of their own deities. This has disturbed many of them, who claim the humans are only looking up to the greatness of the Gelvani, but others believe the humans are their kin. This latter theory is supported by the existence of the Half-Elves, a cross breed of both races. Skeptics, however, point out that humans seem to be able to breed with almost anything, even orcs, and call it a sure sign that humans are nothing more than a degenerative race bred from the inter-mingling of others. The real truth is that both races are related to each other in the same way they are to the Duervar. Their Elder Gods -Naeja, Magmodin and Gelthena- are siblings.

THE KEID

The Keid are the most ancient race on the mortal world. They are the descendants of the first animal lords, and have the power to take a humanoid form (usually appearing somewhat half-elven).

THE GOBLINOIDS

There are five Goblinoid races. As stated above, goblinoid is a loose fitting term describing those races that are similar to Goblins and are not Humanoids. The Goblinoids were not created by The Nameless One, but are the children of titans who were Corrupted by The Nameless One. These are the five Goblinoid Races: Ogres, Orcs, Bugbears, Hobgoblins and Goblins.

OGRES AND OGREK

The first Titan to be corrupted was a brutish lord that ruled by might alone, named Gulatak. After being corrupted the children he created were not giants, but Ogres. At first he was very disappointed. They were much smaller than Giants and not nearly as strong, and they were very dim witted. They were very strong with deep green skin tones and long oily black hair. He thought to destroy them all and start anew, but then amongst them was born a few very different than the rest. They were just as strong as their brethren but much more intelligent. What more they displayed a natural talent for sorcery, something that Gulatak himself excelled at. He called them the Ogrek, or Ogre Kings, and so they did come to rule their brethren. They are very tall and strong with dark and varied skin tones. Their eyes are bright and wicked and great ivory horns crown their skulls. They have thick hair and often wear long mustaches and goatees. It is not known how or when one will be born, but they are always given great prestige amongst their kind and eventually come into positions of great power. There is roughly only one Ogrek for every 1,000 Ogres born, but not all of those are rulers. Some have chosen to become rogues in their society, or seek solitude to perfect their magics. They also exist in other cultures outside of the Ogre Kingdoms. In Shuro-Tahn they are called the Ogra-ka-Oni and in Valderheim they are called the Troel.

The Ogre Kings often war amongst each other and so those who serve them will occasionally change their fealty from one liege to another. They are one of the greatest goblinoid races and usually rule over all others, though uprisings and independent kingdoms have formed. Ogre Kingdoms are usually centered on a single city, which serves as capital and epicenter of the Kingdom. Their kings have absolute power and answer to no one, not even the priests of their great deities. When Ogrek do war amongst each other the primary goal becomes to raze the other’s city.

Very few of the Ogrek have left the service of their gods to seek a life of honor or virtue. Those who have are generally slain by the enemies of their own race, or have found a way to exist on the borders of both lands always hiding in fear and hated by both.

ORAKAR

Orakar, or as they are often called, Ocs, are the descendants of another corrupted Titan, named Oraknush the Unbroken. Oraknush also corrupted 3 Lesser Titans to serve him and they were Kurmerak the Bloody, Balghrith the Brute, and Gamorgh the Defiler. These beings ruled over the orcs for many eons and led them to many great victories. These titans created the Orcs in their likeness. They are stocky beings, tall like humans, with deep green, brown and black skin tones. Their eyes are blood red or sickly yellow and their hair can be black, brown, green, yellow or even red. Like Oraknush they are very warlike and pleasure in the terror and pain of others. They rivaled the Ogre Kings and threatened to dominate much of the world. However, they had many enemies and a prophecy was told of the Destroyer, or Sha-lok in their tongue. This Destroyer finally arose in the form of a Troel-borne, a being half-human and half-ogrek. This man hunted the Orcs for hundreds of years. During this time he found Balghrith in his ancient castle and slew him there, ripping out his one horn as a trophy. Then he began to hunt the other Orc Gods. Kurmerak desired Oraknush’s power and so made a terrible plan to have him slain. He sought out the Destroyer, and convinced the orc-slayer that he could lead him to Oraknush. And so it was, at a great war festival before Oraknush would march the Orcs upon the humanoid kingdoms that Sha-lok strode into their midst. All the orcs coward in fear, and Kurmerak taunted Oraknush until the deity agreed to face the Destroyer in single combat. Sha-lok ripped the ancient god apart with his mighty axe, and took both his eyes as trophies. Kurmerak saw that the destroyer was very injured from the battle and so dared to slay Sha-lok himself and take Oraknush’s throne. It was a grave mistake, for Sha-lok in turn cut him down and used the blood god’s own blade to pin him to a massive stone. Kurmerak’s blood flowed freely into the earth and over the stone on which he fell. It is said that the Destroyer was mortally wounded and was carried off on his black steed into the night. The orcs to this day claim he died alone, but fear that he still exists somewhere in this world. The last Orcish titan was Gamorgh, lord of the dead and death. He came to rule over those who remained, and his reign of terror was one of darkness and despair. The Orcs had lost their will to be anything more than the tools of death and murder. They did their dark lord’s bidding and cowered in fear of his shadow.

However, another prophecy was foretold. It spoke of the coming of a new god, and this has given the Orcs new hope. What more, the first part of the prophecy says the blood of Kurmerak will be rekindled in the hearts of those orcs who are faithful to the prophesied god. So it has come that the Ig-Baruk have risen. Somehow a terrible curse is rolling over the Orcs, but they do not see it as a curse. Their spirits have become more wicked and vile and they have turned upon Gamorgh. They have changed and are becoming something different. This curse seems to be spread by loyalty to this new cause and it is growing.

Orcish civilization is tribal; a Chieftain usually rules each tribe of up to two or three hundred. There can be many hundreds or thousands of tribes in a given Orcish Realm and each tribe has a High-Shaman who answers to a Grand-Shaman. The Grand-Shamans commune with the deities and pass their will on to those tribes within their diocese. The Grand-Shamans also meet in councils to help form “consensus” on what the true will of the deities is. All the Grand-Shamans in a realm answer to the Hierophant Shaman.

Orcish Realms are usually vast forests. Orcs prefer nature and living off the land, though they use it entirely to their advantage and never give back what they take. Instead they will ravage a local area and then when the resources are depleted move on. They are carnivorous, so almost any animal is game to them. They also tend to cause many wild fires that have destroyed vast acres of forest. It is this habitat and irresponsibility that has put them at odds with the Gelvani. Orcs do not always live in forests though, and many lead raiding parties beyond their realms and establish encampments in opportunistic sites.

Very few orcs seek anything good or decent for themselves, but those who have, often find their end at the blades of Gelvani and other enemies of their kind. Sometimes an orc will reproduce with a human, in whatever terrible way this happens, and the offspring are often ugly and ill-tempered humanoids commonly called Half-Orcs.

HOBGOBLINS and GOBLINS

Hobgoblins are believed to be a corrupted race of humans from many eons ago. Even their own mythoi say that they were not originally as great and powerful as they are now. These humans once lived in nomadic tribal societies across the northern tundra of Verosia. When the Ogres came and their kings established Kingdoms these humans were hunted for sport. They gathered into an army and tried to fight back the Ogrek but they were no match for these corrupted giants. Over many years they were driven back to the Cauldera where it seemed they would literally be forced over the edge if they were assaulted again. Their shamanistic beliefs in animal totems and the power of ancestors offered them no true power to defend themselves from such an army. It was then that the Nameless One took root in their civilization and began to arise in them a hatred for the weak and cowardly amongst them, blaming them for the loss of their wars. It did not take long for these humans to turn upon their ancient beliefs. The cult in their midst grew and grew until it finally encompassed almost all of them. It was then that the Nameless One offered forth a gift that could not be refused. If they would drink from the blood of their own fallen comrades in battle then he would take from them all those features they considered loath and vile. And so it was that after their next great battle they poured the blood of their own fallen into chalices and sent them around to their people, and the blood never seemed to go dry as all were poisoned by this vile concoction. It was then that that the nameless one’s true intent came to light. The humans were stricken with pain and suffering as their bodies, souls and minds were split in twain. From them were born two races, The Goblins, being the embodiment of all that is wretched, weak, and cowardly from the humans; and the Hobgoblins, meaning not weak but instead embodying all those who are tall, strong, and courageous. The Hobgoblins quickly took control over the goblins and established their own militaristic

Hobgoblins are near seven feet tall with dark fur covering their bodies and, feral features, sharp claws, and mouths full of jagged teeth. They have become great warriors and master weapon smiths. In battle no other race is as skilled or cruel as they. They enjoy warfare to all ends and have driven back the Ogres who oppressed them. The Cauldera they have turned into their own kingdom. It is now rittled with their mines and their fortresses line the edges of its cliffs. They take slaves from all over the surrounding areas to work for them. Hobgoblins have two faults. First, they are skilled at very little else than combat and warfare. This means they have to be dependent upon slaves to perform most of their “menial” work. To this end the Goblins serve them well. They cook for the Hobgoblins, mine their tunnels, and craft all forms of basic items for them. Hobgoblins also often have humans, orcs, bamorians and even some ogres as slaves. The second fault of Hobgoblins is in their lust for battle. Hobgoblins are so dependent upon their need to fight, that they cannot usually join forces against a common foe. For most of their existence they have lived in Tribes battling each other for land and slaves. When another hobgoblin tribe captures a Hobgoblin, he is branded and becomes a loyal member of that tribe. Until recently this has prevented the Hobgoblins from expanding much beyond their land in the Cauldera, but not long ago an alliance of tribes was formed. They were called the Dur-Kurmerak-Varge, or Thirteen Bloody Blades. Thirteen of the greatest clans allied together and marched upon the Kingdom of Rona. Though they were defeated in the end, they almost conquered the greatest human kingdom to exist. This expresses how powerful they truly can be when united.

Goblins are quite the opposite of the Hobgoblins. They are very short, with gray and green skin tones. They usually have very little to no hair, stubby fingers, and a more human visage. However, they are twisted and deranged in appearance. They usually have extreme features, such as very long noses, broad heads, huge chins, giant eyes and other gross deformities. Goblins are easy to recognize despite how different they often look. Goblins are terrible in combat, though they often try. They are weak, cowardly, and treacherous. However, they have come to learn from their faults. They work in huge groups, lurk and hide in the darkness and ambush their prey. They are quick to know when they are out matched and will thus run at first signs that they can’t win. Surprisingly they are very skilled domestically. They craft all forms of pottery, tools and miscellaneous objects. They usually serve other races, mostly hobgoblins. Many have fled their homeland and spread across the world. When they can, they gather in large groups, using numbers to spread chaos upon their neighbors.

It is said the human race that the Hobgoblins and Goblins were born from still exist in the mountains west and north of the Ogre Kingdoms. They are shamanistic and war like people, but human. Because of their ancestry, goblins and hobgoblins can breed with humans. Their offspring are infertile but can be great warriors and rogues.

THE OTHERS

There are many other races on the world, but most aren’t worth mentioning as a culture. However, two are distinctive and important enough to merit description. These are the Bamorians and the Lacertu.

BAMORIANS

Bamorians are a race of tall robust beings with thin fur covering their bodies, large curved horns, and animalistic features. In ancient times, when Titans ruled the world, one by the name of Larnax fell in battle with the Titan Gods of the Ogres. As he collapsed into the sea his body became as the earth and his blood mingled with the waters. His blood gave new life to the gods who were similar to his image who then battled the Ogre Gods. When the Ogre Kings marched upon them, they used the last of the Elder Titan's blood to craft their own children from the earth. They called them the Bamorians. They have ever since warred with the Ogres. Bamorians love the sea and the mountains but have never traveled far beyond their peninsula. Their civilization is great but they are still few in number, and most couples are lucky to bear two children for the community. Though Naeja did not create the Bamorians she cares for them as any other of her children. Their own gods do not pay her fealty, but they share common enemies and so have often allied with the nature goddess. The nameless evil has corrupted some of the Bamorians, but their gods guard them closely and battle any outside influence with great omens and oracles. The most susceptible to this influence are the Ubradar, who left their homeland long ago to seek out a fallen god and to battle the Ogres in their own land. Their ancient father was long ago locked in ice and cannot protect them.

KEID

LACERTU

The Lacertu are a race of scaly skinned beings, short and stout with long fingers and bristle like hairs. Their heads are narrow and long with a pronounced fang filled maw. They have long and thick whip-like tails that help them balance themselves on their three toed feet.

Lacertu are found in two areas of the world, deserts and swamps. Those of the swamp are often toned in green, brown or black scales with some stripping or blotching. They tend to be less armored but more agile and are often excellent swimmers. Those of the desert are known to have dusty red, brown and tanned scales. They are usually much stockier and armored. All have black bristly hair that falls out with old age. This hair usually crowns the sides of their head, brow, beneath the chin and sometimes grows down the back or on the joints of the limbs.
Lacertu not only appear physically different then other races, they actually have many distinctive abilities. In fact, the two of their kind are unique from each other. Those of the swamps can detect heat with a special gland and regenerate from injuries. Those of the deserts can spit venom and have thick defensive scales. Both are affected by extreme cold much faster than any other race.

The Lacertu are the children of Silorith, an ancient goddess who at one time thought she ruled the world. Her exact origin isn't clear, but it may be that she is a forgotten greater divinity or even one of the first children of Naeja. However, Naeja has never claimed her and the deity seems to be unique of herself. The Lacertu still worship her though, and the six lesser gods that are her children. Their Kings, the Shakar, are always revered as demi-gods even after they have died.

When the races of Naeja had not yet come to rule the world and the Age of Ice was ending the world was teeming with life once again. Silorith's children, lizards and amphibians, were dominant. Lizard Folk, Lizard Men, Troglodytes and Bullywugs all alike wandered the land, but they were primitive and only learned how to use what they picked off of their enemies. They did not create and knew nothing of culture or magic. It was then that she decided to lay her brood upon the world. As their mythoi tells it, she slithered through the stars searching for a mate who suited her. There she found the Red Palace of Wo’ryck, and she slipped under his door and into his bed. She seduced the ancient Divinity of Sorcery with her enticing beauty and from that union she became heavy. She traveled the course of the world and deposited thousands of these eggs in different places around the world. Many were devoured by the beasts of the wild or died in the bitter cold of the north lands, but those who survived became her great brood, the Lacertu.

As the Lacertu grew they learned how to forge the stone of the world and built great temples to the Serpent Mother and to their great Shakar (demi-god kings). They instinctively knew of the paths their mother had taken to travel the world, and so they built vessels to traverse the sea and they domesticated great lizards so they could travel the lands quickly. In this way they met others of their kind and their kingdoms became a massive trade empire called Ku-rakar. Their kingdom may never had been so great if it were not for the coming of Wo’ryck. He visited the world every seventy five years and when he did so he taught his children the secrets of sorcery and how to use their natural powers.

Not long after this time humans began to populate the world. The Lacertu found them easy to enslave and so they came to posses a great force of labor that allowed them to build even greater monuments. They called these human slaves, Ryokar, or Servants of the Empire. It was in the age of the sixteenth Shakar of the Ku-rakar Empire that tragedy befell their great empire. Wo’ryck had given them many great secrets of Sorcery, but there were certain arts he would not teach them. Some secret orders began to arise to discover these hidden powers. When they succeeded in uncovering this forbidden lore the god was wrought with rage. It is said he turned against his own children and came down to the world to punish them. His wrath was greater than ever imagined though, and it is possible that the Nameless One had corrupted him. When he visited again he came down into the skies and brought forth a terrible storm. It wrought chaos upon the sorceries of the Lacertu and left a terrible path of waste in its wake. To prevent them from ever rising to greatness again, Wo’ryck returns every seventy-five years to destroy the land again. The heart of their empire, a great verdant jungle stretching south of Ryosha, was completely wiped from the world of Naeja. What remained of the Lacertu were now greatly outnumbered by the humans. The slaves rose up and crushed the Lacertu. From their ruins they built their own empire, calling it Ryosha and it is heavily influenced by the culture that had once enslaved them.
Though the Lacertu never actually ruled the world, it is clear that they had a great influence on trade throughout the world. Following the downfall of this empire their smaller kingdoms became increasingly subject to the attacks of the ever growing human population. These "barbarians" drove them back into the depths of the swamps and dead lands of the deserts. Coupling this with the terrible onslaughts of goblinoid hordes the Lacertian trade routes quickly collapsed and with it their civilization fell into a dark age.

Now, many millennia later, the Lacertu have only a few temple complexes still actively used. The greatest of which is the small kingdom of Lakrakis on the southeastern shores of the continent of Old Camus, and many desert settlements along the edge of the Path of Wo’ryck. Here they carry on the tradition of the Shakar and tell legends and myths about their ancient age of glory. Their past, even to them, seems no more than a great fantasy rather than some actual truth from forgotten history. In fact, this story is only known by them and a few very controversial human scholars.
The Lacertu are very few in numbers now, and their goddess has lost much of her former power. They very rarely leave the sanctuary of their lands, but they have always maintained trade with Ryosha and in recent decades have begun to travel out to seek trade amongst other cultures and races.

Only the people of Skarrelland seem to harbor hate for this race. Their people tell stories of the Lacertu being man-eating marauders, which they have always attributed to the swamp kingdom of Lakrakis. Other human cultures see them as an oddity and though they have been shown some distrust, they are not seen as goblinoids. Some small tribes exist in the depths of Vas-Meknor, and the Mikanians and Kamorans trade with them from time to time.

Duervan history does not even mention this ancient race, which suggests it did not have much influence beyond the lands south of Ryosha. Most Gelvani do not even know the race exists. Ironically it is Ryoshans who trade with the Lacertu more than any other race. They are very similar culturally and share a common border. Ryoshans have found the Lacertu to be incredibly wealthy, and the Ryoshans don’t seem to know or care about their common past.

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