Playable Races

Humans, elves, orcs, and dwarves all call the world home and have in many places come together to form thriving communities. Please note that while we strive to provide some lore and background for the various races of the realm, this information is meant to be guidelines rather than hard-set rules. Creativity is greatly encouraged, and all players are invited to ask questions if they need help with building their character.

 

Humans

Humanity’s own history is relatively fresh compared to that of their dwarven or orcish peers, but much of it has been muddied due to conflicting accounts from what were once warring clans. Some claim that the original humans were nearly titanic in stature and held dominion over the mountains, but were overthrown by trickery and made smaller and weaker by those who would ultimately be called lowlanders. Others yet insist it was these so-called highlanders who betrayed and abandoned their kin to seek pagan gods among the crags and snow. Regardless, there is no question that despite comparatively short lives and a tumultuous history, humans have risen to greatness.

To identify a single human culture is an act of futility, for families and lineages have mingled and mixed freely over the ages. Humanity is as diverse as it is populous, with people of all shapes, sizes, and colors found in all parts of the world. Humans have a large range when it comes to height, being anywhere from 5'5" - 6'2" (1.67 - 1.89 meters) normally, with a life expectancy of 60-70 years at best.

In terms of magical capabilities, humans are known for being relatively "magic neutral" and adaptable to any magic they may attempt to learn, though, that doesn't mean it will be easy.

Highlanders

Strong of spirit and body, highlanders embody humanity's penchant for adaptability even in the most dire of climates. The ancestors of today's highlanders were all a nomadic folk, to whom no land was impassable. In great travelling caravans they swept across mountains and valleys and even the seas, driven by the divinations of the reclusive witch-folk, to whom the spirits of the natural world whisper their will. To a traditional highlander, the comforts of city life are sure to make one soft, but as the call of the modern world reaches further and further, more and more of the younger generation find themselves tempted to see what adventure and opportunity awaits them.

Highlanders are natural warriors, rugged and hardy as they are, but they excel with ranged weaponry. Great contests and festivals celebrating one's skill with javelins, arrows, even thrown hatchets and knives are commonplace throughout the year and are but one of many reasons why any of the drifting clans might take reason to halt their travels for very long. As such, they are highly valued as mercenaries, bounty hunters, and even guards where their loyalty can be earned. While a highlander may work for coin, their honor is of utmost importance, and those who earn their ire often earn it for life. Even well into the modern age, there exists a grudge between highlanders and their smaller cousins, though the exact nature of it may as well have been lost to time.

Lowlanders

Lessened as they may have been by the departure of what would become their highlander cousins, they have nevertheless persevered to found distinguished cities that would become among the greatest nations of the world. So called “lowlanders” (a term rarely used to describe themselves for they are, in their own minds, simply humans) exemplify the human capacity for cooperation and cultural advancement, for they are possessed of the spirit to adapt the cultures around them to their needs and flourish in ways befitting all.

The city life is a natural fit for any human. An appreciation for societal structure makes them natural born diplomats, politicians, and merchants. While dwarves may still have an edge over them in terms of pure monetary power, industrious humans have proven to be more than ample competition. In truth, there is no niche in civilized society where a human could not easily fit: from lowly labor to magical and spiritual leadership, where there is a will, there is certainly a way.

 

Dwarves

Dwarves, like humans, have spread far and wide and have raised communities in all manner of territories. Often regarded as “the hermit race,” preferring to settle in insular nooks and crannies of the world, their kingdoms and tribes can go unnoticed for centuries, just under the nose of other settlements. From scattered kingdoms deep within the earth to fortresses in the highland forests, there are few places in the world that a dwarf can't turn into something like home. Today there exists no Dwarven capital, but they are believed to have originated from a single, ancient Kingdom.

Shorter of stature they may be, with the tallest of dwarves peaking at five feet, they are nevertheless a stout and hardy people. Skin types vary wildly depending on where they may be from: those hailing from mountainous villages range from fair to dark skinned, while those from cavern settlements often take on hues of grays and purples not unlike the Drow. Despite any cultural or physical differences, all dwarves are united in at least one thing: a great pride in their beards, which are carefully groomed and often dressed in braids or woven with metals both precious and mundane.

Dwarves of course are the shortest of races and actually are known for being quite heavy and dense when it comes to their build. Their typical height ranges from 4'0" to 5'2" (1.22 - 1.58 meters.)

Dwarves tend to live the longest, some Dwarves even being able to reach 300 years old if the odds are kind, however, the only subrace of the Dwarves that often gets close to living that long are the Hill and Forest Dwarves, with Cavern and Mountain Dwarves often dying due to tunnels collapsing, poisonous gas, or other environmental factors.

Dwarves are also seen as a "magic neutral" race, but have a more difficult time learning magics outside the realm of Arcane and Shamanistic, due to their in-bred connections to the earth and Arcane.

Mountain Dwarves:

The proud and hotheaded mountain dwarves call the resource-rich mountain caverns and peaks home. As such, their many fantastic kingdoms' riches are unmatched. Any threat to their land or riches is not taken lightly, and it is not uncommon that they strike preemptively with their grand axes and hammers, assisted by the mechanical inventions of their tinkerers. Preferring to keep to themselves, they are weary of any outsiders.  

Mountain Dwarves tend to have black or red hair, and are the palest of all of their cousins. Many of them rarely see the sun, if at all. Many Mountain Dwarves are actually sensitive to light, which is reflected in their often pale blue eyes.

 

Cavern Dwarves:

Lining the walls of smaller caves leading to a cavernous settlement of mountain dwarves, one may find homes belonging to a rather unique type of dwarf: the cavern dwarf. Often charismatic middle-men between the mountain dwarves and the outside world, their oral and trade tradition brings extramural stories and goods to the insulated mountain dwarves.

Those shunned from their relationship with the mountain dwarves for criminality or other offenses find new friendship with the curiously similar Dark Elves living alongside them in their fungal caverns.

Cavern Dwarves, much like the Dark Elves, have developed interesting violet or dark blue complextions and daunting red eyes. It is believed in certain Cavern Dwarven cultures that both of these races were cursed by a magical stone to appear this way -- like shadows against the wall.

 

Hill Dwarves:

In the rolling hills and plains, another type of dwarf may be found. Hill dwarves often live alongside halflings in their farming villages and towns. Other times, they may travel in merchant caravans from place to place, never settling down for too long. Mild tempered and generally intelligent, they make great scholars and writers.

Hill Dwarves are often plump and cheerful, with lighter brown or even red hair, and paler complextions. Many have brown or dark blue eyes.

 

Forest Dwarves:

The playful forest dwarves live deep within forests in tight, tribal communities. To a friendlyt visitor, they may reveal the joys and wonders of the forests in fancy shows of flowers and growth, aided by their natural propensity for druidism. On the other hand, alongside the wood elves, they consider themselves protectors of the forest against anyone of evil intent. Though curious and adventurous in nature, their adventures always end in their return to their forest homes.

Those who remain outside of the forest for too long, lose the vivacious blessing of their forest home. Their skin darkens to a sickly green, their hair thins, and their nails grow long as they rapidly decay both physically and mentally into a beast not at all reminiscent of the dwarf they once were. Once in this state, a forest dwarf unfortunately dies within a few months.

Forest Dwarves typically have golden or brown skintowns and brown or black hair, similiar to that of the Wood Elves that they often live around. Similarly, they often have green or brown eyes.

Elves

Once, elvenkind were united in form and spirit and destiny, so favored were they of the Goddess Saria that they once lived in her holy paradise. A calamitous event in an age long since passed, known as the Schism, nearly destroyed all that they were and all that they had, and in the ages since the elves have never been the same. The paths they walk are separate now, lost and winding through yet uncertain times. Nevertheless, the elves have learned to take pride in their differences, perhaps out of necessity: how else might they reclaim their former glory but to push onward?

They typically have thinner builds, likely because they were originally formed as hunter/gatherers. They aren't extremely tall like Orcs are but they are taller, averaging in the 5'7" - 6'2" (1.7 - 1.8 meters) range for males, though Wood and Dark Elves tend to be a touch shorter due to environemental challenges such as starvation and habitat. Supposedly they get their pointed ears from Saria, who wished for her children to be created in her image as the Fae are. However, there are some people that believe that all humanoid creatures with a high consentration of magic in their blood are meant to look like, explaining the similiarities between Humans, Orcs, and Elves.

It is common to see many inconsistencies within Elven histories and literatures since most of it is based on metaphor and conjecture, as well as being formatted in more of a poetic voice than a truly informative voice.

High Elves

It is little coincidence that the most visible of the elves are also the ones who have most readily integrated themselves into rising human societies. From noble houses with heavy coffers to prestigious positions in the academic world, high elves have taken their pride it their power that they might never again be brought low. Of the elven races, high elves show the most proficiency in magics, particularly those of the arcane. The Goddess' legacy is theirs to use for the betterment of themselves, even at the peril of losing sight of who She wished them to be.

Among humans, high elves are nearly indistinguishable at first glance but for the tall points of their ears and their slightly more saturated skin and hair tones. Eye colors can vary wildly from crystalline blues to vivid, arcane-influenced violets and roses.

High Elves tend to have one of the longest life expectancies in the world, landing around 250-260 years.

Wood Elves

The Schism wounded the Ancients so greatly as to tear them into three, but the Wood Elves have remained staunchly devoted to the old ways. They are the keepers of the earth and all that grows upon it, just as they were when they were first granted so sacred a mission at the dawning of their race. Many remain in woodland tribes where they are free to study the art of druidism in pursuit of atonement with the natural world. So devoted are they that some live as near obligate carnivores, preferring all manner of meats over the plants for which they care [Learn more]. When they come of age, it is not uncommon to receive elaborate and deeply personal tattoos to mark their path in life. While less common than high elves, many wood elves have also come to live among the settlements of other races. Their innate relationship with nature makes them excellent farmers, herbalists, healers and hunters.

Wood elf skin and hair tones tend to be of warm and rich colors most resembling the earth from which they rise. The eldest and most powerful of druids are said to become part of the great trees themselves, though scarce few outside their holiest sites can claim to have seen such beings.

Wood Elves tend to have a life expectancy of 220-230 years, assuming environmental conditions are optimal.

Dark Elves

For a time after the Schism, the Ancients that would become the known as dark elves (or Drow as they are commonly known) vanished entirely from the world. It is said that after the massacre, so mournful and terrified were they of now-tainted magics that they fled far, far beneath the earth where they would come to raise civilizations away from their more ambitious high elf and ambivalent wood elf cousins. Those that eventually returned to the surface spoke of labyrinths so great and closely guarded that they scarcely made it out themselves. On the surface, the lives of dark elves have taken a difficult turn thanks to deep prejudices laid against them by the high elves. As such, it is rare to see Drow in positions of wealth or power in places where they are the minority, which tends to be anywhere outside the isolated swamp or shallow cavern settlements that flourish in the far wilds. Deceptively strong and dexterous, Drow make excellent scouts and assassins, and their often impoverished place in society can lead many towards a career of thievery and subterfuge to get by.

The typical dark elf takes skin tones most resembling the blues and grays of the caverns from which their ancestors hail. Their eyes can span a variety of pale colors and their hair is naturally sapped of color entirely, though some take to dyeing it to better blend in.

Dark Elves, like Wood Elves, can live up to 220-230 years, however, due to their poor enviromental conditions and overall treatment, it is rare that a Dark Elf even makes it to 175.

 

Orcs (WIP)

Powerfully built and fearsome to behold, the orcish people command respect as often as they do fear from those unfamiliar with their ways. Orcs are uniquely gifted with the ability to reach out beyond the Mortal Realm through massive crystalline monoliths scattered throughout the world, and as such traditionally a deeply spiritual people.

Orcs tend to be the tallest and bulkiest race, typically ranging anywhere from 6'4" to even 7'0" (1.95 - 2.13 meters!)

Orcs, despite being one of the more magical races, actually have a similar lifespan to humans, though, because of the typical war-based culture, they rarely expect to live to the end of their range, which is about 65-80 years.

Tribal Orcs

In the jungles of Atheral stands the Monolith: a dark, crystalline obelisk that holds the powers of those who have passed to the other side. Where a Monolith is found, a tribe is built. Orcs settle their burdens with the dead via the Monolith. Many cultures have been born from differing views on what a Monolith is and what it embodies, but what unites them all is one phrase: Death Awaits.

Death permeates nearly every aspect of their society to the point where nearly everything they do could be considered to be in preparation, or perhaps even celebration, of their inevitable end. As such, Orcs find unnatural things such as the soulless creatures that rise in the night to be completely abhorrent. Their homes are not built as much as grown through roots energized by the power of the Spirit World. While outsiders might consider such philosophy innately morbid, it instead tends to encourage Orcs to live full and thoughtful lives, ever aware of one single and absolute truth: Death awaits.

The Tribal Jungle Orcs range widely in skin tones and eye colors, from shades of pale bone to muddied greens and olives, all the way into deep charcoal greys. Hair color, however, is typically found in shades of black or deep brown.

The community of a tribe is central— the Voice representing the living and the Gazer representing the dead. The Voice is the head decision-maker, their respected council being the Gazer, their Sight-Stealers, Seers, and the Elders of the Orcish people.

Traditions are spread orally, and typically the responsibility of maintaining and teaching these traditions falls on the Gazer. They teach others the way of fight, song, dance, the ways of kin, and how to protect what you hold dear.

Often children are raised communally; many Orc children have been taught by their grandmother’s tales by firelight, watching their Sight Stealers train for battle, and have been fed by the meals created by each and every member of the tribe. When making a batch of bread it is not uncommon to invite your neighbors to help bake it. Fishing and hunts are always done with others, the spoils being distributed within every home. If one is lacking something, they need only ask.

The typical values of the tribe are as follows:

  • Leave the door to your hut open for all that may need shelter.
  • Make your memories good ones, and make sure not to forget them.
  • Live every day as if it will be your last.
  • When change comes, embrace it.
  • Learn to live with your ghosts.
  • Fight until you can no longer, rest until you are well again, and return to the earth when the day finally comes. Fight, rest, return.
  • Life is an uphill battle, and one day, you will lose it. Do not fear this day, embrace it, and understand that Death Awaits.

 

Past Leaders

Voice Bhersherin, now known as the Spirit of Honor, is one of the oldest Spirits within the Monolith.

Gazer Qanam, the first Gazer to lead the tribe.

Voice Bhersherin Junior, the Last of his Line, mentor of Ibris, now known as the last Voice to lead solely in Norenia.

Voice Ibris, seen as the first leader of the Southern Jungle Tribe, who died in accidental shame.

Voice Adeodatus, who won the title from Ibris in an honor duel, marking him as the first half-breed to lead the tribe.

Gazer Hani, known as the second Gazer to lead the tribe, and who is known as the current leader as of the second month of the year 631.

Non-Tribal Orcs

For some Orcs, there is more to life than spirits and the nature of death, and so they chose to leave behind the path their tribal siblings walk. Orcs have acclimated surprisingly well to city-life, albeit with their own unique challenges considering their difference in body size. In Ardea, there is even a sitting councilman to address the needs and concerns of the Orcish population.

Physically, there is little that distinguishes city Orcs from tribal orcs. Their style of dress and hairstyles tend to follow after human fashions, and some even go as far as to file or smooth down their tusks to "soften" their image.

Goblins

One of the more curious races in Aetheral; nearly identical to an Orc if you scaled one down to a quarter of a size. Their similarities nearly end at physical looks and tribal-society, however. Goblins are naturally gifted survivalists, scavengers, and tinkerers. Famed for their ability to renovate anything deemed 'junk' into tools to serve their purposes.

They have not the will nor the means for conflict, and have stayed away from it as much as possible. This has not kept them from being conquered or pillaged, however. Were it not for their uncanny ability to scrape by and survive in even the most unforgiving atmospheres, the Goblins may very well be extinct by now. Due to their terrible life expectancy, the top of their life span is 16-20 years, though a healthy or protected Goblin can live as long as 60 years.

Goblins tend to have a similiar height range to Dwarves (4'0" to 5'2" (1.22 - 1.58 meters.)) and are often confused for Orcish children due to their stature and lanky build. Many weigh less than 130 lbs (59 kg), and have similar skin and hair colors to their Tribal Orc counterparts.