Post by Admin on Sept 23, 2021 7:14:26 GMT
Human
The original inhabitants of the world before the great rift. The bog standard. Humans are known for their high levels of adaptability and ingenuity.
Vampire
Creatures of the night. Vampires feed on blood, typically via biting a victim and sucking the blood out. Victims can be turned into Vampires themselves if completely drained of blood. Typically harmed by sunlight, but so called Daywalkers are possible thanks to advances in technology.
Sometimes have more supernatural abilities (TBD).
Vampire-owned nightclubs throw the best parties. Big city vampires know better than to feed from unwilling victims, as that's the quickest way to attract hunters. Fortunately for them, there seems to be no end of kinky freaks who are into that sort of thing.
Werewolf
Wolf/Man hybrids caused by lycanthropy. Typically bigger, stronger, and faster than a normal human. Being bitten by a werewolf infects the victim. Their first transformation is typically triggered by the first full moon after getting infected. Other races can sometimes be infected with lycanthropy, but a werewolf's bite is more often than not fatal.
After the initial transformation, results can vary. Some lose themselves to their new feral impulses and run wild. Those who master their wild side can learn to transform at will.
Some even choose to make their transformed state their default, leading their lives as usual, barring all the shedding fur.
Catfolk
Shorter than humans but taller than dwarves. A slender, athletic species, scrappy in nature and also inquisitive. They have claimed no territory for their own nation; content to spread out amongst the other species. With a broad range of physical features, their species features even more diversity in appearance than humans. And yes, some can look like big cats. Obsessive-compulsive behaviors and fixations are quite common amongst them.
Dwarf
A short, stout, rugged people typically found in mountainous regions. Dwarves love to drink, fight, and mine for valuable minerals. All dwarves have and take immense pride in their beards. Yes, even the women.
Normally, dwarves are greatly associated with mining and metalsmithing. If it involves digging a hole or shaping metal, there’s a good chance a dwarf is involved in the process somewhere.
That said, the dwarves have expanded their horizons. Dwarven engineers are renowned for their sturdy and reliable handiwork, and dwarf-made machines are prized possessions throughout the world.
The more nefarious types found their calling in organized crime. The dwarven mafia formed from a loose alliance of clans. Despite constantly trying to undermine one another, they remain one of the larger powers in the criminal underworld.
Orc
A human-like species, typically defined by their tall size, large muscular stature, tusked teeth and pointed ears. Orcs are highly competitive by nature, and a little rough around the edges. They enjoy physical activity, and many are found in the employment of the military, law enforcement, corporate enforcers, bouncers, bounty hunters, paid jobs requiring physical labor and strangely enough, politics due to its highly competitive nature.
Orcs tend to form Clans of 3- 4 families to which they are very close and loyal to. And it is of great honor for a non-orc outsider to become a member of a clan and will be treated as a part of the family. Clans will oftentimes work together during times of great trials to overcome the difficulties.
Despite their brutish and stoic appearance they enjoy a good party and love to have fun. Work hard, play hard is commonly associated with orcs.
They are not, by nature xenophobic; accepting of others so long as they do not pose a threat, and of all the species they integrated the most easily into human society.
They are of average intelligence, and it is extremely rare for an orc to be gifted with the ability to harness magic.
Gnoll
Anthropomorphic hyenas. Smaller than humans, but make up for their size with viciousness. The vast majority are antagonistic towards everyone, but exceptions to the rule exist.
Typically live in matriarchal tribes in the wastelands and raid nearby settlements, often coming into conflict with the orks. Gnolls have no taboos against eating the flesh of other sentient species, or even their own kind. After all, it's a shame to let meat go to waste.
Highly sexually dimorphic with females of the species being significantly larger and stronger than their male counterparts.
Goblin
The shorter, smarter cousin of the Orc. Goblins tend to be smart, cunning, and oddly curious. When not living amongst themselves, goblins can be found living in orcish settlements.
Some goblins put their smarts and curiosity to work as engineers. They’re surprisingly good with machinery, be it building it or breaking it. Goblin creations can do fantastic things, but are often erratic, unreliable, and sometimes downright lethal. It’s not a question of if it will explode, but when. Their compulsion to tinker doesn’t help matters. Goblin engineers are one “I wonder what would happen if-” away from being consumed in a fiery explosion.
Kobold
A reptilian, tribalistic species that worship power. Kobolds will latch onto and follow any entity they deem powerful. Dragons are common objects of their worship.
They average about 3 feet in height. They like to gang up on things; Where you find one kobold, you’ll usually find more (or more accurately, they will find you).
Lizardfolk
Anthropomorphic lizards. Lizardfolk tend to be tribalistic and keep mostly to themselves. They’re incredibly diverse as a species. No two lizard tribes look the same, even within the same area.
About the only features all lizardfolk share are scaly skin and cold blood. Everything else can vary wildly. One can take a guess what a given lizardfolk might be capable of based on what type of earthly lizard they resemble.
They’re commonly found in warm places such as jungles and deserts. Some of the smarter ones have learned to wear cold weather gear to expand their range.
Troll
Silicon-based life forms; they’re about as tall as orcs but not as strong, with goblineqsue cunning and intelligence when they apply themselves. A long pair of tusks jut out from their mouths.
They possess incredible resilience. Trolls are extremely hard to injure. This also makes them incredibly hardy. Trolls can survive anywhere on land, no matter the conditions. Their major weakness is heat; their silicon-based brains slow down in the heat, making them seem stupid in hotter climates.
Draconic
It is currently unknown where Draconics came from. Hypotheses range from being offspring of humans and dragons to being slaves bred for war by a long forgotten warlord. Most are content to let the past lie and forge their own future while others delve into unhealthy obsessions on finding where they come from. One thing that is for certain is that Draconics appear to have a higher than average affinity for magic compared to other races.
Draconics are often tall and stocky with a more fearsome appearance compared to Lizardfolk.
Draconics typically hail from a clan and their goals generally add up to improving the reputation of their clan.
Cybernetics and Cyborgs
Any race (except perhaps trolls) can be outfitted with cybernetics. Simple prosthetics like hands and eyes are relatively common even among the lower classes.
Fully cybernetic people, those who are more machine than man now, are a very rare sight. This is due to a combination of expense and low supply. The parts and technology to do this costs a small fortune on their own, even before factoring in the medical procedures required for installation. Rumor is the corporations deliberately keep the supply low to increase profit, but no official investigation has been able to turn up any proof of this.
Regardless, the benefits cybernetics offer usually outweigh the cost…...if they’re installed correctly.
The original inhabitants of the world before the great rift. The bog standard. Humans are known for their high levels of adaptability and ingenuity.
Vampire
Creatures of the night. Vampires feed on blood, typically via biting a victim and sucking the blood out. Victims can be turned into Vampires themselves if completely drained of blood. Typically harmed by sunlight, but so called Daywalkers are possible thanks to advances in technology.
Sometimes have more supernatural abilities (TBD).
Vampire-owned nightclubs throw the best parties. Big city vampires know better than to feed from unwilling victims, as that's the quickest way to attract hunters. Fortunately for them, there seems to be no end of kinky freaks who are into that sort of thing.
Werewolf
Wolf/Man hybrids caused by lycanthropy. Typically bigger, stronger, and faster than a normal human. Being bitten by a werewolf infects the victim. Their first transformation is typically triggered by the first full moon after getting infected. Other races can sometimes be infected with lycanthropy, but a werewolf's bite is more often than not fatal.
After the initial transformation, results can vary. Some lose themselves to their new feral impulses and run wild. Those who master their wild side can learn to transform at will.
Some even choose to make their transformed state their default, leading their lives as usual, barring all the shedding fur.
Catfolk
Shorter than humans but taller than dwarves. A slender, athletic species, scrappy in nature and also inquisitive. They have claimed no territory for their own nation; content to spread out amongst the other species. With a broad range of physical features, their species features even more diversity in appearance than humans. And yes, some can look like big cats. Obsessive-compulsive behaviors and fixations are quite common amongst them.
Dwarf
A short, stout, rugged people typically found in mountainous regions. Dwarves love to drink, fight, and mine for valuable minerals. All dwarves have and take immense pride in their beards. Yes, even the women.
Normally, dwarves are greatly associated with mining and metalsmithing. If it involves digging a hole or shaping metal, there’s a good chance a dwarf is involved in the process somewhere.
That said, the dwarves have expanded their horizons. Dwarven engineers are renowned for their sturdy and reliable handiwork, and dwarf-made machines are prized possessions throughout the world.
The more nefarious types found their calling in organized crime. The dwarven mafia formed from a loose alliance of clans. Despite constantly trying to undermine one another, they remain one of the larger powers in the criminal underworld.
Orc
A human-like species, typically defined by their tall size, large muscular stature, tusked teeth and pointed ears. Orcs are highly competitive by nature, and a little rough around the edges. They enjoy physical activity, and many are found in the employment of the military, law enforcement, corporate enforcers, bouncers, bounty hunters, paid jobs requiring physical labor and strangely enough, politics due to its highly competitive nature.
Orcs tend to form Clans of 3- 4 families to which they are very close and loyal to. And it is of great honor for a non-orc outsider to become a member of a clan and will be treated as a part of the family. Clans will oftentimes work together during times of great trials to overcome the difficulties.
Despite their brutish and stoic appearance they enjoy a good party and love to have fun. Work hard, play hard is commonly associated with orcs.
They are not, by nature xenophobic; accepting of others so long as they do not pose a threat, and of all the species they integrated the most easily into human society.
They are of average intelligence, and it is extremely rare for an orc to be gifted with the ability to harness magic.
Gnoll
Anthropomorphic hyenas. Smaller than humans, but make up for their size with viciousness. The vast majority are antagonistic towards everyone, but exceptions to the rule exist.
Typically live in matriarchal tribes in the wastelands and raid nearby settlements, often coming into conflict with the orks. Gnolls have no taboos against eating the flesh of other sentient species, or even their own kind. After all, it's a shame to let meat go to waste.
Highly sexually dimorphic with females of the species being significantly larger and stronger than their male counterparts.
Goblin
The shorter, smarter cousin of the Orc. Goblins tend to be smart, cunning, and oddly curious. When not living amongst themselves, goblins can be found living in orcish settlements.
Some goblins put their smarts and curiosity to work as engineers. They’re surprisingly good with machinery, be it building it or breaking it. Goblin creations can do fantastic things, but are often erratic, unreliable, and sometimes downright lethal. It’s not a question of if it will explode, but when. Their compulsion to tinker doesn’t help matters. Goblin engineers are one “I wonder what would happen if-” away from being consumed in a fiery explosion.
Kobold
A reptilian, tribalistic species that worship power. Kobolds will latch onto and follow any entity they deem powerful. Dragons are common objects of their worship.
They average about 3 feet in height. They like to gang up on things; Where you find one kobold, you’ll usually find more (or more accurately, they will find you).
Lizardfolk
Anthropomorphic lizards. Lizardfolk tend to be tribalistic and keep mostly to themselves. They’re incredibly diverse as a species. No two lizard tribes look the same, even within the same area.
About the only features all lizardfolk share are scaly skin and cold blood. Everything else can vary wildly. One can take a guess what a given lizardfolk might be capable of based on what type of earthly lizard they resemble.
They’re commonly found in warm places such as jungles and deserts. Some of the smarter ones have learned to wear cold weather gear to expand their range.
Troll
Silicon-based life forms; they’re about as tall as orcs but not as strong, with goblineqsue cunning and intelligence when they apply themselves. A long pair of tusks jut out from their mouths.
They possess incredible resilience. Trolls are extremely hard to injure. This also makes them incredibly hardy. Trolls can survive anywhere on land, no matter the conditions. Their major weakness is heat; their silicon-based brains slow down in the heat, making them seem stupid in hotter climates.
Draconic
It is currently unknown where Draconics came from. Hypotheses range from being offspring of humans and dragons to being slaves bred for war by a long forgotten warlord. Most are content to let the past lie and forge their own future while others delve into unhealthy obsessions on finding where they come from. One thing that is for certain is that Draconics appear to have a higher than average affinity for magic compared to other races.
Draconics are often tall and stocky with a more fearsome appearance compared to Lizardfolk.
Draconics typically hail from a clan and their goals generally add up to improving the reputation of their clan.
Cybernetics and Cyborgs
Any race (except perhaps trolls) can be outfitted with cybernetics. Simple prosthetics like hands and eyes are relatively common even among the lower classes.
Fully cybernetic people, those who are more machine than man now, are a very rare sight. This is due to a combination of expense and low supply. The parts and technology to do this costs a small fortune on their own, even before factoring in the medical procedures required for installation. Rumor is the corporations deliberately keep the supply low to increase profit, but no official investigation has been able to turn up any proof of this.
Regardless, the benefits cybernetics offer usually outweigh the cost…...if they’re installed correctly.