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Lore - Races of Matai
Races races races
Among all the races of the world, Humankind is the most diverse and prosperous. Widespread throughout nearly every corner of the realm, they have proven time and again their unique ability to learn and adapt. Social creatures; they quickly establish communities and settlements wherever they go. They are constantly seeking to sate an inborn hunger to build upon those that came before them before the end of their short lives. 

Lifespan: 60-80 Years
Average Proportions: Males 171 cm, 77 kg | Females 158 cm, 54 kg
Ethnic Groups: 
Idran: Slight and sickly pale, native to the Searing Sea Desert region. They are nocturnal and prone to bouts of extreme emotion. Native Idrans are raised believing that the world of daylight is fraught with danger and pain.

Thuul: Hardy and earthen, native to the Central Frontiers and the Schisma Mountains. Naturally tough and enduring even in the harshest conditions. Thuulic tribes interbred with Mataians many years ago.  Many people trace some sort of Thuulic heritage in their blood.

Mataian: Fair haired and blue eyed, native to the grasslands of the east and western sides of the continent. Mataians are proud and charismatic with a more-common-than-not friendly outlook toward other species (except elves). 

Common Skills: Humans are too varied and diverse to accurately divine skills unique to their species.

Racial Traits: Humans are highly adaptable and possess a greater resilience to changes in temperature. They have an easier time learning and acquiring new skills an may start with an additional skill in their starting package.
General Appearance: Humans are the most diverse race in the world with a wide variety of looks and fashions. 
Primary Language: Commonspeak

Notable Relations:
Humans and Orcs are on FRIENDLY Terms
Humans and Elves are on TENSE Terms
Physically dominant compared to nearly every other race of the world, Orcs are second in prosperity only to humans. They possess settlements across the known world with a racial seat in the jungles of Tegaar. Ambitious and honorable creatures by nature, they live lives of constant effort and physical challenge. They still heed to many ancient traditions that some consider barbaric and brutish and will defend their sacred cultural beliefs with their lives.

Real World Language/Culture Parallel: South American, Western Mediterranean

Lifespan: 55-70 Years
Average Proportions: Males 181 cm, 92 kg | Females 162 cm, 74 kg
Ethnic Groups:
True Orcs: Large and imposing, the green-skinned orcs call both the mainland grasslands and Tegaar their home. Physically strong and possessed of sharp intuitions, True Orcs are highly prized warriors of pen, word, and sword. True Orcs prize the massive Warbow above all other weapons and often carry heirlooms passed from parent to child.

Goblinkind: Diminutive and intelligent, don’t let their bulbous eyes and wide smiles fool you; Goblins are extremely intelligent and creative. The first race to master magitech after it was brought to the mainland by the Raemuzel, native goblins have a natural knack for technology.

Trolls: Brutish and lanky, the tall and powerful trolls of the Tegaar jungle very rarely leave their native homeland to seek greener pastures. They possess an insular outlook born of a difficulty to reconcile their shamanistic and druidic beliefs with the pantheon of the gods.

Common Skills: Orcs are a highly focused people that prefer to specialize in skills that they can develop, master, and compete with. They make excellent warriors and diplomats.

Racial Traits: Orcs are naturally physically stronger than most other races and can take a hit better than most. They lack a certain level of delicacy starting out in life and must work hard to overcome it.
General Appearance: Members off the all the orcish species have defined muscles, various lengths of tusks, green skin and flared ears.
Primary Language: Commonspeak, High Orcish, Low Orcish

Notable Relations:
Orcs and Humans are on FRIENDLY terms.
Orcs and Dwarves are on HOSTILE terms.
Beautiful, graceful, and possessed of a restless spirit, the aelfs have seen constant tragedy and war for hundreds of years against the outside world. The three aelfen kingdoms merged into the great Aelfen Triad centuries ago and have remained close allies ever since. Most of their settlements remain in the mountains, forests and depths of the world; they avoid cities where their kind is distrusted.

Real World Language/Culture Parallel: Italian, Germanic, French (respectively)

Lifespan: 120-300 Years
Note: An aelf may lifebond to another aelf in a form of marriage ceremony. After forming a lifebond an aelf obtains an indefinite lifespan. If either aelf in the coupling dies, the other dies within a year afteward.
Average Proportions: Males 165 cm, 59 kg | Females 160 cm, 46 kg
Ethnic Groups:
High Elves: Known as the Alytar, the wise and magnanimous High Elves were the first to propose an alliance between the three peoples. Gifted (and cursed) with an innate sensitivity to mana; they are noted for their deep religious beliefs and use of natural magic.

Wood Elves: Known as the Dulin, the fierce and clan-oriented wood elves are constantly wandering their wooded homeland, never settling. Sensitive to nature and the ‘feelings’ of plants and animals, they are deeply bound to the fate of the land. Wood elves are notable shamanists.

Drow Elves: Known as the Erbyl, the proud and insular drow maintain great cities deep beneath the earth. Savagely loyal to the success of the Triad, most Drow loathe members of any race other than elfkind.

Common Skills: Aelfs do what comes most naturally and seek out skills and training that amplify the individual.

Racial Traits: Aelfs are more dexterous than other species and have an easier time working with their hands. They are naturally sensitive and emotional and are prone to outbursts.
General Appearance: Members of the Aelfish races are lithe of build, have angular facial features and long, pointed, ears.
Primary Language: Commonspeak, Aelfish, Underspeak, Word of the Woods

Notable Relations:
Aelfs and Humans are on TENSE terms.
Aelfs and Raemuzel are on HOSTILE terms.
Exotic, intelligent and ruled by reason and logic, the oldest race in the realm. Raemuzel consider themselves to be the apex of evolution and creation. The species operates on a strict caste system and puts a great deal of focus on the community over the individual. Their people developed magitech and brought industry to the world. Most Raemuzel are xenophobic and resent outsiders. Their people originate on Xern an isolated island-continent to the west of the mainland. It is believed that Raemuzel may have descended from 'dragons' a species of creature that died out in pre-history. It is rare for Raemuzel (who are long lived) to breed. Over the centuries their culture shifted to being predominantly homosexual.

Real World Language/Culture Parallel: East-Asian, Chinese, Russian, Mongolian, Japanese

Lifespan: 400-2500 Years
Average Proportions: Males 213 cm, 106 kg | Females 189 cm, 89 kg
Raemuzel Castes: (The caste name positioned at the end of the name.)
Trez - Nobility, Politicians and those who specialize in the legal professions. Almost exclusively male.

Taar - Warriors, Laborers, Military Leaders, and those who perform hard, technical work with machines. Almost exclusively female.

Xel - Scientists, Engineers, Mages and Magical Researchers.

Lunt - Commonfolk, non-specialists, farmers and the lower class.

Common Skills: Raemuzel are imminently practical and rarely pick up skills outside of their realm of focus or their caste.

Racial Traits: Raemuzel are extremely intelligent by nature and have a knack for understanding how machines work. They possess a near-biological skepticism and struggle with religion and the unexplained. Raemuzel also possess the ability to expel a minuscule amount of energy from their mouths in the form of acid, flame, electricity, or cold. The amount has been described as 'no more than a wad of spit'. Raemuzel individuals only have one type of spit.
General Appearance: Raemuzel possess smooth tan skin and hair like most humanoids but are considered mammoreptiles. They have slitted eyes; their eyebrows, ears, and noses are ridged with cartilage, they also possess fangs and forked tongues.
Primary Language: Commonspeak, Xernian

Notable Relations:
By their very nature, Raemuzel are either perceived as (or actually do) look down on all other races.
Varied and misunderstood, the farfolk are those descended from outsiders that chose to remain in the matierial plane and procreate (mostly with humans). The results were tieflings, aasimar and other folk touched by the outer planes. The farfolk do not have a home to call their own and do their best to integrate into modern society wherever they can. It is common for less advanced or isolated settlements to outright reject farfolk out of fear and ignorance.

Real World Language/Culture Parallel: Varies

Lifespan: Varies
Average Proportions: Varies
Farfolk Ethnic Group examples:

Tiefling: The most nomadic of the various farfolk, cursed with frightening features granted to them by demonic or infernal bloodlines, the Tieflings are scorned in all but the most integrated societies. They are notable for their talent with outsider magic and some believe that tiefling blood is a potent alchemical catalyst.

Aasimar: Sedentary and noble by nature, Aasimar are blessed with beautiful appearances derived from celestial bloodlines. Aasimar are the least reviled of the farfolk and rarely find trouble integrating. Sensitive to divine magic, they are aware of its presence when cast. Unfortunately, Aasimar are habitually servile and have difficulty saying no to an authority figure.

Edemmian: Arguably the most common of the farfolk, with the most stable of the bloodlines. Roughly the same average height as Aelfs, the Edemmians are exotic and familiar at the same time, possessing both human and vulpine features, including three to six fox-like tails, paw-like feet, and arms covered in fur. Hailing from the Searing Sea, the Edemmians are common in that region. Edemmians are often considered enchanting and alluring by most humanoids.

Djinn-sai: The most unusual of the Farfolk, born of both djinn and elemental bloodlines, they have often dramatic appearances that may include frost covered skin, flaming eyebrows, persistent wind tossled hair and/or craggy flesh. Despite their usually pleasant and gregarious nature, Djinn-sai are considered monstrous and frightening by most people.

Faemen:  Reclusive and dangerous, Faemen are descendants of those touched by wild magic and raw mana who have then further been touched by the god of madness. They are prone to emotional fits and have a great deal of difficulty resisting temptation. Most of them are small in stature, gifted with exaggeratedly elvish features including slanted, bulbous eyes and long pointy ears (this does not help their chances of integration).

There are many other types of farfolk out there, if you would like to make a farfolk based on a different type of outsider, please contact the staff with a description of the creature you intend to create.
Discordant and proud, the dwarven peoples split in half in the centuries after the Thuul moved to inhabit the schisma mountains. Among all the races, the dwarven ethnic groups possess the most dislike for one another. Short, stocky and built for hard labor, they also possess inquisitive minds and picked up on the techniques of Magitech shortly after the goblins. 

Dwarves reserve much of their inter-racial judgments for one another, preferring to despair the cultures of their kin. Their outlook toward the non-dwarven races is mild at best, taking each personal interaction as its own individual chance for judgment. This behavior has led some to think of dwarves as opportunists, to which they deny nothing.

Real World Language/Culture Parallel: Nordic, Scottish Highland and German
Lifespan: 350 - 400 Years
Average Proportions: Both sexes - 148 cm, 86 kg.
Ethnic Groups:
Mountain Dwarves: Reclusive bordering on paranoia, their xenophobia is only rivaled by that of the Raemuzel. Residing deep within the schisma mountains, they are constantly fighting with the regional Thuulic tribes for control of underground resources. Their mighty subterranean kingdoms are vast, complex, and filled with beautiful works of architecture and machinery. They loathe the Hill and City dwarves.

Hill Dwarves: Unwilling to associate with the cities and laws of man and the other races, the hill dwarves also resented the isolationism of their mountain cousins. Choosing to set up settlements in the frontier they established friendly relations with the Thuulic barbarian tribes. Hill dwarves abhor external influence but are open and friendly to trade and communication with outsiders.

City Dwarves: Having fled lost kingdoms and failed settlements, many generations of dwarves came to live in Mataian cities, most of them coming to live in Matra. Plague and disease soon followed, leading the dwarves to suffer innumerable losses from lack of proper sanitation in their culture. This pushed city dwarves into shaving their bodies completely despite the survivors having already built an immunity to the illnesses that had felled their ancestors.

Common Skills: Dwarves are creators and artists by nature and see tasks, even those involving engineering, as something to approach artistically. They favor pursuits that allow them to express themselves.
Racial Traits: Dwarves possess a natural hardiness and stamina that makes them extraordinarily resilient. Over the centuries they have developed a considerable tolerance to mana which makes them above average spellcasters.
General Appearance: Shorter than most humanoids but as broad as an Orc, Dwarves have a natural barrel shape to their physiology. Both Mountain and Hill Dwarves tend to be very hairy, with the males possessing long, well groomed, beards. City Dwarves of both sexes are always completely bald and beardless.

Primary Language: Commonspeak, Mountainspeak, Hillspeak

Notable Relations:
Dwarves distrust others as a rule but seem to find the other races more appealing than one another.
The integration of intelligent undead into modern society began as early as they decades following the thuulic wars. Though the empire collapsed shortly afterward, it is commonly agreed that the changes that took place in the empire’s waning days were not the root cause. Most intelligent undead that exist in civilized society have taken strides to find ways to more comfortably adapt on their own account and for the sake of others, taking minor personal sacrifices as a small price to pay for a return to society.

Many types of intelligent undead exist and some are more integrated than others. Attitudes of intelligent undead toward the outside world vary widely as most of them were part of a different race at one point in their lives. An undead can be of any race. The lifespan of an undead is solely based on the upkeep of their bodies, either through rejuvenation of dead tissue, consumption of blood, or other such activities. Most modern undead have found ways to accomplish these tasks without putting themselves outside of societal laws.

Lifespan: Varies
Average Proportions: Varies
Types of Intelligent Undead:
Vampires: Vampires were the first intelligent undead to join modern society. Happy to integrate and develop lives outside of their reclusive covens, they quickly worked out ways to obtain sustenance without hunting. Many Vampires still practice the hunt, and those are considered dangerous and unwanted by the civilized Vampires that exist in cities. Vampires are sensitive to sunlight, silver and silver-based compounds are caustic to them as is tainted blood.

Risen: Risen find the term “zombie” to be offensive, given that they are fully articulate and capable of reacting to their surroundings without any issue. Most of the population of risen are made up of undead soldiers who fought during the Thuulic War and were freed at the end of the conflict. Risen require continued maintenance and restoration to their rotting bodies which has lead to a search for a permanent solution for their dilemma. Risen crave raw meat, can be of any species, have difficulty performing magic, and do not sleep.

Revenant: There are very few revenants in the world, their existences are also extremely unique. All were raised by some manner of powerful spell or artifact and were given some level of regenerative power to their bodies. They, for the most part, can function in modern society without issue and have a knack for appearing as living for long periods of time. Unfortunately, revenants possess defining traits; their eyes are photoluminescent, they cannot eat food, at least one limb or body part has withered in some unsightly way and, most importantly, they are raised with a singular motivating purpose/hatred/ideal that can flare up at inopportune times.

Common Skills: As undead come from all races, it is impossible to pin down a specific set of skills they fall back on.

Racial Traits: Undead do not need to breathe nor do they rely on sleep as much as other races do. They also possess a strong resistance to mental magic. Healing magic has no effect on them, nor does it harm them.
Primary Language: Commonspeak, Underspeak, Rasp

Notable Relations:
Undead enjoy a surprising level of neutrality from the various races. For the most part, opinion comes down to personal belief rather than racial tension.

The youngest race, a veritable melting pot of the many races of the world. A member of any race (except undead, of course) can be born with psionics. Psions are the only species that can utilize that particular circle of magic. The only way to differentiate a member of any race from a psion are the odd fuzzy spots that grow around their eyes. Many psions trim or even shave their “ollips” in order to fit in.

Psions share a source bloodline and distinguish themselves based on the noble psionic family that they are either related to or descend from. They possess innate psionic abilities from birth that give them a more intimate connection with those around them. Because of these traits, most psions do not heed traditional cultural norms of relationships. Their behavior, however, as well as their abilities, have made them outcasts and wanderers.

Though the psychic people are wanderers, most of them look toward the Psychic Council as their central governing body. A mysterious organization lead by the Elders of each of the noble families, the Psychic Council does not appear to have a central headquarters in any discernible location.

Lifespan: 200-300 Years
Average Proportions: Varies on parentage
Psionic Bloodlines: 
Unknown [Locked]: There exists a high family of psions that serves as its sole form of ‘royalty’. The leader of this family is known as the Psychic Lord, and he or she is often regarded as a living god by psions. Very few know the identity of the Psychic Lord, the name of the family and the extent of the powers at their disposal.

Valdyme: The Valdyme family acts as the guardians of the Council, powerful and extremely loyal, the Valdymes have served as protectors of the psychic people for generations. Their Elder, called the “Veryl” after the god of loyalty, serves at the right hand of the Psychic Lord and abstains from votes within the council.

Hardy: The Hardy family is largely native to the western mainland. Politically connected, they favor subtlety in their actions. Many believe that the Hardys are descended from paladins because of their strict adherence to rules. Hardy’s possess a universal temptation toward pride and overcoming that ‘fault’ is the mark of adulthood. Hardy’s have a knack for psionics that involve shaping matter.

O’Haire: The O’Haire family is largely native to the eastern mainland. Rebellious and haughty, they loathe many of the established city-states for their treatment of psions and eagerly seek a day when the psions have a nation to call their own. O'Haire's are prone to anger and developing an inner calm is their rite of passage into adulthood. O'Haire's have a knack for psionics that involve manipulating energy and moving matter.

Tomko: The Tomko family is widespread and acts often as a buffer between the Hardy and O’Haire families. Pacifists by nature, they seek diplomatic solutions in everything that they do. The Tomkos are innately self-loathing and only by overcoming this can they enter adulthood. The Tomko family possesses several alliances with various vampire clans. The family has a knack for psionics involving telepathy.

Drusus: The Drusus family is native to the eastern mainland. Scholars and engineers, their traveling caravans are filled with all sorts of fascinating creations. Members of the Drusus family are consumed with an innate paranoia from birth and are given a test of trust as a rite of passage into adulthood. The Drusus possess a knack for seeing magic and their elder is considered to be the most accomplished oracle in the world.

Tanner: The Tanner family is largely native to Xern, counting themselves as the descendants of a particular Princess-General. Fierce martial artists, every day as a member of the Tanner family is a constant physical test. Tanners are matriarchal and scorn males that attempt to better themselves within the family. Tanners are born with weak bodies and only proving physical strength through a rite of passage can one become an adult. Tanners have a knack for psychometabolism or the manipulation of organic matter and use it to strengthen themselves and heal others.

Rison: The Rison family is largely native to Xern, having dedicated themselves to the Imperial Royal Family. The Rison’s practice a strict code of conduct, perform espionage and are often active assassins. Possessed of an overbearing lack of interest in the world, the family fosters curiosity as passage into adulthood. Risons not only have a knack for using their powers to travel, but they are also accomplished alchemists and poisoners.

Lotus: The Lotus family is native to the western mainland. Deeply articulate and obsessed with arcane magic, they have practiced the regimented art for generations alongside their psionics. Despite their skill, they are still rejected by most society for their attempts to reconcile the two methods of spellcasting. Their obsessive nature is something that is pressed upon them from birth and only by learning to step back objectively and let go are they considered adults. Unlike the other families, the Lotus’ do not possess a particular knack for one method of psionics or another.

Common Skills: Psions usually pick skills that emphasize their familial bloodlines.

Racial Traits: Psions are capable of using psionic magic. If a psion contracts Mana Poisoning and the condition is not treated, they will go berzerk.
General Appearance: Varies
Primary Language: Commonspeak, Varies based on parentage.
Notable Relations:
Most races distrust and misunderstand psions.

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