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Preface: These are the core races and standards as generally known. If there is a race that hasn't been mentioned, tell me about them and I'll add them. The main reason for this section is so that I can show where there are deviations from the more known variations in CASTE, Pathfinder and Dungeons & Dragons.
Dark Elves Sometimes called Desert Elves or Tropical elves, the Dark Elves of Fausinao are an equatorial people, found most distinctly in the warm climates of the Southern Continent. The societal standard for the dark elves can be summed up in a short adage: "The women lead with their heart, and the men lead with their mind." The women of dark elven society are the warriors, the mothers and the craftswomen. The men are the poets, the scribes and the farmers. Dark elven women are famed for their ferocity, said to hold passion as their standard in all things; legends are spoken of the wrath of a wronged dark elven woman. Meanwhile the men are clever, manipulative and heavy thinkers, always with a plan or scheme; it is said that this is the only way they are able to survive their mates' instincts.
Due to the dichotomy of their social structure, the world at large finds the dark elves to be a mix of maddened warrior women alongside con artists and thieves. And while not wholly accurate, the majority of dark elven peoples are content to let people believe what they will.
Dark Elven Culture is said to have been the guiding influence on the cultural development of the Desert Kingdoms. Clothing consists of minimalistic designs and/or loose cloth. Dark elves will wear thin, breathable slacks and vests, favouring shawls and hoods. However, just as often, they can be found wearing the rest of the world's equivalent for undergarments, exposing nearly all of their body save the places it would be uncomfortable to get sand within.
While Dark Elven music is hardly famed in its own right, their dance is known for great and numerous spins that - when combined with the breezy attire - developed its own mysticism about it. Mixed with the warrior caste of women, and the Dervish was born.
Lastly (but certainly not least), the Dark Elves are famed combatants of the Jungle Primeval, and said to be one of the few peoples able to brave the untamed wilds and return alive. This has earned them a place of respect among the desert peoples and in some areas, the greater peoples of the world.
Racial Traits - In CASTE, classed Dark Elves add "Exotic" to their class descriptions. -Where other elves would get natural magics, the dark elves instead get an attunement to desert environs. They are able to move swiftly over desert sands and have far heightened resistances to desert heat. They require less water and food to survive and can run for far greater distances before exhaustion starts to take hold. -Dark Elves are physically stunning, bearing few to no blemishes or birth defects. While elves themselves are found to be unnaturally beautiful, Dark Elves are even moreso. However, they do not share the spell resilience that their northern brethren possess, as if a trade for their physical perfection. -Dark Elves are not born of forests and woodlands, and instead are almost exclusively found in dense urban environments. As such, they are most comfortable around the various peoples of the world and have become inherently masterful at diplomacy and persuasion. However, though keen in mind, the dense sprawl has come at the cost of the far-sight that their northern relatives do so enjoy. A fair trade, one might say. -Lastly, and most notably, where High Elves and the like are keen of mind, the Dark Elves are instead granted bountiful charm.
Tieflings Born of infernal or abyssal unions with the mortal races, the Tiefling peoples are as largely varied as there are differing creatures in the lower planes. While they can be found all over the known realms, the largest collection of Tieflings can be found in Elwye of the Oxident. Persecution of the Tieflings can be found in as many places as there are bigots, but by and large, they are as accepted as any other major race, despite their partially sinister origins.
The physical variations of Tieflings are numerous and are based on their parentage. A tiefling born of elven and vrock ancestry might be very thin and bear feathered hair, or shed a spore-like dust on occasion. Those born of humans and barbed devils might have a sharp, spaded tail or eyes that glow like burning embers. There are extremes of all breeds, but all tieflings will have some notable fiendish trait or another, and often have horns and/or a tail. Their skin tones range from standard tan shades to pale whites, silvers, blues violets and reds, all the way to pitch black and shale grey.
The culture, art and traits of tieflings are that of their realms of birth. The closest thing to their own personal culture is that of the Elwye tribes.
Racial Traits - In CASTE, classed Tieflings add "Survivor" to their class descriptions. -Tieflings span a large gamut, but generally, they are deft of hand and keen of mind, suffering a loss of charisma from their fiendish heritage. -Due to the same heritage, they will gain a resilience against the elements. They are always resistant to fire, and gain either a strong resistance to one other, or a weaker resilience to two. -The naturally mystical aspects of Tiefling blood give them enhancements to magical abilities, compensating for their lacking persona in all other charismatic aspects. -Born of fiends, they can see perfectly well in darkness.
Writer's Notes: When you build a tiefling, you will need one pronounced trait of your heritage and two lesser, common features. Cloven hooves, spaded tail, devil horns, skin that's cold to the touch, your breath is visible even on warm days as if it were cold, spine-like hair, neetle-thin teeth, so on and so forth. When in doubt, just think "Will someone be able to recognize me for a Tiefling at a glance at 30 paces?" If yes, you're solid. If you're not sure if your selection will pass muster, propose it to the GM and check.
Goblins Goblins are a form of Fae, born into this world by trades made between Se'el and her court and mothers of children not quite loved enough. It is said that these trades were made because Se'el loves her children enough to stand-in for thankless mothers, and cares for children so deeply as to give them a home deserving of their purity.
Goblins are heavily influenced by their environment, adapting quickly from a young age to the various breeds that thrive in their area. Urban-born goblins tend to have brown-green skin, the colour of mulch and trampled grass. They are adept at surviving and will steal and kill as needed to continue their lives. They each hold to a twisted morality that they are taught by those around them, and with this, carve out some kind of code of conduct. Scholars see this as the stand-in for the traditional teaching of fae laws that fae would get imbued within them in the fae wilds.
Racial Traits -In CASTE, classed Goblins add "Savage" to their class descriptions. -Goblins are very swift, agile creatures, however they are both ugly and weak. -As part of their variable nature, their swiftness will take on differing forms. They will be fleet of foot, strong swimmers or adept at burrowing, one of the three. To date there are no naturally flying goblins, but should they ever exist, expect them to be faster at that. -Goblins have sharp eyes based on their environs. They will be able to see in the dark, peer through blowing sands, see clearly underwater or through dense rain/snowstorms. -All goblins bear a weakness to cold iron, and suffer additional damage from tools and weapons crafted as such.
Writer's Notes: There is a type of goblin for every possible environment. If you want to play a goblin and there are no precedents for that type, check with your GM and work together with them to present a plausible tribe and backstory. Aim to keep their abilities close in power to those suggested here, and all should be fine.
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