Races are among the triad of foundations apon which we build a player character. We would like you to be able to create something that is both unique and viable without feeling constrained to the 'core selection' of staple fantasy races, so we went ahead and changed some things to make the racial selection system a little more dynamic.

We have done our best to nullify the high-fantasy stereotypes which are so drearily derivative of the Middle Earth cosmose. Whenever we could, we've modified the thematic elements of the various core races in order to ratify them with the tenants of ancient folklore, and we feel the results add a certain depth to one of the triads of foundation on which you will build your character.

The Green Races

Aurkin - A corruption of Ythillian for 'Golden People', Aurkind covers a range of related humanoids who share the bloodline of fierce creatures raised from the slave pits of Ythill to raised to keep the smaller, smarter Gremelkin in check. Exceeding the expectations of the Fleshwarpers, these creatures fought in the War of Princes and were eventually sequestered by the Yellow King and used as shock troops during the Deluge. The were responsible for enforcing the Carcossan purges and also for the plunder of Alar, and subsequently fought several campaigns against Aklonian loyalists before rebelling against the Yellow King under the banner of Erdene Sech. After the Yellow King fled, Sech established the Aurkind kindom of Korahan and the city of Aurakesh. Within the Korahan, the Aurkind prefer to call themselves the 'Shuhah Maru', a name with uncertain origins. Some Aurkind tribes that have spread Southward have adopted crepuscular schedule for hunting, working and foraging, conducting most of their work during the hours of dusk and dawn when their sight is keenest. Known as Maru, they have developed a more even brown-green skintone.

The average Aurk is a particularly burly looking humanoid that stands between 5'9" to 7'5, feet in height, with paragon specimens reaching 8'5" feet or so. The male is generally much larger and bulkier than the female of the species, but both have strong, angular features and light-olive to seaweed colored skin, with the 'average' Aurk being a bronzy green. Light-skinned Aurk tend to have hair colors ranging between ivory and dark khaki, while darker skinned Aurks generally have sandy brown to lamp black hair. Aurks of any sex or age tend to be muscular with strong features, often sporting grotesque body modifications and scarification attributed to specific tribes of the Korahan Steppes. Tooth sharpening and tattoos are also common.

Ogrimak - Creatures rumored to be the hybrids of the Dark Morikai and Aurkind, they are both magically inclined and of great physical stature. They are few in number and said to reside primarily in the mountains and forests of the North, such as Ythill and Ryggar. They are said to have a crude, uncivilized nature and generally live alone, studying the magic of the Eldritch Houses, which they are purported to have an advanced knowledge of. They are also rumored to exist in significant numbers somewhere within the Archaea.

Aurgol - A once promising hybridization of Golothi and Gremel bloodlines by the Fleshwarpers of Ythill. The Aurgol turned out to manifest remarkable range of mutations, and several attempts at breeding specific lines of Aurgol with these mutations occurred towards the Yellow War. Ultimately the Aurgol rebelled against the Fleshwarpers and escaped

Gremel -

Halbfodr - A halbfodr is part part gremel and part Fodran. A large, furrier Gremlin

Fulkan for 'Small Green People', The Gremel are the physically diminished but intellectually superior forebearers of Orcs and other Aurkind. Legend has it that the Aurks were made to punish the Gremelkin for trespasses against their Ythillian overlords. The Gremelkin were raised originally as homunculi to toil and perform crude labor in the Slave Pits of Ythill, finding ways to improve the stock of the Ythillian Lords. Many Gremelkin remained in Ythill after it fell to the Yellow King, emerging after the Deluge as the kingdom of Mux.

Ebokan - The Ebokan are powerful dimensional outsiders who arrived on Geron in the Seventh Cycle.

Eankabi - Attributed to Kabiri, are said to have had an empire which rose and fell in an early cycle. The Eankabi have seven legs and a long tail-like appendage complete with two hook-like protrusions used for anchoring. The Eankabi build complex and beautiful prismatic webs designed to hypnotize their pray and draw them in with elaborate displays of light. Unlike modern spiders, the Eankabi don't reside within their webs but rather remain buried or concealed nearby, springing towards enthralled pray using their tail. Young Eankabi are about the size of a pony, with fully grown adults growing and molting indefinitely until they starve to death or become too weak to survive the molting process. While the Eankabi are highly intelligent, they're territorial carnivores which tend to keep 'herds' of weaker intelligent creatures as both servants and livestock. There are rumors that the some particularly clever Eankabi have been living in the underworld and accumulating power.
Sightings of Morikai and Eankab excavation sites in the mountains around Leng seem to suggest a resurgence in Eankab activities of thins kind. The Eankab are capable of whipping large stones great distances with their tails, a behavior both used on the propagation of their rock-like eggs and in defense of their territory.

Skenmir - Attributed as Eldfor 'Skinchangers' or 'Sharpskinned', the Skenmir were a race of lizard people who once stewarded many kingdoms across Geron.

Duab - Attributed as Eld for 'Deep', the Duab are an ancient race of marine creatures who rose to glory after the sudden decline of all civilization on Geron at the end of the sixth cycle. They're primitive fish-like people with hard, boney skin and unblinking eyes.

Kunideg - Attributed as either 'Person Eater' or 'Round Nose' in Eld, the Kunideg are cannibalistic demi-humans with a squat, brownie-like frame and large slightly frog-like heads which exist in great numbers in Western Leng. Said to be a crossbreed between the frog-like and humanoid people, the Kunideg having their own distinct belief systems surrounding the eating and sacrifice of humanoid beings to the monstrous creatures living within the surrounding mountains. They are known to traverse as far as Koth and Meru, living in large, semi-nomadic tribal communities. Kunideg frequently practice the art of disguise, wearing veils and other obscuring garments which allow them to ambush and attack travelers which often try to pass from west to east by land. This garb is also said to be favored by the shamans of the Kunideg, who seem to attire themselves similarly to the old shamans of the Meru. While the Kunideg are clever and deceptive, they prefer a simple way of life, living in natural caves and using the bones and skins of their enemies to make jewellery, ceremonial attire and tools. The Kunideg are not amphibious life their Faugn forebearers, but they can enter into a state of hibernation when they get too cold or too dry, often preferring to do so in dried out subterranean river and lake systems where they can safely reconstitute when it next rains. This is the process by which the Kunideg reproduce as well, leaving sacks of eggs and sperm packets at the high water marks of these subterranean refuges just before hibernation. As a result, Koth, Meru and Leng are known to experience plagues of adolescent, hungry Kunideg when these regions experience heavy rainfalls. Kunideg young are opportunistic eaters, gorging on eachother, hibernating adults and unhatched eggs before emerging from these sanctuaries in an unplanned and often violent emergence.

Morikai - Attributed to corruption of the Kabiri name for 'Horned Men', The Morikun kingdom once dominated the territories to the right of the Cutter Sea. Morikun fell during the events of the Deluge which claimed many of the kingdom's wealthy coastal settlements. The Morikai spread into Koth, Leng and Oriab living pastorally above the ruins of Eankab. Surviving Eankab have have been known to keep populations Morikai which they send into the Archaea to retrieve treasure for their dimensional webs. Some of these Morikai manage to escape, living in the Archaea by serving powerful ancient forces. These Morikai are known as the Dark Morikai, emerging over the centuries since the Deluge. Most famously, such a Morikai is said to have fathered Erdene Sech, a famous Aurk said to be part Dark Morikai and part Aurkind, a creature known as an Ogrimak.

Fargaban - The Fargaban are small, rat-like relatives of the Kanshai who once toiled beneath the Shabdafa, performing complex but menial labor beyond the capabilities of more mindless or aggressive thralls of the Kanshai Lords. Surviving Fargaban fled after the Deluge, eventually settling primarily in the forests east of Toprakkis and Shinar. While intelligent, the Fargaban are



Shabdafa - Known as 'toads of the moonlight' in modern Kabiri parlance, the Shabdafa are a r origin who administered to daily business of Aklon. While related to the Kanshai Lords by nature, they are a much smaller subservient race about the size of an average humanoid, though they seem shorter as they are hunchbacked and wide-bodied. When Aklon fell to the Great Deluge, some Shabdafa joined the rebellion temporarily, eventually settling in Mnar.




Humanoid Races



Terrifying, saturnine creatures with verdegrise skin and twisted features. Orcs are titanically strong compared to other humanoids, but they are particularly apathetic and out of tune with the life around them. Their society is known collectively in impolite terms as 'Orkur'. Orcs come in the following varieties:

Half-Orcs are fairly strong, fairly wise human/orc crossbreeds. They retain the large frames of their Orcish ancestors, as well as the as well as the inquisitive and entrepreneurial nature of their human relatives. Half-Orcs come in the following varieties: Jungle Half-Orcs, Desert Half-Orcs, Arctic Half-Orcs and Normal Half-Orcs.

Short, stalwart creatures with compact, broad frames. Dwarves are particularly hardy compared to other humanoids, but their squat bodies aren't built for dexterity or prowess. Unfortunately, most folk find Dwarves to be implacably dull due to their conservative, regimented lifestyle. Dwarves come on the following varieties: Hill Dwarves, Deep Dwarves, Dream Dwarves, Gold Dwarves, Cursed Dwarves, Jungle Dwarves, Desert Dwarves, Arctic Dwarves and Normal Dwarves.

Somewhat feminine creatures with elegant but fragile frames. Elves aren't as durable as most of their humanoid counterparts, but their lithe bodies are particularly dextrous. Elves have particularly long lifespans, but they are prone to senility. Elves come in the following varieties: Arctic Elves, Desert Elves, Gray Elves, Wild Elves, Jungle Elves, Wood Elves and Normal Elves.

Half-Elves are the offspring of Elves and Humans. They retain traits from both parents, but they are far less prone to senility and don't live quite as long as their Elven parents. Half-Elves more durable than Elves, but less versatile than Humans. Half-Elves come in the following varieties: Arctic Half-Elves, Desert Half-Elves, Gray Half-Elves, Wild Half-Elves, Jungle Half-Elves, Wood Half-Elves and Normal Half-Elves

Furless, subterannean goblinoids with slightly longer faces and scaly, calloused skin. These creatures are particularly adept tunnelers and miners, relying on their small size and limber constitution to navigate their cramped and treacherous underground lairs. Kobolds come in the following varieties: Arctic Kobolds, Desert Kobolds, Jungle Kobolds, and Normal Kobolds.

Surface-dwelling Goblins are best thought of as evil, vaguely reptilian monkeys with sparse, feathery hair. These creatures are particularly strong and vicious, and they make up for any deficiency in size by travelling in large packs. Goblins have particularly short lifespans and voracious metabolisms, lending to a high rate of genetic mutation amongst their kind. Goblins come in the following varieties: Yellow Goblins, Craven Goblins, Arctic Goblins, Desert Goblins, Forest Goblins, Jungle Goblins,

Gnomes are small yet durable people with withered, cherubic features, beadlike eyes, and particularly large, pointed ears. They are long lived and hardy, but not as strong as their larger humanoid counterparts. Gnomes come in the following varieties: Meadow Gnomes, Rock Gnomes, Desert Gnomes, Arctic Gnomes, Chaos Gnomes, Jungle Gnomes, Whisper Gnomes and Normal Gnomes.

Humans are a particularly versatile people who have managed to spread over the majority of the continental world. Unlike other many other humanoid races, they have no true subraces, coming from one particular stock that ultimately out-performed any competing relatives long ago. Humans are particularly intelligent, learning quickly in comparison to other creatures.

Halflings are small, dextrous humanoids that live in small, xenophobic, closely knit communities. They are thought to be one of the intentionally rampant creations of the White Ones, the ancient ethereal spirits from whom the Elves descend. Halflings are thought to be the mundane off-shoots of brownies. Please note that Mercatia's Halflings ARE NOT HOBBITS. Halflings come in the following varieties: Jungle Halflings, Desert Halflings, Arctic Halflings, and Normal Halflings.

Restricted Humanoid Races



Non-Playable Races

Creche Dwellers



White Ones



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