Races of Teresyum
Welcome to the Loremaster's Archive. Here I keep track of all the lore adventurers have discovered on the various races of Teresyum. There are incredible records dating some thousand years ago that represent only a small number of races on Teresyum, with the current variety this makes little sense... I wonder...
P.S. All alignment on races tells you what the majority of that population is like, it does not limit you to being those alignments.
Human Races
- Human
- ShaiTains homebrew
- Sivanian homebrew
- BlackRock homebrew
- Estrian homebrew
- FederationCitizen homebrew
- Freeholm homebrew
Uncommon Races
Races of the Wild
- Kenkus
- Bugbears
- Lizardfolk
- Tabaxi
- Triton
- Centaur
- Lamia homebrew
- Chien homebrew
- Crocians homebrew
- Primal homebrew
Tainted Creatures
- Dragonborns
- Svirnefblin
- Duergar
- Tieflings
- Drows
- Goblins
- Imps homebrew
- Gnoll homebrew
- Sharkmen homebrew
- Hobgoblin
- VenusAlarune
Common races
Forger
The ones who were born to the Forger Family that encompasses most of the Dwarven population. However now the Forger Dwarves have left for their ancient stone homes and the only place where Forgers still exist is Taragon. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Feral
The ones who co-created the Undying Empires and the rare ones who were sent into exile called the Feral dwarves. The Feral dwarves have created a vast and powerful economical megacorporation using Chrome Transportation technology. The biggest shop that has representation in almost all major cities of Teresyum is the one who deals in Crystals and magical enchantment called The Guild of Dust.HalfOrc
The orcs were mostly hunted to near-extinction by the elves but there are still tribes who escaped to sea in the Infinite Shores, the Half-Orcs are the remnants of the Orcs living on the mainland. They are not hated by civilized people but they hate them. Under the iron fist of the Elves their people were powerfully discriminated and treated like animals. It takes a lot of hard work to gain the trust of a Half-Orc and it is very easy to lose it.Gnai
The G’nai were the Forger Dwarves’ secret weapon. They appeared out of nowhere one day and they lived in the mountains and forests of the Forger Dwarves, most of the technological advances of the Golden Millennia are theirs. After the war they migrated everywhere and now are respected everywhere as tinkers and great helpers. Cities offer good jobs to almost all G'nai who visit them, for everyone is in need of a good tinker nowadays.Halfling
The Halflings are natural creatures born mostly in the North, they were the original inhabitants of the Freeholms before the Great Migration brought the Humans north.HalfElf
They are quite an uncommon sight outside of Sivania, where most of them live. They are mostly shunned by the elves, and loathed by humans in general because the shadow of the Elven iron fist still is blamed for the near extinction effect of the First Demonfyre war. However Half-Elves have one distinct advantage, they can never be affected by the taint, nobody knows why.Races of the Wild
There are many creatures outside of civilisation in Teresyum. IMPORTANT: None of these races can speak Common. Player characters with these races usually leave or are forced to leave their former lives for one reason or the other. They seek meaning in their life like any other sentient race, however they are often met with racism and xenophobia.
Kenkus
Kenkus live in small families and rarely form any communities. Seeing a Kenku without a family usually implies a tragic story in their past.
Bugbears
Bugbears are large creatures with furry backs and generally uni-brows. The creatures live in caves in lush verdant areas. They mate rarely and only the Matriach (the females) take care of the children, the fathers usually never see them again. Females live in communities and have no need for males besides for mating purposes.
Lizardfolk
Lizardfolk have come from the mysterious island of Etna in the Infinite Shores. Their reason for coming to Teresyum is unknown. They live in small communities on large grasslands and swampland. Their communities are usually around Estria and Luna's Valley.
Tabaxi
Tabaxi are catfolk, most believe their are strongly tied to fey but this humble writer has not found anything to prove that. They are secretive and I have not heard
Triton
Not much is known about Tritons. Sailors believe it is the influence of the taint over the seas and that Tritons are the reincarnated spirits of dead sailors, or a curse from on high. Whatever their origins are in reality there is one major difference between them and other monstrous creatures, however nobody has figured that one out yet.. By few Merfolk who have commented on this, the Tritons are considered monsters of the sea. It usually casts an ill omen to have a Triton on your ship. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Centaur
Centaurs once inhabited the lands where the kekkai Barrier was erected. Many of the Centaurs yearn to reclaim their lost homeland but the impossible war against Taragon has always made this dream unreachable. Because of that many Centaurs have left their tribe or warband to seek other goals.
Lamia
Similar to Centaurs but with a lower body of a lion, Lamia's are proud creatures that do not back down in the face of discrimination and with fight fiercely anyone who calls them a monster. Lamia live in communes let by the Eldest of them and it is common that Lamias go out into the world to learn more about it and bring that knowledge back to the commune.
Chien
The Chien are medium sized Dogfolk that come from an unknown island in the Infinite Shores. None have been willing to talk about it and during the ages they have lived in Teresyum much of their origins have been forgotten. The Chien are extreme survivalists and find pleasure and meaning from living in the most inhospitable places in Teresyum. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Crocians
A hardy race of hunched, crocodile-like humanoids from Heartsore Island. Their fearsome appearance hides their ingenuitive nature. Their origin exact is unknown, but many scholars theorise that this race was made with magic. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Primal
Born in the darkest and most war-torn continent of Eirin, even it’s name shows it’s nature is well beyond evil, something more ominous and grand. The Land Where Shadows End, Shadow-Limit. Most dragons have long left this cursed land to form the First Community, the cursed dragons left for reasons unknown. But not all did. Throughout the ages the Prima Dragonborn have been determined by survival of the fittest. In a land no longer their own, claimed by rival powers, they have to survive or die. Their bodies are scarred, each scar a testament to unwillingness to forfeit life. The Primal Dragonborns are neither truly dragons, or cursed dragons, neither are they tainted ones, they have always and will always be warriors, survivors of everything this world throws at them.
Uncommon races
Aarakocra
A rare people, they live in communities no larger than 30 and reside on the highest peaks the Mountains of Teresyum. Generally, they are a religious people, but they have no definite faith. They dedicate most of their lives to discovering the secrets of the Chrome. Aarakocra
Aasimar
A small minority that have recently made themselves known on Teresyum. There are no records of them or creatures like them in the histories not lost within the Demonfyre war. Nobody knows where they are from, but they claim they come from the Chrome. There are very few races strong enough to survive in the Chrome, even with extensive drinks and investigation I have not managed to find out anything more from the Aasimar subject known as Lahgen, I shall be continuing my search. They are a large mystery that the world, and this humble writer believes, they possess a lot mysteries than apparent.
I..told you... it was all flashes and fire...(burp). I appreciate... the drinks... but I can't remember shit.. - Ellesar Chief Engineer - Lahgen
Changelings
Changelings are often born in families that teach them how to use their abilities in isolated settings. They grow up not knowing that they are abnormal and cannot leave until they can control their abilities. Once changelings finally leave, they soon realize why they should never change their form. Parents of changelings don’t know much, if anything, about where they came from or simply refuse to talk about it. Changelings lie to most people they are around and everyone they are close to. The power of a changeling is useful and they are supposed to hide it, but... (Before picking this race, you have to do an intro RP with a Dungeon Master)
Firbolg
The Gentle Giants of the Forest. Long ago they had fey blood through their veins, but they have long away walked away from that legacy. Their Covenant is with Nature, they can be found in deep forests and beautiful mountain ranges. They protect nature with everything they have and learn to live and appreciate it during their time in Teresyum. Firbolgs are the only race to openly be declared friends of the Dryads who protect the Valley of Luna, and quite some number of Firbolg come from that Valley.
Goliath
Goliaths first came to Teresyum from the distant islands of the Infinite Shores. They claim they arrived here even the Demonfyre war, but all records of that are lost. They occupy the island of Belafora and their traditions and bloodlines have already a rich history there. For a long time in their history they were at civil war with the Belaforan Battle-Mage Guild but after the interference of the Travellers and the defeat of the Arch-Fey plot things have turned to peace and diplomacy. Goliaths are staunch allies but piss one off and you won't be having a good time, additionally they are extremely competitive at drinking, especially against dwarves.
Minos
The story of these people is best known through the tale of their liberation. They live on the Island known as Kaz'suun. The island was invaded by Mogrum Pirates. (Mogrum's are the name for the corrupted Giants living in the Exiled Island). When first the Mogrums invaded Arthas Stormborn was barely 20 years of age. His father was killed in the initial skirmish. Over the years he has become a hunter and a survivor, deepening his understanding of the Old Codes of Honour and the Way of the Minos (Most sacred Minotaur name).
One day an opportunity presented itself, he found an Old World Tower packed with knowledge where he learned to drive and control both water and land vehicles of many different varieties. This way he could now save his people so. He gathered the remaining one night and charged into his hometown of Kaz'suun on the night that most pirates were out raiding. He stood face to face with a Mogrum and defeated the pirate captain in solo combat, stealing his ship and sailing his people to Teresyum. Somehow he found his way through the Mists and found a new home for his people on a foreign land. Arthas having trained powerful Minotaurs to protect the small town they erected has left and is now on a crusade to gather powerful allies to free his home from the invaders.
He worked as a trader, on his ship on water or a cart overland, seeking warriors.
His father died protecting their retreat. But he does not hate the Mogrums for what they have done he respects them for their strength but while in Teresyum he has learned that power comes in many ways and will use it to save his people.
He is married to Anna, who seems to be more badass than he is in almost all regards- He was the one to wound Empyrio and sail the ship with the 100 minotaurs to where they would eventually build Rafa'Ta (New Hope)
Eventually Arthas build his allies and a fleet and sailed back to fight for him homeland. The siege was succeful but Arthas lost his life in the one on one fight againts Empyrio, they both died and Anna vanished without a trace. Where Arthas and Empyrio fell a grand fortress was erected and a Temple of the People. Dedicated to Adventurers and those who put their lives on the line for justice and those who can't defend themselves. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Cytherians
Besides the Grixins they are the most ancient Teresyum race. They are not good with magic but they believe in the power they possess from their lineage and wish to honour their ancestors. Their bodies are very large, they are the same size as a Goliath. It is rumoured that Goliath's were a mingling of Cytherian and Trolls. Many of them are reluctant to leave their reservations or caravan towns because they wish to avoid all other populations. They view them as invaders but after their near extinction in the 2nd Age Ascendant War they do not have the forces to cause much trouble anymore. A Cytherians base stats depend on his lineage. Cytherians are generally not trusted and driven away from most small villages and towns. Cities tolerate them for their trade but being viewed as extremists has marked their whole people as fear mongers.. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Warforged
They appeared suddenly on Teresyum during the final years of the Undying Kindoms. All report having woken up in one location or the other without any memories. This humble writer has spent considerable amount of time gawking at their magnificent bodies. Unless destroyed Warforged seem to be unaffected by age or hunger. Simply incredible. One worrying matter is that they all seem to have a shared memory of a word they harbour hate for. While this writer has little idea of what the word means maybe you, dear reader, will find out more. The word is: Ahreman. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Vedalken
Not much is known about the Vedalken as most do not leave their small commune, those that do seem to have an insatiable desire to explore and record information. One thing that does seem to be known is their aptitude for technological advancements rivals that of the greatest crafters of Teresyum. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Simic
The Simic Hybrid are a genetically created race, crafted from the great minds of the Vedalken, to help combat a threat that even they are unaware of. They are made to be the perfect soldiers combing human potential and animal ferocity, there isn’t much a Simic Hybrid can’t do once they have been given the order. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Kalashtar
The Kalashtar are a strange race, having been sealed away from the world for the last few centuries. Their minds are two - one mind corresponding to the physical body, the other that of the Quori spirit they are bound to, a being tied heavily to dreams. They have a strong call to honor and mercy, and the Quori that guide them push them further towards this path. Some, however, fall to the path of Nightmare, their Quori ones made from negative dreams. (Before picking this race, you have to do an intro RP with a Dungeon Master)
The Leoki
“Over the course of six months, my party and I bore witness to the Leoki and their ways. From the first contact on an island off the coast of the Federation, to the establishment of their settlement in the Freeholmes we have have observed them. This but a brief introduction to what we have learned over that time and a more comprehensive telling will follow later on in this report. The Leoki are a race of hunters. They've searched many worlds in their hunt, always looking for more worthy prey. One should not fall into the trap of thinking due to their appearance and their fixation on the hunt that they are in any way an unsophisticated race. Their crafters have an extremely firm grasp on the principles of technology, as Ari has demonstrated many times, and their society is centered around four Core Concepts. They are the Justicar, the Hunter, the Avarice and the Prey. These principles permeate their way of life to the point where Leoki categorize themselves into one of the four. The Justicars are driven by morals and the law, the Hunters focus on honing their skills at tracking and survival, the Avarice are collectors of knowledge and power, and finally the Prey are illusionists and tricksters.”
Excerpt from the introduction of the guild report by Barakas Dreacerzaa Samtae, Steel Plate Seeker and Pridespeaker of the Leoki of Eirin.
Human races
Human
Humans are the most common race of Teresyum. They have short life-spans and search for meaning in everything they do. Most live and die without leaving much behind, will your story leave memories behind or will it be forgotten in the winds of time?
ShaiTains
The very few left are the refugees from the former Capital of Teresyum Ra'al. With the entire royal bloodline gone and the armies extinguished in their last successful last stand against the Army of Gaul, The King of Devils, during the Demonfyre war, the Shai'tains have dispersed along the many cities of Teresyum. They still attempt to keep whatever traditions they remember alive, and with it the memory of their people. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Sivanian
A hardy people who train all their citizens in the use of weaponry, what is more, to be an active part of society in Sivania you have to server time in the military. The country is strict and very well organised. Their land was always coveted by others, the Valley of the Tree of Life Rivers make the entire region extremely fertile. Sivania is mostly self-sufficient. They have long-standing blood feuds and rivalries with Belafora and Blackrock. However they are now part of the Human Kingdoms Alliance and have sworn to fight together, for the time being.
BlackRock
Their former land sunk to the depths of the ocean, the people of the former Zimir Zi Vagun have established their claim on Teresyum in the youngest Human Kingdoms on the mainland Blackrock. The people of Zimir Zi Vagun have charcoal black skin and massive bodies to rival even the Goliaths
Estrian
The people of Estria are nomadic. Their large cities are not known by this name, rather they are called Ghost Cities, for they appear one day and disappear the next (erected almost immediately through elaborate fold and re-construct secrets that every different clan keep close to their coat). The Estrian culture is focused inwards, material possessions, lands and gold are not considered great life accomplishments. They live by an honor and spiritual code where they revere the spirits of the land. They follow the rain and raise large herds of goats, sheep and other animals. Estrian agriculture is shabby at best, however their engineering skills regarding transportation and construction are renowned.
FederationCitizen
Lyal’Dream was founded by the followers and friends of the Unsung Heroes, the several Free Cities have sworn to create a country that will accept any race and culture and grow upon the dedication of its leaders and people alike.
To the southern part lie the Infinite Shores. To find new and exciting places that have never been found before. The south calls itself Lyaldream is an independent Federation of cities headed by a council of Elders and a King. Both having equal power. The Elders swear upon the Holy stone that they “Shall never utter a lie.” “Shall always protect the country and be loyal to the King.” The King is not supposed to swear upon the stone, he should have complete free will, the most powerful and just is chosen from the people, it is a very big event as anyone can become King.
Every city is free and independent governed by a council appointed by the King. The King looks over The Capital otherwise known as The City of Fireflies. Their main export is adventurers, the Guild is part of the government and adventurers pay 10% of their earnings to the Guild, which is more than enough to cover any and all expenses. The King and everyone in the faction of leaders are hardened and battle wise veterans and no one is allowed a position of responsibility without first showing they can bear the weight of it mind and body.
Freeholm
The Freeholms and The Empire of Allorum: During the great expansion of the Undying Kingdoms many defeated armies and populations who did not wish to live under the iron fist of the Allai'Wen (Wood) Elves migrated in giant masses to the north, a land where the elves held no interested. Soon this land became known as The Freeholsm.
The survival of the fittest - In the many Holms (Castles, fortresses, towns/union of villages) the leader is a Jarl and a Jarl only remains as such as long as he can protect his land and his people.
Front-line in the Demonfyre War - With the Demonfyre war mostly done this land is recovering from the relentless assaults of the C’thon demons and devils on their lands. For some reason. No Central Government - There is no centralized government in the Freeholms, the people here hold fiercely to their freedom.
The Empire of Allorum is the largest of the Holms. It’s main city and “capital” resides in Camp Pinnacle. At the base of the mountain reside the military camp, the size of a small city and the mountain itself is the Allorum City.
Emperor August Octavian - a young man by any standard, half-elf 35 in age. He took Allorum from the hands of a demon pacted noble and turned it into the most prosperous Holm in the north. Powerful interactions and rumours of alliance with the adventuring groups known as The Travellers, this at first undermined his authority but after the Davis Pact of 1949 it stood as a pillar of wise judgement, and he is regarded as one of the main factors for which the Demonfyre war ended. Currently the leader of The Alliance of Human Kingdoms against the few remaining Rebellious Archbishops of Sin Octavian is constantly flying from Camp Pinnacle to the front-lines.
Fey Races
Elven Races: All of the Elven Races are part of something known as the Elven Family, the outsiders who step outside of their respective societies are branded as some sort of Outsider or Exiled. The Elven Family has only one known rule, none of the Elven Kingdom will ever openly harm or attack another elf
Elessar
The Ellessars live on the Eye of the Storm, the flying island on the back of a colossal Earth Dragon. They live in a Commune where this humble writer was told "We vote on everything as one people" and when I asked them about how the ones who call themselves adventures are looked at I was told "All Ellesar upon reaching maturity can choose to become part of the Commune or live outside it, they can return but do not benefit from our protection until they do." (WARNING Being part of the Commune makes your character an NPC) (Before picking this race, you have to do an intro RP with a Dungeon Master)
Allaiwen
They are the ones who co-created the Undying Empires and the first elves to achieve immortality between their ranks, how the 7 Immortal Elves were born/created is not known. The Allai'wen brought upon the Golden Age to Teresyum with the help of the Forger Dwarves and the G'nai. After the Demonfyre war they closed their borders and have not allowed anyone inside of their borders. Yet, their reach is not limited to their country and their influence is still powerful and vast.
Grixins
The Grixin and Merfolk are the only native Elven races of Teresyum. The Grixin were once natives of the Eastern side of the mainland, however somewhere at the end of the II'nd Age they sailed NE and never came back. Their skin is scaly where human skin is rough normally and the rest of their body's skin is rough to the touch, some even have slightly forked tongues and rarely even reptilian eyes or Parietal eye. Myth and Legend hold it the Grixins are the race closest to magic in Teresyum and that in olden times they possessed power that could shape the very continets. Very few of them still live on the Teresyum mainland. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Merfolk
The Merfolk or Aqua Elves are a race of tall amphibious humanoids of elven origin. They have large, long torsos, broad upper bodies, very narrow hips and long slender-lean limbs with partially webbed hands and feet. Their faces are pointed with small eyes mounted pointing forwards but on two sides of their head. They are completely hairless and typically have impressive head fins/frills that also aid in swimming quickly. They are largely carnivorous and have several rows of small sharp teeth. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Genasi
Natives of the Chrome, these creatures are known to randomly appear around the world when they are bored with the Chrome and want to experience something new. Because Genasi know the Chrome so well many slaver’s seek them out to use their information to traverse the Chrome. They are rumoured to have Primordial
Shifters
Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting. You know the ones you came from live in the Valley of Luna but you have heard far and wide the Valley is hidden for Outsiders and only the strongest survive there.
Mousefolk
The most unlikely of all races. The Mousefolk possess no special ability of any kind besides their determination. In the face of quite literary everything in this world that stands between them and their goal they will find a way through. Where they lack in size they make up in spirit, by far. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Wildens
Commonly known as Dryads, their skin is barky where human skin would be rough and their bodies are usually covered in one type of ivy or flower buds. The type of vegetation a Wilden attracts speaks volumes about the personality of that Wilden. They do not trust any outside the Fey races and are sworn protectors of the Fey and nature, whatever career or meaning they pursue the protection of nature always stands highest on their priorities. Mostly all followers of Yuma, sometimes when a Wilden is thrown into deep fits of rage at the destruction of their home or the killing of it’s friends can turn to Moraxis and become a vengeful creature of fearsome power. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Ursine
The Ursine are a very old race of Teresyum. They have never had great numbers. Their fey ancestry makes them agreeable to the powerfully magical Valley of Luna, a hidden Valley where most Fey creatures that wish to stay outside of other race’s way. They are a gentle race until provoked, whereupon they become one of the most fearsome protectors. The Ursine fight for something, whatever it that may be is up to the individuals for if they fight for someone their power goes beyond regular limits.
Spryte
A naturally enthusiastic species of Fey. Normally between 4 and 6 inches tall, this tiny race tends to get around with incredibly quick, dragonfly-like wings. Typical Spryte culture was very much one of meditation, and internal reflection; very self obsessed in general, but also brimming with a deep empathetic understanding for all creatures. All people were seen as family, and no creature could be allowed to suffer whilst something could be done to help. The surviving Sprytes of the Conclave scattered to the wind, many left to the Chrome, in hopes that the stories of a world, untainted by conflict, were true.
Satyr
Trickers and loves of games and debauchery. Satyr's origins are unknown. This humble writer has spoken to several and all claim to be from a different place, some blatantly steal other races origin stories without much adaptation and some spun tales so well it is impossible to tell truth from lie. Everything about Satyr nature is unknown, whether they actually know themselves is the question I unfortunately could not answer.
Grungs
They are poisonous frog-like amphibious humanoids that lived in trees. Their society was organised in castes determined by each Grung's colour. Grungs preferred to live in shady areas, and needed to remain in constant proximity to water. Their tadpoles developed in ground pools, already separated by caste. All Grungs continuously secreted a poisonous substance that was harmless to them.Nekomura: The wild Nekomura can be found wandering in groups. No one is sure where they truly came from. Some hypothesize fey magic corrupted wild cats in the Valley whilst others believe they are some freak of nature due to Tibbits not knowing any better. Either way, the Nekomura seem to be popping up like daises.
Alraune
Men and women who are a combination of humanoid and plant. They typically are humanoid from the waist up and have large petals from the waist down. Vines sprout from where they stand to root the ground. Their skin can range from shades of green and brown, although their skin adopting the colour of their flowers isn’t uncommon either. Whilst omnivorous, they can generate energy through photosynthesis. Their existence occurs in rare circumstances and knowledge of them remains limited to whispers in forests. Alraunes tend to shy away from city life, preferring forests. The sunflower Alraune tend to be kind and gentle folk who want to play. The rose Alraune, on the other hand, are charismatic whilst not always being the friendliest. They are romantic and faithful.
Tibbit
Jethro sneezed again as Mischa prowled into the common room. The image of elegance, she was dark of hair and moved with a silent, fluid predatory intent. Her bright, feline eyes, a stunning feature set among her angular features, followed the alchemist’s movements as he set up shop.
Jethro sneezed again. Tibbits’ curiosity he could endure; their insufferable shedding, he could not.
-Jethro meets a tibbit
Tibbits, which are often called catweres, are small humanoid creatures which possess ability to turn into a common house cat. Most people believe that their race originated from a deluded wild mage that attempted to polymorph into a cat, but if you ask a tibbit, you’ll get a different story every time. Much like the felines they resemble, tibbits are independent, curious, and quick in both body and mind. However, it seems the tibbit's have found an origin leading them through a portal, I wonder what's through there?
Nekomura
Like tibbits, the nekomura are cat-like creatures. However, they tend to be more driven by wanderlust and don't let to settle down. Their grass-root behavior tends to lead them druidic paths or others amongst nature. Though tibbits and nekomura can typically be found on the island of Freedonia, they don't mesh very well.
Pallid
The Elves of the Nexus are hidden away in the Chrome, part of the Elven Family, much like the other elven races in Eirin. Their massive flying cities connected through complex technology and magic, but in all of this breath-taking wealth there is much missing from their home. Their skin is alabaster white, still possessing little to no facial hair, their paleness comes from the fact they do not have a planet to live on so they have forgotten much about life on ground, instead learning a new life in space and the Chrome as they travel through it’s infinite expanses. Nexus Elves always seek their own interest in life, very unlike the government that formed in the Nexus where everyone has definite roles in life, unchangeable and permanent. This has created a horribly corrupt system of life and governance that somehow works, quite well even. If you come from the Nexus you have learned everyone looks out for themselves and the only person you can trust is yourself and those you have leverage over.
Tainted Creatures
Information All of these races came into existence after the opening of the Fiendish Portal in the East. They are perfect hybrids between a C'thon (Demon) soul and human soul. Important: It is not recommended for new players. There are two starting options as Tainted or Purged.
Tainted
- You refused to walk through the Kekkai Barrier and found a way around it (usually boats). It was a horrible journey in which most of the Tainted creatures such as yourself died but you made it. However you must sustain your Taint Protector, not for yourself but for those around you. Taint acts like radiation and can affect anyone around them, mutating them. Many places in Teresyum will ban you from entering or even hunt you down if they find out you are Tainted. You are a dual-souled creature with a demon residing in your mind, the relationship and details can only be developed through game-play.
- Taint Protector (small necklace trinket) - 18 AC / 50 HP Resistance to all damage. If any tainted creature uses tainted ranged attacks againts you they will be re-directed towards the necklace, if destroyed your taint will start affecting those around you. (YOU MUST LET THE DM KNOW ABOUT THIS)
Purged
- You made the Pilgrimage to the Kekkai Barrier and have been purged of the Taint. Unless you find a magical way of determining it is unknown whether your demonic or human soul was purged. The only thing you are sure of is the fact your taint is no longer contagious. Some places will look at you judgmentally but most will tolerate you. The civilisations to the West of Teresyum are more accepting of tainted creatures than the ones in the East.
Dragonborns
They were born out of Demons taking over Dragons, the two powerful spirit fought and both died, but they gave birth to the Dragonborn. Birth is a relative term though, their exact creation is unknown and the original hybrids, who later had children, have long been buried and forgotten.
Svirnefblin
Demonic soul living in symbiosis with G'nai (Gnomes). Their natures are rarely changed, out of most tainted creatures Tainted G'nai are by far the most stable and trustworthy, a lot of this reputation is due to their nature as helpful tinkers across many races and locations in Teresyum and the physical differences are small enough to ignore.
Duergar
Very rare because Dwarves are known to resist demonic essence domination, most of them becoming AZER (non-playable race) if they are taken over. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Tieflings
Humans combined with demonic essence, it’s quite uncommon for humans to achieve symbiosis and not die during the process. Many villages of Tieflings have appeared in the Badlands and more appear every day.
Drows
They are the rarest of all tainted creatures, an elven soul is very powerful and only High Demons or very powerful Devils have been able to take over elven bodies. This makes Drow Elves the potentially most dangerous Tainted Creatures.
Goblins
A few tribes of Kobolds managed to survive the Demonfyre war by hiding in caves or swimming to distant shores. However, this did not mean they escaped the Taint, somehow the Kobolds souls were powerful enough to survive the symbiosis and were turned into goblins.
Imps
Fey creatures have existed in Teresyum since time immemorial, appearing in myths and stories all over Teresyum. This did not spare them from the influence of the Taint
Gnoll
They appeared suddenly and many claim differing origins from spawning from the ground itself to worshipping never before heard of. Gnolls are curious creatures driven by a powerful survival intinct. Most of them live in small tribes, some are nomadic but they are also known to camp outside of cities in the Badlands for years at a time and then suddenly disappear one day.
Sharkmen
While C'thon are known to have a powerful aversion towards large bodies of water time makes little exceptions and even the proud and beautiful elven race of the sea, the Merfolk, have been affected by the Taint. The curse bestowed on them exiles them from the boundless realm of the ocean to live forever land-locked. Many see this as a curse and take their life as a result, very few brave their new fate for what is to come.
In sharp contrast to Purespawn, Tainted Merfolk are incredibly rare and take on a much more feral and shark-like appearance, they are very likely to be seen as monsters (whether they are or not).
Tainted Merfolk are shunned by most Purespawn, and actively hunted by some. (Before picking this race, you have to do an intro RP with a Dungeon Master)
Hobgoblin
I keep getting flashes, memories from those times . . . in Asmodean's army. Training, every day, be it physical, psychological or magical. Every one of us a soldier . . . trained to perfection. And when the time had come, we were to be the tide that crushed all and any resistance. War was our parent, teacher and fate . . . . - Sahav, a former Hobgoblin captain, reminiscing about his past with Mrs. Kaplan
Being Orcs & Half-Orcs, Hobgoblins retained their heritage for war and battle, making them exceptional warriors and even surperior soldiers. The demonic souls residing within hone their prowess, sharpening it with a wit and even honour few would expect, given their ancestry. Almost all Hobgoblins serve in the demon's military, forming legions & strike teams and sometimes even gaining their own command. The few that do not actively serve still pursue a life close to the battlefield. Be it as artisans or military scholars they are still soldiers in their own way, and those that truly want to leave behind this life-style edged in blood, are shunned and exiled from their society. Their name was gained from their similar facial features to goblins, but mercy those that ever compare the two while a Hobgoblin is listening.
VenusAlraune
Tainted Alraune / Venus