intro: 3
Here's our start so far.
2 - Isekai-ed
1 - Dwarves
3 - Kobolds
1 - raviens
1 - jungle
1 - mountains
Goblin in bog
This chapter won't be too different except the end.
Got it! Here’s the rewritten scene with the adjustments:
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It had been a bad day.
He’d woken up late, the microwave had died—RIP, cold breakfast—and his boss had spent the morning yelling at him for something that was definitely not his fault. Work sucked more than usual, which was impressive because it usually sucked a lot.
So, yeah. He was technically late for lunch, and this walk to the corner store was probably going to make him late getting back. But at this point? He was over it. Let the universe take the wheel.
At least the view wasn’t bad.
The girl walking ahead of him had a really nice butt. He wasn’t trying to be a creep or anything, but sometimes the universe threw a guy a bone, and today, this was his bone. Just a small, simple pleasure in the middle of a disaster of a day.
Then they reached the crosswalk, and he wisely dragged his eyes away. The last thing he needed was to get caught looking.
That’s when the girl turned to press the “walk” button.
It had been a bad day.
The girl with the nice butt… was a dude.
He closed his eyes tight, willing his brain to Ctrl+Z the last few seconds. Nope. Didn’t happen. I did not spend an entire block appreciating the finely sculpted posterior of another man. He tried to summon a mental image of literally anything else, but all his brain gave him was a slow-motion replay of the last thirty seconds, now with dramatic lighting and a swelling orchestral score.
“Hey, you okay?” The not-girl asked with a tone of casual concern.
“Huh?” He blinked, scrambling for something—anything—normal to say. “Oh, yeah. Just… long day. Haven’t even eaten lunch yet.”
The guy laughed. “Yeah, I know that feeling.”
Great. Now he was being reasonable and friendly, which only made this worse.
The “walk” sign lit up, and they crossed the street. Determined not to let his eyes betray him again, he kept them firmly on the ground. Focus on literally anything else. The guy’s shoes caught his attention. Nice shoes. Must’ve been new. Probably comfortable—
A car horn blasted through the air, making him jump.
He glanced up—just in time to see the guy with the nice butt lurch backward and fall, scrambling toward the sidewalk like something out of a horror movie.
His stomach dropped.
Turning his head, he saw the source of the panic.
It had been a bad day.
The truck driver slumped at the wheel, his head at an unsettling angle. Either he had fallen asleep or he was very dead. Either way, the truck was moving in a perfectly straight line, which meant one thing: his foot was still on the gas.
A weirdly calm thought popped into his head. Huh. So Truck-kun is a real thing.
The impact was felt more than heard.
***
The room was white—endlessly, overwhelmingly white. No shadows, no seams, no corners to mark where one surface ended and another began. It wasn’t vast, nor was it small; it was simply there, as though space itself had been stripped of meaning.
And he was there, too.
That was the part that didn’t make sense.
He blinked. Slowly. Twice, just to be sure.
Still here.
Okay. That was unexpected.
The last thing he remembered was… well, something. He had to have been somewhere before this, right? But his brain refused to cooperate, like a corrupted file that wouldn’t open. He knew he should be dead—or at least not here—but his legs were attached, his arms moved when he told them to, and there was no ominous choir of spirits waiting to judge him.
So, was this the afterlife? A glitch in reality? Some really elaborate fever dream?
His mind was still buffering when he noticed her.
She stood at the center of it all, hands clasped neatly behind her back. Tall. Poised. Deliberate in her stillness. Green light pulsed beneath her pale skin, arcane veins tracing intricate patterns across her arms and collar like living sigils. A long, sinuous tail flicked idly behind her, its spaded tip cutting an invisible shape through the air.
And she had wings. Leathery, dark, resting lightly against the empty ground. If the rest of her hadn’t already screamed important, the wings sure did.
He swallowed. Note to self: Do not piss off the scary magic demon lady.
Her outfit—some kind of flowing, monastic robe tied at the waist—should have fit in with this whole white void aesthetic, but it didn’t. The contrast between her and her surroundings was stark, as if she had been drawn into the space rather than belonging to it.
And then there were her eyes.
One burned an unnatural, vivid red, sharp with focus. The other was a void of inky blackness, tendrils of darkness slithering through her veins like ink spilled in water.
She regarded him with patience, neither welcoming nor hostile. Just… waiting.
Then she spoke.
"Welcome, my lord."
Her voice was a contradiction, just like her. Smoky yet smooth, refined yet rough-edged. It curled through the empty space as if the air itself could hold onto her words.
"I am Illiesku the Cursed. I will be your advisor."
He stared.
She stared back.
He opened his mouth, then shut it again. Nope. Still don’t have the right words for this.
Illiesku, apparently unfazed by his complete lack of comprehension, extended a hand. The empty space responded.
A mahogany desk materialized beside her, its polished surface gleaming despite the fact that there was no discernible light source. A matching chair followed, phasing into existence like a thought made real.
"Your first task is to select a starting race to control."
A semi-transparent window blinked into existence above the desk, rows of names and symbols shifting within it.
He didn't move.
Instead, he finally found his voice. "Okay. What?"
Illiesku tilted her head slightly, waiting.
"Where am I?" he asked, carefully enunciating every word, because apparently, reality had skipped a few steps and he needed to backtrack.
She regarded him for a long moment before answering. "You are in a space in between spaces."
That… was not helpful. "Okay, follow-up question: Am I dead?"
Another pause.
Then, Illiesku gave him the faintest tilt of her head, considering. "In the life you knew—yes."
He stared at her.
Then at the desk.
Then back at her.
"Right," he said, rubbing his temples. "So just to recap—I was alive, now I’m dead, and instead of pearly gates or eternal nothingness, I’m in some kind of limbo admin office picking a fantasy race like I’m making a new game character?"
Illiesku gave the slightest nod.
"...Awesome."
Still mildly stunned but committed to rolling with it, he took a step forward and sank into the chair. It was solid—real—unlike the nothingness surrounding them. That, at least, was reassuring.
As much as anything could be reassuring after getting Isekai’d by Truck-kun.
Illiesku said nothing more. She simply watched, expectant but unhurried.
He exhaled. "Alright, let’s see what we’ve got."
***
BEASTKIN
Humanoids with animal-like features and instincts.
* Caninefolk (Wolfkin, Houndfolk, Lupin) – Pack-oriented warriors and hunters.
* Felinefolk (Catfolk, Leonin, Panthera) – Agile, stealthy, and independent.
* Rodentkin (Ratfolk, Mousefolk, Squirrelkin) – Clever and resourceful survivors.
* Avianfolk (Harpykin, Crowfolk, Falconkind) – Bird-like humanoids with keen vision or mimicry.
* Reptilianfolk (Lizardfolk, Serpentkin, Crocodilians) – Resilient and cold-blooded warriors.
* Bovinefolk (Minotaurs, Oxkin, Buffalofolk) – Powerful and stubborn warriors.
* Ursinefolk (Bearkin, Grizzlings) – Strong and protective, known for endurance.
* Cervinefolk (Deerkin, Elkfolk) – Nimble, wise, and attuned to the forest.
* Aquatic Beastkin (Sharkfolk, Otterkin, Sealfolk) – Swimmers adapted to life underwater.
* Foxkin (Kitsune, Vulpine) – Tricksters and illusionists with a love of mischief.
* Boarkin (Hogkin, Wild Boarfolk) – Fierce and strong-willed, known for endurance.
MONSTER RACES
Races often feared, misunderstood, or connected to monstrous origins.
* Demonkin – Humanoids infused with demonic or infernal bloodlines.
* Abyssborn – Creatures descended from creatures of chaos or the void.
* Orc – Brutal warriors valuing strength and honor above all else.
* Goblin – Small, mischievous, and often destructive tinkerers or tricksters.
* Kobold – Cunning and resourceful, often worshiping dragons or forming underground societies.
* Ogrekin – Larger and stronger than most humanoids, often feared for their brute strength.
* Trollkin – Hardy, regenerative humanoids with a strong connection to the wilds.
* Gargoylekin – Stone-skinned protectors or malevolent hunters with supernatural endurance.
* Ghoulborn – Cursed beings who crave flesh but retain a sense of self.
* Vampiric Spawn – Half-living creatures marked by blood magic and a need to consume life.
* Shadeborn – Creatures infused with darkness, shadow magic, or the essence of the void.
* Undead Revenants – Spirits given form, walking between life and undeath.
OTHER
Classic fantasy races without specific monstrous or beastly traits.
* Human – Versatile and adaptable, capable of excelling in any field.
* Elf – Graceful, long-lived, and attuned to magic or nature.
* Dwarf – Stout and sturdy, masters of craftsmanship and tradition.
* Halfling – Small and nimble, with an affinity for luck and comfort.
* Gnome – Curious and eccentric, drawn to magic and invention.
* Half-Elf – A blend of human ambition and elven grace.
* Half-Orc – Strong and resilient, caught between two worlds.
* Firbolg – Giant-kin with a deep spiritual connection to nature.
* Triton – Ocean-dwelling guardians of the deep, with an affinity for water magic.
* Satyr – Playful and hedonistic, reveling in music, revelry, and magic.
* Dhampir – Born of mortals and vampires, walking the line between life and undeath.
* Feyborn – Humanoids infused with the magic and mystery of the fey.
* Elemental-Blooded (Undine, Ifrit, Oread, Sylph) – Touched by elemental forces, shaping their bodies and abilities.
* Tel'ani – Humanoids with purple-hued skin, black horns, and long sinuous tails, often standing between human and supernatural societies, blending resilience with an air of mystery.
He looked over the options listed in three categories. “Can I get more information on these?” He asked.
“Simply tap a race you would like to evaluate.” Came the demoness’ reply.
He poked “Goblin”. Surprised both at the physical resistance of the translucent screen, and the “Goblin” split into “Goblin” and “Hobgoblin”. He poked “Goblin” again.
Goblins:
Goblins are fast-breeding, chaotic scavengers who thrive in hidden places, excel at crafting crude but effective weapons, and prefer ambushes and guerilla warfare over direct combat. They are clever but undisciplined, making them unpredictable allies or enemies. Their technology is crude but inventive, often relying on stolen goods or dangerously unstable alchemy. While weak individually, their numbers and adaptability make them hard to completely eradicate.
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1. CIVILIZATION & ORGANIZATION
* Social Structure: Tribal, warbands, scavenger communities.
* Government Type: Warlord-led, meritocratic (strongest or craftiest rules), anarchic tendencies.
* Community Size Preference: Small nomadic clans, dense underground warrens, hidden shantytowns.
* Breeding Rate: Fast – Goblins breed prolifically, reaching adulthood in a few years.
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2. BEHAVIOR & MENTALITY
* Alignment Tendency: Chaotic neutral or chaotic evil; unpredictable, self-serving, but not always malicious.
* Conflict Preference: Opportunistic and reactive—preferring ambushes, hit-and-run tactics, or overwhelming numbers.
* Diplomatic Disposition: Distrustful and mischievous; prone to betraying allies when convenient.
* Cultural Traditions: Goblins value storytelling, fire, loud noises, and scavenging over deep traditions.
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3. PHYSICAL TRAITS
* Lifespan: Short-lived (20-40 years)—most die young from violence or accidents.
* Reproduction Method: Live birth, large litters (2-5 offspring per birth).
* Size Category: Small, typically between 3 and 4 feet tall.
* Dietary Needs: Omnivorous, highly adaptable—will eat nearly anything, including spoiled food.
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4. MAGIC & TECHNOLOGY
* Innate Magic: Minor, some goblins have natural magical abilities (fire tricks, hexes, illusions).
* Magic Affinity: Unstable—some goblins excel at magic, but it often backfires or goes wrong.
* Technological Level: Primitive-to-medieval—crude weapons, scavenged armor, mechanical traps, fireworks.
* Crafting Specialization: Tinkering, alchemy, explosives—often creating dangerous and unstable contraptions.
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5. COMBAT & WARFARE
* Preferred Combat Style: Guerilla warfare, ambushes, swarm tactics—rarely fight fair.
* Natural Weapons: Small but sharp teeth, clawed hands, some spit venom (depending on sub-race).
* Battle Strategy: Overwhelm with numbers, traps, and fire—rarely engage in direct combat unless necessary.
* Resilience & Regeneration: Weak individually but hard to eradicate, can bounce back quickly from losses.
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6. RACIAL STRENGTHS & WEAKNESSES
* Physical Strength: Weak, reliant on numbers, cunning, and trickery.
* Agility & Reflexes: Fast and nimble, excellent at dodging and sneaking.
* Intelligence & Learning Speed: Clever but chaotic, learns fast but struggles with discipline or long-term planning.
* Social Adaptability: Highly adaptive, but often disliked or feared due to chaotic nature.
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7. RELIGION & PHILOSOPHY
* Religious Beliefs: Superstitious rather than devout; worship trickster gods, chaotic spirits, or anything that promises power.
* Afterlife Views: Pragmatic—most goblins don’t think too much about what happens after death.
* Moral Compass: Survival-focused, morality is based on what keeps them alive and entertained.
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8. ENVIRONMENTAL ADAPTATION
* Preferred Habitat: Caves, ruins, swamps, sewers, deep forests—anywhere hidden and defensible.
* Climate Resistance: Highly adaptable, can survive in almost any conditions but prefer damp or dark areas.
* Survival Capabilities: Self-sufficient, able to thrive in wastelands, scavenging from stronger civilizations.
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9. RACIAL SPECIALIZATIONS & FAVORED ROLES
* Favored Professions: Rogues, scouts, alchemists, sappers, tinkerers, raiders.
* Common Classes: Rogue, bard, sorcerer, alchemist, ranger, fighter.
* Economic Specialties: Scavenging, petty theft, mercenary work, cheap labor, explosive experts.
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10. RACIAL RELATIONS & INFLUENCE
* General Reputation: Feared or mocked, seen as pests or nuisances rather than real threats.
* Interracial Relationships: Xenophobic but opportunistic, will ally with stronger factions if it benefits them.
* Trade & Alliances: Sells stolen goods, makes unstable weapons, offers mercenary services, but unreliable.
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Okay that was interesting. Poking his way back to the main screen, he considered his options. Trolls. Trolls would make excellent warriors with there regeneration. He poked Trolls.
Trolls:
Trolls are powerful, brutal, and highly resilient warriors that rely on sheer strength and regeneration to dominate their foes. They have low intelligence but animalistic cunning, making them dangerous hunters and warlords rather than mindless brutes. Their slow reproduction rate and isolationist tendencies keep them from overwhelming the world, but their ability to heal from most wounds makes them nearly impossible to eradicate. Trolls are rarely allies, but their sheer might ensures they are never forgotten.
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1. CIVILIZATION & ORGANIZATION
* Social Structure: Loose tribal groups, often dominated by the strongest or most cunning.
* Government Type: Warlord-led, shamanistic leadership, or entirely anarchic.
* Community Size Preference: Small roving bands, isolated lairs, or scattered strongholds.
* Breeding Rate: Slow – Trolls reproduce infrequently, but their natural regeneration makes them hard to kill permanently.
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2. BEHAVIOR & MENTALITY
* Alignment Tendency: Mostly chaotic neutral or chaotic evil, often driven by hunger or violence rather than ideology.
* Conflict Preference: Brutal melee combat, favoring overwhelming strength and savage endurance over tactics.
* Diplomatic Disposition: Hostile or indifferent, sees weaker beings as food or tools, but respects power.
* Cultural Traditions: Oral storytelling, primal rituals, and blood rites are common, often tied to their regenerative nature.
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3. PHYSICAL TRAITS
* Lifespan: Long-lived (150-300 years), but many are killed in battle long before old age.
* Reproduction Method: Live birth, but young trolls take decades to mature.
* Size Category: Large (7-10 feet tall), powerful, and heavily muscled.
* Dietary Needs: Carnivorous, prefers fresh meat but will eat carrion if necessary.
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4. MAGIC & TECHNOLOGY
* Innate Magic: Minor to moderate—many trolls have natural magic tied to their regeneration or elemental traits (e.g., fire trolls, ice trolls).
* Magic Affinity: Resistant—many trolls have natural resistance to spells, especially against mind-affecting magic.
* Technological Level: Primitive to medieval—generally relies on scavenged weapons and crude metalworking.
* Crafting Specialization: Bonecraft, primitive smithing, and natural weapon augmentation.
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5. COMBAT & WARFARE
* Preferred Combat Style: Melee-focused, brute force, savage regeneration.
* Natural Weapons: Claws, fangs, regenerating limbs, some have acidic or venomous saliva.
* Battle Strategy: Overpower opponents with sheer resilience and strength, using ambushes or relentless assaults.
* Resilience & Regeneration: Extremely high—capable of healing from most wounds unless countered by fire or acid.
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6. RACIAL STRENGTHS & WEAKNESSES
* Physical Strength: Superhuman, capable of tearing enemies apart with raw power.
* Agility & Reflexes: Slow to average, not clumsy but not particularly dexterous.
* Intelligence & Learning Speed: Slow learners, but can be cunning hunters and strategists if they survive long enough.
* Social Adaptability: Low, generally shunned by other races due to their monstrous nature.
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7. RELIGION & PHILOSOPHY
* Religious Beliefs: Ancestor worship, shamanism, or fear-based reverence for powerful beings.
* Afterlife Views: Belief in a constant cycle of strength—weak trolls die, strong trolls return in another form.
* Moral Compass: Might makes right, respect is earned through strength or survival.
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8. ENVIRONMENTAL ADAPTATION
* Preferred Habitat: Swamps, caves, mountains, deep forests—anywhere isolated and difficult for enemies to reach.
* Climate Resistance: Highly adaptable, though some species have specific elemental adaptations (e.g., ice trolls in frozen tundras).
* Survival Capabilities: Exceptionally self-sufficient, capable of surviving extreme conditions due to their regeneration.
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9. RACIAL SPECIALIZATIONS & FAVORED ROLES
* Favored Professions: Berserkers, shamans, hunters, enforcers, warlords.
* Common Classes: Barbarian, fighter, druid (primal magic), ranger, sorcerer (bloodline magic).
* Economic Specialties: Mercenary work, brute labor, hunting, warlord rule over weaker races.
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10. RACIAL RELATIONS & INFLUENCE
* General Reputation: Feared and hated, considered mindless monsters by most civilizations.
* Interracial Relationships: Rarely cooperative, but some trolls may form temporary alliances with orc warbands, goblin clans, or monstrous factions.
* Trade & Alliances: Will trade with strong individuals or factions, but usually through intimidation rather than diplomacy.
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Enjoying this book? Seek out the original to ensure the author gets credit.
He frowned and looked back at the goblins. Specifically the Magic and Technology section. He then poked a similar small and weak race to compare.
Kobolds:
Kobolds are small but intelligent, highly organized, and skilled at crafting and trap-making. They rely on strategy, numbers, and engineering to survive, often avoiding direct conflict in favor of ambushes, sabotage, and deception. While physically weak, they excel at tunneling, alchemy, and draconic sorcery, making them dangerous foes or valuable allies. Their fast reproduction rate and ability to adapt ensure they are never truly eradicated, only displaced.
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1. CIVILIZATION & ORGANIZATION
* Social Structure: Hierarchical and clan-based, often ruled by the oldest, smartest, or most magically gifted.
* Government Type: Autocratic, usually ruled by a single powerful sorcerer, dragon-worshiping priest, or elder.
* Community Size Preference: Dense underground tunnel networks, hidden strongholds, or clustered city slums.
* Breeding Rate: Fast – Kobolds lay multiple eggs per clutch and mature quickly.
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2. BEHAVIOR & MENTALITY
* Alignment Tendency: Lawful neutral to lawful evil, valuing order, cunning, and survival over brute force.
* Conflict Preference: Avoids direct combat, relies on traps, ambushes, and overwhelming numbers.
* Diplomatic Disposition: Opportunistic, willing to ally with stronger races if it benefits their survival.
* Cultural Traditions: Deeply hierarchical, highly superstitious, and obsessive about craftsmanship and mining.
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3. PHYSICAL TRAITS
* Lifespan: Short-lived (40-80 years), though few survive past 30 due to dangers of their lifestyle.
* Reproduction Method: Egg-laying, communal hatcheries, large clutches (3-6 eggs per cycle).
* Size Category: Small, typically 2.5 to 3.5 feet tall.
* Dietary Needs: Omnivorous, prefers underground fungi, small game, and scavenged food.
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4. MAGIC & TECHNOLOGY
* Innate Magic: Moderate, many kobolds have a natural affinity for sorcery, traps, or alchemy.
* Magic Affinity: Strong, especially in elemental or draconic magic.
* Technological Level: Medieval to early industrial, capable of advanced engineering but often lacking resources.
* Crafting Specialization: Trap-making, mining, alchemy, and small-scale engineering (primitive gunpowder, siege devices).
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5. COMBAT & WARFARE
* Preferred Combat Style: Traps, ranged combat, and overwhelming swarms of weak but coordinated fighters.
* Natural Weapons: Small claws, sharp teeth, and some have vestigial breath weapons.
* Battle Strategy: Avoid direct confrontation, rely on sabotage, ambushes, and war machines.
* Resilience & Regeneration: Weak individually but powerful in numbers, highly adaptable.
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6. RACIAL STRENGTHS & WEAKNESSES
* Physical Strength: Weak, relying on intelligence and numbers instead.
* Agility & Reflexes: Fast and nimble, excellent at dodging and navigating tight spaces.
* Intelligence & Learning Speed: Highly intelligent but focused on specific survival skills (traps, sabotage, engineering).
* Social Adaptability: Moderate, willing to trade or serve under stronger beings if it benefits them.
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7. RELIGION & PHILOSOPHY
* Religious Beliefs: Dragon worship, ancestor reverence, and superstition-driven spirituality.
* Afterlife Views: Believe in reincarnation, often as a stronger kobold or dragon-servant.
* Moral Compass: Pragmatic survivalists, willing to serve stronger races to avoid extinction.
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8. ENVIRONMENTAL ADAPTATION
* Preferred Habitat: Underground tunnels, abandoned ruins, dense jungles, or hidden canyon settlements.
* Climate Resistance: Highly adaptable, but prefers dark, enclosed, or subterranean environments.
* Survival Capabilities: Highly resourceful, capable of thriving in extreme conditions through cunning and teamwork.
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9. RACIAL SPECIALIZATIONS & FAVORED ROLES
* Favored Professions: Trappers, miners, engineers, scouts, alchemists, spies.
* Common Classes: Rogue, artificer, sorcerer, alchemist, ranger, bard.
* Economic Specialties: Trap manufacturing, tunnel engineering, mercenary work, espionage.
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10. RACIAL RELATIONS & INFLUENCE
* General Reputation: Seen as pests, tricksters, or sneaky engineers; underestimated but dangerous in numbers.
* Interracial Relationships: Rarely trusted, but valued for their craftsmanship, intelligence, and servitude to dragons.
* Trade & Alliances: Willing to trade with stronger factions or serve under them if given protection and resources.
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Just as he suspected. Kobolds had a higher tech level than goblins and trolls. What was the highest tech level? Looking through the options, he poked “Dwarf.”
Dwarves:
Dwarves are master craftsmen, warriors, and engineers, thriving in fortified mountain strongholds where they build legendary weapons, armor, and cities of stone. They are slow to trust but fiercely loyal, preferring defensive tactics and long-term planning over reckless actions. Their slow reproduction rate and stubborn traditions limit their expansion, but their endurance, discipline, and technological advancements make them one of the most resilient and respected races in the world.
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1. CIVILIZATION & ORGANIZATION
* Social Structure: Highly organized, clan-based society with strong familial ties.
* Government Type: Monarchic or council-based, often ruled by a king, elder council, or guild leaders.
* Community Size Preference: Large underground strongholds, mountain fortresses, or walled cities.
* Breeding Rate: Slow – Dwarves mature slowly, and their population grows at a measured pace.
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2. BEHAVIOR & MENTALITY
* Alignment Tendency: Lawful neutral to lawful good, valuing honor, craftsmanship, and duty.
* Conflict Preference: Defensive and deliberate—prefers fortified positions and slow, methodical warfare.
* Diplomatic Disposition: Respectful but stubborn—forms alliances cautiously, values long-term agreements.
* Cultural Traditions: Mastery of craftsmanship, ancestor reverence, and strong warrior traditions.
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3. PHYSICAL TRAITS
* Lifespan: Long-lived (250-450 years), but reaches adulthood in about 40-50 years.
* Reproduction Method: Live birth, usually only one child per birth, leading to slow population growth.
* Size Category: Medium, but stocky and dense—shorter than humans but heavier and stronger.
* Dietary Needs: Omnivorous, prefers hearty meals, meats, roots, fungi, and fermented drinks.
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4. MAGIC & TECHNOLOGY
* Innate Magic: Low, though some have minor magical affinity related to runecrafting or earth magic.
* Magic Affinity: Moderate resistance, especially to elemental magic or mental influence.
* Technological Level: Medieval to early industrial—advanced metallurgy, masonry, and siege engineering.
* Crafting Specialization: Smithing, stonemasonry, runecrafting, and gem-cutting.
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5. COMBAT & WARFARE
* Preferred Combat Style: Heavy armor, disciplined formations, and superior fortifications.
* Natural Weapons: None, but naturally stronger and more durable than most races.
* Battle Strategy: Siege warfare, defensive strongholds, slow but relentless advances.
* Resilience & Regeneration: Extremely high endurance and stamina, resistant to poison and magic.
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6. RACIAL STRENGTHS & WEAKNESSES
* Physical Strength: Above average—compact but incredibly strong.
* Agility & Reflexes: Slow but deliberate—more endurance-based than quick.
* Intelligence & Learning Speed: Highly intelligent in technical fields, but stubborn and resistant to change.
* Social Adaptability: Low—distrustful of outsiders but fiercely loyal to allies.
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7. RELIGION & PHILOSOPHY
* Religious Beliefs: Ancestor worship, divine craftsmanship, and deities of earth, forge, and war.
* Afterlife Views: Belief in an eternal mountain hall, where the greatest artisans and warriors continue their work.
* Moral Compass: Honor-bound, values tradition and duty above personal ambition.
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8. ENVIRONMENTAL ADAPTATION
* Preferred Habitat: Mountains, underground strongholds, and deep mines.
* Climate Resistance: Highly resistant to cold, comfortable in caves, but dislikes open plains and swamps.
* Survival Capabilities: Extremely self-sufficient, capable of thriving underground without external trade.
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9. RACIAL SPECIALIZATIONS & FAVORED ROLES
* Favored Professions: Smiths, miners, warriors, engineers, brewers, tacticians.
* Common Classes: Fighter, paladin, cleric, runesmith, ranger, bard (war chants).
* Economic Specialties: Metalworking, gem-cutting, brewing, siege weaponry, mercenary work.
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10. RACIAL RELATIONS & INFLUENCE
* General Reputation: Respected for their craftsmanship and discipline, but seen as stubborn and isolationist.
* Interracial Relationships: Prefers alliances with practical, hardworking races (humans, gnomes, some elves), but distrusts unpredictable or chaotic beings.
* Trade & Alliances: Masters of trade in rare minerals, weapons, and fortifications, but slow to trust new trade partners.
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So Dwarves had the same tech level as Kobolds, but included more advanced engineering items and metallurgy. One more question before he needed to ask the Demoness something… What the hell was a Firbolg?
Firbolgs:
Firbolgs are mystical, nature-attuned guardians who prefer peace, wisdom, and harmony over conflict. They excel in druidic magic, herbalism, and spiritual guidance, using ancient knowledge and fey connections rather than brute force or technological advancement. While slow to reproduce and hesitant to interact with civilization, their resilience, intelligence, and deep connection to the land make them formidable protectors of nature and trusted allies to those who earn their respect.
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1. CIVILIZATION & ORGANIZATION
* Social Structure: Small, close-knit tribal communities with deep spiritual traditions.
* Government Type: Elder-led councils, druidic circles, or loose familial leadership.
* Community Size Preference: Small forest enclaves, hidden groves, or druidic sanctuaries.
* Breeding Rate: Slow – Firbolgs reproduce infrequently, valuing quality of life over rapid expansion.
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2. BEHAVIOR & MENTALITY
* Alignment Tendency: Neutral good or true neutral, focused on balance, wisdom, and protection of nature.
* Conflict Preference: Avoids combat when possible, prefers diplomacy or retreat, but fights fiercely when necessary.
* Diplomatic Disposition: Gentle but firm, values peace but will not tolerate destruction of nature.
* Cultural Traditions: Reverence for the land, storytelling, herbal medicine, and ancient magic.
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3. PHYSICAL TRAITS
* Lifespan: Long-lived (300-500 years), slow to mature, reaching adulthood around 50.
* Reproduction Method: Live birth, but very rare—Firbolgs focus on raising each child with deep care.
* Size Category: Large (7-9 feet tall), strong but gentle in demeanor.
* Dietary Needs: Omnivorous but prefers plant-based diets, foraging over hunting.
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4. MAGIC & TECHNOLOGY
* Innate Magic: Moderate to strong, natural affinity for druidic, fey, and earth-based magic.
* Magic Affinity: Deeply connected to nature magic, resistant to corruption or unnatural forces.
* Technological Level: Low, preferring handcrafted tools and druidic enchantments over metallurgy.
* Crafting Specialization: Herbalism, woodcraft, weaving, natural alchemy.
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5. COMBAT & WARFARE
* Preferred Combat Style: Defensive, magical support, and guerrilla tactics in forests.
* Natural Weapons: Powerful unarmed strikes, some may have minor shapeshifting or nature-based abilities.
* Battle Strategy: Use terrain to their advantage, employing illusions, misdirection, and nature’s wrath.
* Resilience & Regeneration: High endurance, can withstand extreme conditions, but lacks fast regeneration.
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6. RACIAL STRENGTHS & WEAKNESSES
* Physical Strength: Above average, capable of great feats of endurance.
* Agility & Reflexes: Slow but deliberate, more graceful than quick.
* Intelligence & Learning Speed: Wise and thoughtful, but resistant to rushed learning or impulsive actions.
* Social Adaptability: Prefers solitude, but can integrate into trusted communities.
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7. RELIGION & PHILOSOPHY
* Religious Beliefs: Animistic and druidic, revering spirits of the land, fey, and celestial beings.
* Afterlife Views: Belief in reincarnation or returning to the earth as a guiding spirit.
* Moral Compass: Seeks balance, avoids unnecessary conflict, but will act decisively to protect life.
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8. ENVIRONMENTAL ADAPTATION
* Preferred Habitat: Forests, ancient groves, misty highlands, and hidden valleys.
* Climate Resistance: Highly resistant to cold and harsh natural environments, but avoids arid wastelands.
* Survival Capabilities: Highly self-sufficient, able to thrive in nature without external resources.
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9. RACIAL SPECIALIZATIONS & FAVORED ROLES
* Favored Professions: Druids, rangers, healers, wise elders, herbalists, guardians of sacred places.
* Common Classes: Druid, ranger, cleric (nature domain), bard (storytelling traditions), monk.
* Economic Specialties: Herbal remedies, enchanted woodcraft, guidance and wisdom, magical services.
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10. RACIAL RELATIONS & INFLUENCE
* General Reputation: Seen as gentle giants, wise protectors, and reclusive mystics.
* Interracial Relationships: Slow to trust, but highly respected among druids, elves, and other nature-friendly races.
* Trade & Alliances: Rarely engages in large-scale trade, but provides magical guidance, herbal medicine, and protection in exchange for peace.
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Okay, well, screw them. He turned to the patiently waiting demon to his left. She made eye contact when he looked. “What terrain am I starting on?”
“You will be choosing your starting terrain hex once you finish choosing a starting race. You may view the available hexes now if you wish.”
“That would be great.”
The demoness leaned over the desk and poked the screen. The display split into two sections, the new part showing the various hexes.
Natural Land Terrain
* Plains / Grasslands – Open, flat terrain with few obstacles.
* Hills – Slightly elevated terrain that provides a tactical advantage.
* Mountains – High-altitude areas, often impassable or difficult to cross.
* Canyons / Ravines – Deep, steep-sided valleys, usually with a river.
* Badlands – Rugged, eroded rock formations with sparse vegetation.
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FOREST & JUNGLE TERRAIN
* Light Forest / Woods – Scattered trees, allowing some movement and visibility.
* Dense Forest – Thick, impassable without trails or roads.
* Jungle – Humid, tropical forests with difficult terrain and high biodiversity.
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ARID & DESERT TERRAIN
* Desert (Sandy) – Open, sandy terrain with limited water and cover.
* Desert (Rocky / Mesa) – More navigable than sandy deserts but still barren.
* Oasis – A rare water source in an otherwise arid environment.
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COLD & ICY TERRAIN
* Tundra – Cold, barren land with short vegetation.
* Glacier / Ice Field – Slow-moving ice masses, dangerous to traverse.
* Snowy Hills / Mountains – Higher-altitude frozen terrain with visibility issues.
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WETLAND & WATER TERRAIN
* Swamp / Marsh – Wet, muddy terrain with difficult movement.
* Bog – Similar to swamps but with floating vegetation mats.
* River – Flowing water that may require bridges or fords.
* Lake – Large, inland body of water.
* Coastline – Land adjacent to an ocean or sea.
* Ocean / Deep Sea – Open water, often impassable without a boat.
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VOLCANIC & UNIQUE TERRAIN
* Volcano / Lava Fields – Dangerous terrain with molten rock and eruptions.
* Wasteland / Blighted Lands – Cursed or ruined lands with few resources.
* Magical Terrain – Floating islands, corrupted lands, or divine realms.
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"I can have floating islands?" he asked, eyes widening.
"Yes," the demoness replied simply. "However, keep in mind that floating islands will have few resources."
That was… a fair point. Floating islands sounded awesome, but unless he planned to survive on a steady diet of sky fish and disappointment, he needed something with actual materials to work with. He leaned back, cracked his knuckles, and started sifting through the available races.
"Alright, let's see… Honestly? I'm thinking kobolds." He tapped his fingers against the desk. "It’s kind of a toss-up between kobolds and dwarves, but faster breeding is probably better in the long run."
A notification popped up on the screen before him.
"Are you sure you want to choose Kobolds as your starting race?"
The question wasn’t from Illiesku—it had appeared the moment she touched the screen, waiting for confirmation.
Before he could second-guess himself, he selected yes.
"Choose your starting terrain hex."
He rubbed his chin, considering. "Hmm. Mountains and ravines are at the top of my list. Mountains probably mean more metal deposits. Ravines mean water—fish, maybe. Kobolds could probably handle dense forests or jungles too. Unless the jungle is like the Amazon basin, where there’s tons of life but no metal."
He turned to the demoness. "What happens if I don’t have the resources I need in my starting hex? Also—wait!" His eyes widened. "Did I just pick a race to command or to be?!"
"To command," she answered smoothly. "This is more like Total War. If you were going to take the form of the chosen race, I would have pushed for demon-kin."
He let out a relieved breath. "Oh, good. I like kobolds, but I really didn’t want to be three feet tall and living in a dirt tunnel."
"The hexes aren’t that large," the demoness continued. "You’ll want to control multiple. However, assume each hex is ruled by a lord such as yourself."
"And a demon advisor?" he asked, mostly in jest.
"Correct."
He blinked. "Wait, seriously?"
The demoness nodded.
He took a second to process that. So, if every lord had a demon advisor… did that mean this whole setup was some kind of bizarre, hell-sanctioned civilization game? He decided not to ask. Yet.
Instead, he turned back to the display. "Volcano would be cool, but probably not practical. Any recommendations?"
The demoness tilted her head slightly in thought. "No. You have been thinking this through quite well. It is a relief. There is always a risk an entity will choose what is most comfortable. That is not ideal."
"Uh… thanks?" He wasn’t sure if that was a compliment or a warning, but he decided to roll with it. Then a thought struck him.
"Sorry, but… what was your name again?"
"Illiesku the Cursed."
"Right. I'll try to remember that."
Because if he was going to be taking over a hex in a strange, in-between space with a demon lady guiding him, he figured he should at least try to remember her name.
Questions.
1. Voting on hex.
2. Who is the MC. What did he do in the real world? Where is he from?
The next post will be a finalized chapter 1