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Mistaken for a Returnee
The 'Mistaken for a Returnee' encyclopedia.

The 'Mistaken for a Returnee' encyclopedia.

General Spoilers

Races Kitsune

FOREWORD

Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess three forms: that of an attractive Humanoid of slender build with salient eyes, an anthropomorphic middle form, and their true form- that of a large fox.

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DIVINE TRICKSTER OR ADORABLE MEANACE?

Kitsune are a rare sight to behold - well, that’s what they would have you believe, anyway. The truth is, Kitsune are all around us. They are your neighbors, your teachers, that pickpocket who stole your wallet. With their shape changing ability, Kitsune have done a remarkable job of infiltrating society without drawing attention to themselves. And for good reason, since a rumor that Kitsune were actually the descendents of a long dead God led many people of the past to covet them for their ‘divine’ magics and beautiful appearances.

Despite an almost irrepressible desire to deceive and prank others, Kitsune value loyalty and family above all else. The epitome of an extrovert, Kitsune prefer making friends over enemies.

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THE ‘TRUTH’ ABOUT THE DIVINE FOX, CLANS, AND FAMILY.

Kitsune weren’t always social butterflies. Millennia ago, the Kitsune hid away from the world in clans usually composed of three to five families. The typical Kitsune family consists of four generations: the grandparents, the parents, the children, and the children’s children. Depending on the age of its members, it wasn’t uncommon to add another generation in either direction.

Matriarchal by nature, the Kitsune clans pass down their legends and traditions by word-of-mouth, usually in classrooms led by the oldest mother in the clan. All Kitsune children grow up learning about the mythical Queen, and mother of all Kitsune — the Nine-Tailed fox.

There are many legends floating around the world relating to the godlike nine-tailed kitsune. Powerful and wise, the nine-tailed kitsune was said to have white or golden fur and was an extremely powerful sorcerer. In the legend, it was said that she had nigh-infinite power by the time she fully matured, placing her on the same level as the gods.

This led to the mistaken belief that the only way to kill a Kitsune is to cut off all of its tails, believing them to be the source of their power, but that is incorrect. A kitsune will die from an arrow or a knife to the heart, just like many other races.

Because of the legend stating that a kitsune’s tail contains power, poachers aiming to take their tails nearly caused the genocide of the kitsune race. This is the primary cause for the Kitsune’s millennia of hiding.

Some people still practice the act of ritually sacrificing Kitsune tails in the hopes of gaining power.

Most Kitsune - especially the males - believe the nine-tailed queen to be nothing but legend, a mere myth to explain their creation to children. But a select few girls in every generation are raised with a different belief and trained in the magics of their ancestors. These girls are known as “Nine-Tailed Heirs” and are trained in the hopes that one day, the beloved Queen of the Kitsune will return to lead them out of the shadows and into the light once again.

However, the existence or nonexistence of the nine-tailed Fox matters little to the average Kitsune. Many of them have other dreams, ambitions, and desires that take precedent over a legend hardly anyone believes in. They would much rather run their shops, drink with their friends, and spend time with their incredibly large families.

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BEAUTIFUL BY NATURE… OR NOT?

Lithe and attractive to almost everyone. Kitsune are one of the most aesthetically pleasing races to look at, with appearances rivaling even that of the ethereal elves. They stand between four feet tall on the low-end and around five foot five on the high. Their lack of height and narrow frames means they are physically weaker than most other races. But they make up for a lack of strength with incredible dexterity, charm, and a penchant for mental magics.

All Kitsune gain the ability to shape change at the age of five — until that moment, Kitsune children or ‘Kits’ appears no different from the average fox. A Kitsune can shape change into almost any race they want, in doing so they take on not only the physical aspects of the race but also their more magical traits. However, a Kitsune can only determine their other race once — once they change shape for the first time, whatever race they chose becomes permanent and they will only be able to shape change into that form for the rest of their lives.

Most Kitsune, about seventy percent, will take on the appearance of the human. But elves, dwarves, and others are also possible. But no matter the race, Kitsune are always among the most attractive ‘members’ of that race.

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SUBRACES The kitsune have two subraces: the ‘divine’ Zenko and the mischievous Yako.

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ZENKO Age Zenko usually live around 500 years Size In their natural form, Zenko are a large sized fox around 30 inches tall and 60 inches long. In their changed and anthropomorphic forms, they are usually between 4 feet tall and 5’5. They usually weigh between 70 to 140lbs, and their weight does not change between forms. Vision Much like true foxes, all Kitsune have excellent darkvision. Kitsune Awareness All Kitsune know a lie when they hear one and can see through illusions and disguises almost without effort. Change Forms All Kitsune can change their form between three distinct appearances — Their true form, which resembles wild foxes. The anthropomorphic middle form, and their changed form. Produce Flame Zenko have the spell like ability to conjure a ball of white flame in front of them that can be controlled with their mind. This ability can be used at will and in any form. Languages Kitsune are primarily taught to read, speak, and write in common and the language of whatever race they can change into.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 8 dexterity 12 constitution 10 intelligence 12 wisdom 12 charisma 14

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YAKO They’re known as the arcane or trickster kitsune since they’re usually more aligned with their trickster heritage than the more prideful Zenko. These kitsune tend to have darker colored fur. (black, reddish brown, dark grey, etc.) Age Yako usually live around 500 years Size In their natural form, Yako are a large sized fox around 30 inches tall and 60 inches long. In their changed and anthropomorphic forms, they are usually between 4 feet tall and 5’5. They usually weigh between 70 to 140lbs, and their weight does not change between forms. Vision Much like true foxes, all Kitsune have excellent darkvision. Kitsune Awareness All Kitsune know a lie when they hear one and can see through illusions and disguises almost without effort. Change Forms All Kitsune can change their form between three distinct appearances — Their true form, which resembles wild foxes. The anthropomorphic middle form, and their changed form. Produce Flame Yako have the spell like ability to conjure a ball of Blue flame in front of them that can be controlled with their mind. This ability can be used at will and in any form. Languages Kitsune are primarily taught to read, speak, and write in common and the language of whatever race they can change into.

ABILITY SPREAD (this is an average and not meant to be taken as a one-to-one record.) strength 8 dexterity 14 constitution 10 intelligence 10 wisdom 12 charisma 14

Elves

FOREWORD

Elves are a magical people of otherworldly grace and nobility. Though most of them make their living in the mundane world, they are not part of it. They live in places of ethereal beauty and ancient magics – if you ever find yourself amidst ancient forests or in silvery spires glittering with faerie light, places where gentle music comes from everywhere and soft fragrances dance on the wind. That is where you will find the elves.

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Slender and Graceful

With their unearthly grace and delicate features, elves appear hauntingly beautiful to humans and members of many other races. Most elves are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet, though certain elves are much, much taller. All elves are more slender than humans of similar size, with many weighing only 100 to 145 pounds.

Male and female elves of the same sub-type are about the same height, with males only being marginally more muscular and heavier than the females.

Elves’ coloration encompasses the normal human range and beyond: skin shades ranging from copper and bronze to ebony and ivory, while their hair and eye colors mimic every shade of the natural world. The color of an elf’s hair is said to represent which two elements they are most closely favored by. Eyes representing the first element, hair representing the second.

Elves, like most other races with a close tie to the primordial elementals, can grow neither facial hair nor body hair.

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A Timeless Perspective

Most elves can live well over 700 years, which gives them a much broader perspective on events that might trouble the shorter-lived races. It is rare for an elf to feel true hatred for another, regardless of what might have occurred. Likewise, elves are far more likely to be swayed by objects that sate their curiosity than objects meant to fill their greed.

Many races think Elves aloof or even cold-hearted. This couldn’t be further from the truth. They are simply harder to faze by things they consider inconsequential. But once something has captured their interest, whether positively or negatively, Elves can be as focused and relentless as a bloodhound in pursuit of prey.

Elves are slow to make enemies, slower to make friends, and almost never forget – or forgive either.

Like the branches of a sapling, elves are flexible in the face of danger. They place their hope in the diplomatic abilities of their leaders and the grace of the elements who protect them, and should those fail, they place their trust in the might of their sword arms and bow strings.

While an elf would usually rather run or hide from an intruder to their home, confident in their ability to simply wait them out. But should the need arise, elves are capable of fantastic combat ability, demonstrating high levels of skill in elemental magic, sword play, bows, and a keen mind for strategy.

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Elves as a community

Most elves dwell in small villages hidden amongst the elements. They are taught to hunt game, forage for food, and farm for whatever they cannot find on their own from a young age and leave no trace of their presence in the natural world — which is aided by their skill with elemental magic, which allows them to support themselves without the need for clearing or destroying land.

They are talented artisans, crafting finely tailored clothes and beautiful sculptures. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

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Exploration and Adventure

Elves usually take up the adventuring life out of boredom. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day-to-day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

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Elf Names

Elves are considered children until some time after their hundredth birthday, and before this period, they are seen as merely an extension of their parents, and so share their name (Sons share their father’s name and daughters share their mother’s.) until they are allowed to create one of their own upon reaching adulthood.

Once they have been declared an adult, elves are given a year to come up with a name for themselves or risk being stuck with their parent’s name forever. Each elf’s adult name is a unique creation, though it might borrow from the names of respected individuals or other family members. An elf’s name is always a reflection of their true nature.

Elves also possess family names, though, since they’re almost always impossible for non-elvish speakers to pronounce, they actually have two family names: Their true elvish name, which they only use while among other elves, and a common translation of their family name.

Family Names and their Common Translations: Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal), Haranthraea (Silverowl)

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SUBRACES Ancient fractures among the elven bloodlines have caused the elves to split into three Subraces: Solaran, Lunaran, and Terran.

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Solaran Elves Age Solarans usually live between 700 to 800 years. Size Solarans, both male and female, are usually between 5 and 6 feet tall. Females can weigh anywhere from 90 to 150lbs, while males usually weigh between 100 to 160lbs. Vision All elves have excellent vision in both daylight and darkness. However, they are actually somewhat colorblind as Solarans struggle to see darker colors such as blues and purple. Trance Elves need very little sleep to keep their bodies and minds in perfect condition. A mere 4 hours a night for an elf is equal to any other race sleeping for 12 hours straight. Elemental Ancestry Solaran elves are said to be descendants of Kindra; a primordial light elemental. Because of this, their skin is much darker than that of the other elven races and is also highly resistant to heat. Languages All elves are taught to speak, read, and write in Elvish and Common. Elvish is a very fluid language, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 10 dexterity 14 constitution 8 intelligence 10 wisdom 12 charisma 10

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Lunaran Elves Age Lunarans usually live between 700 to 800 years. Size Lunarans, both male and female, are usually between 5 and 6 feet tall. Females can weigh anywhere from 90 to 150lbs, while males usually weigh between 100 to 160lbs. Vision All elves have excellent vision in both daylight and darkness. However, they are actually somewhat colorblind as Lunarans struggle to see lighter colors such as red and yellow. Trance Elves need very little sleep to keep their bodies and minds in perfect condition. A mere 4 hours a night for an elf is equal to any other race sleeping for 12 hours straight. Elemental Ancestry Lunaran elves are said to be descendants of Adum; a primordial darkness elemental. Because of this, their skin is much lighter than that of the other elven races and is also highly resistant to cold temperatures. Languages All elves are taught to speak, read, and write in Elvish and Common. Elvish is a very fluid language, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 10 dexterity 14 constitution 8 Intelligence 12 wisdom 10 charisma 10

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Terran Elves Age There have been no documented cases of a Terran dying of old age. At the very least, they can live as long as their Solaran and Lunaran cousins, but possibly much longer. Size Terrans are the closest to their elemental ancestors in both size and appearance, as such, both male and female Terrans are usually between 6’5 and 8 feet tall. Females can weigh anywhere from 170 to 210lbs, while males usually weigh between 240 to 330lbs. Vision All elves have excellent vision in both daylight and darkness. However, unlike their cousins, Terrans have no trouble seeing the full color spectrum. Trance Elves need very little sleep to keep their bodies and minds in perfect condition. A mere 4 hours a night for an elf is equal to any other race sleeping for 12 hours straight. Elemental Ancestry Terrans are said to be the closest race to their elemental ancestors in both size and appearance. However, while they are much stronger, tougher, and wield more potent magics than their cousins, they do not possess any specific resistances and their magic is intrinsically tied to the element of their ancestor. Languages All elves are taught to speak, read, and write in Elvish and Common — Only Terrans are also taught to speak Ta-ran; the language of the elementals. Elvish is a very fluid language, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 12 dexterity 10 constitution 10 intelligence 14 wisdom 10 charisma 10

Dwarves

FOREWORD

Hailing from kingdoms as old as the mountains themselves. Rich in both gold and culture, Hall’s carved deep into the mountain’s roots, the booming echoes of picks, hammers, and laughter filling their cities. An undying commitment to clan and family. These are the qualities that tie all dwarves together.

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SHORT AND STOUT

Bold and hardy, dwarves are known as skilled warriors, minors, and shapers of stone and metal. Though most dwarves never reach five feet in height, dwarves are impossibly broad shouldered and compact. This means they usually weigh as much, if not more, than a human. Their bravery and tenacity are also easily a match for any larger species.

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LONG MEMORIES AND EVEN LONGER GRUDGES

Most dwarves, at least the ones not killed in battle, can live upwards of four hundred years. The oldest living dwarves often remember a much different time than their descendants. The wars, the famine, while the younger races may have forgotten and even moved past these troubling events. The older dwarves still hold those times close to their hearts. They remember the loved ones they’d lost, and the atrocities they’d committed and had committed against them.

But dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic tenacity and little in the way of change. On the whole, they respect the traditions of their clans. Tracing their ancestries back to the founding of their most ancient strongholds, back when the world was young and the elves not so arrogant. And the dwarf will not abandon those traditions lightly. Part of those traditions is a nigh unending devotion to their gods and goddesses. They who uphold the dwarven ideals of industrious labor, honor in battle, and a love for gold only rivaled by their love of clan and country.

Individual dwarves vary in their goals and ambitions. But mostly, dwarves are determined and loyal to their word, decisive in battle, and stubborn as stone. Many dwarves have a strong sense of justice and are long to forget the many injustices committed against them. With their strong commitments to clans from which they hail, a wrong done to one dwarf is a wrong done to the entire clan. It’s not uncommon for a single dwarves’ quest for vengeance to become a full-blown clan feud.

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CLANS AND KINGDOMS

Dwarven kingdoms stretch deep beneath the mountains and hills where dwarves mine precious gems and metals to forge wondrous items. They love the feeling of creating things with their own hands so much that the act of forge making, and gem cutting has become national sports for the dwarves. In some dwarves, this love of precious metals and resplendent gems festers into avarice. Whatever wealth the dwarves cannot find within their mountainous kingdoms, they gain through trade with the other races. However, their seemingly inherent distaste for water has led to enterprising young humans and merfolk forming trade agreements with the dwarven kingdoms to ship goods along water routes. In recent years, this has led to the dwarves welcoming trustworthy members of the other races into dwarven settlements, though some areas are off-limits even to them.

The primary unit of Dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan’s identity and affiliations, recognize related dwarves, and invoked their ancestors’ names in oaths and curses. To be Clanless is among the worst fates that can befall a dwarf.

Dwarves in other lands are typically artisans, especially weapon smiths, armorers, and jewelers. A few even become mercenaries or bodyguards, and such dwarves are highly sought after because of their courage and loyalty.

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GODS, GOLD, AND CLAN

A desire for treasure- or more accurately, a desire for gold- might motivate some dwarves to take up the adventuring life. This could be because of a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by either the command or inspiration of a deity, a direct calling, or simply a desire to bring glory to one of the Dwarven Gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong against the clan, or earn a new place within the clan after having been exiled. It’s also possible they are simply searching for an axe wielded by an ancestor and lost on the battlefield centuries ago. All are equally possible.

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SLOW TO TRUST

Though dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years, give or take a few decades.” And while this statement might be an exaggeration, it certainly points to how difficult it can be for a member of a short-lived race to earn a dwarf’s trust.

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DWARVEN NAMES

A dwarf’s name is given by a clan elder on their tenth birthday, which is also the day a dwarf is expected to begin working as an apprentice. Every proper dwarf name has been used and reused throughout the generations. The dwarf’s name belongs to the clan, not the individual. In the dwarf who misuses will bring shame to a clan, will often have their name stripped from them and are forbidden by Dwarven law to use any Dwarven name in its place.

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SUBRACES The Dwarven race has three sub races within it, that being the Royal Mountain Dwarves, the Nomadic Hill Dwarves, and the Subterranean Duergar.

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MOUNTAIN DWARF Age mountain dwarves usually live between 400 to 600 years Size mountain dwarves are the largest subcategory of dwarves. They usually stand between five and six feet tall and weigh around three hundred pounds. Vision like most dwarves, a life underground has given them superior vision in dark and dim light conditions. Dwarven Resilience all dwarves can boast of their hardy condition. Because of this, they are extremely resistant to poison, venom, and even sport a meager resistance to magic. Dwarven Combat Training while not every dwarf is a warrior, all dwarves are trained from a young age to defend themselves with a variety of “Dwarven” weapons. (Axes, hammers, maces, and staffs of all sizes) Languages dwarves are taught to speak, read, and write in dwarvish and the common tongue both. Dwarvish is full of hard consonants and guttural sounds. These characteristics often spill over into whatever other language dwarf might be speaking.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 14 dexterity 8 constitution 14 intelligence 10 wisdom 10 charisma 12

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HILL DWARF Age Hill dwarves usually live between 200 to 400 years. Size Hill dwarves usually stand between four and five feet tall, and weigh around a hundred and fifty pounds. Vision like most dwarves, a life underground has given them superior vision in dark and dim light conditions. Dwarven Resilience all dwarves can boast of their hardy condition. Because of this, they are extremely resistant to poison, venom, and even sport a meager resistance to magic. Dwarven Combat Training while not every dwarf is a warrior, all dwarves are trained from a young age to defend themselves with a variety of “Dwarven” weapons. (Axes, hammers, maces, and staffs of all sizes) Languages dwarves are taught to speak, read, and write in dwarvish and the common tongue both. Dwarvish is full of hard consonants and guttural sounds. These characteristics often spill over into whatever other language dwarf might be speaking.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 12 dexterity 8 constitution 12 Intelligence 10 wisdom 14 charisma 14

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DUERGAR Age Duergar usually live between 200 to 300 years. Size Duergar are the smallest subcategory of dwarves. They usually stand between three and four feet tall, and weigh around a hundred pounds. Vision Duergar live almost their entire lives underground. Because of this, their dark vision is unrivaled amongst the other Dwarven sub races. However, this also comes with the drawback, as Duergar are extremely sensitive to light and suffers migraines, nausea, and physical pain whenever they are exposed to sunlight. Most Duergar have taken to wearing sunglasses whenever they are forced to subject themselves to sunlight. Dwarven Resilience all dwarves can boast of their hardy condition. Because of this, they are extremely resistant to poison, venom, and even sport a meager resistance to magic. And unlike their brethren, Duergars can also boast a slight resistance to fire. Dwarven Combat Training while not every dwarf is a warrior, all dwarves are trained from a young age to defend themselves with a variety of “Dwarven” weapons. (Axes, hammers, maces, and staffs of all sizes) Languages dwarves are taught to speak, read, and write in dwarvish and the common tongue both. Dwarvish is full of hard consonants and guttural sounds. These characteristics often spill over into whatever other language dwarf might be speaking.

Ability Spread (this is an average and not meant to be taken as a one-to-one record.) strength 12 dexterity 12 constitution 12 intelligence 10 wisdom 10 charisma 8

Humans

FOREWORD

“If jack of all trades but a master of none were a race, it’d be a human.”

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Though the youngest race by centuries, it didn’t take long for humans to outnumber the other races 10 to 1. Perhaps it is because of their shorter lives that humans strive to achieve as much as they can in the comparatively few years they are given. Or maybe they feel they have something to prove to the older races, and that is why they build their mighty empires on the foundations of conquest and trade. Whatever ambition drives them, humans are the innovators, the achievers, and the pioneers of the world.

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VARIETY IS THE SPICE OF LIFE

With a penchant for migration, capitalism, and conquest. Humans are more physically diverse than the other races by far. There is no such thing as a ‘typical’ human. An individual can stand from just over three feet tall, to well over six and be from the same family. Adult Humans can weigh anywhere from eighty pounds to nearly 800 at the extreme and have skin tones ranging from the deepest black to snow white and everywhere in between. Though unheard of a few centuries ago, it’s now more common than ever for humans to have a sprinkle of nonhuman blood in their family, revealing hints of elf, orc, dwarf, and any number of other races or lineages. Humans reach adulthood in their late teens and rarely live more than a century.

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AMBITION, AVARICE, AND A DREAM

Humans are the most adaptable and ambitious people. They have widely varied tastes, morals, and customs in the many lands in which they have settled. But when they do settle, they stay; they built cities that last centuries, and great kingdoms that can last for thousands of years. An individual human may have a relatively short life, but a human nation or culture perseveres through the ages. They have traditions with origins far beyond the reach of any single human’s memory. Despite this, humans live fully in the present- making them well suited to the life of an adventurer. Many also plan for the future, striving to leave a lasting legacy, whether as an individual or group. Humans are adaptable opportunists, and they stay alert to changing political and social climates.

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OPINIONS ON OTHER RACES

Dwarves: “Stout bodies, stalwart mentalities, and incredibly strong ale. If a dwarf gives you his word, you can trust it as much as you can trust that the sun will rise on the morrow. But their lust for gold is their downfall.”

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Elves: “You’d be wise not to wander into any place claimed by the elves. They don’t like intruders, and you’ll be just as likely bewitched as filled with arrows. Still, if an elf can get past their damnable racial pride and actually treat you like an equal, you can learn a lot from them.”

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Gnomes: “Enigmatic, eccentric, possibly crazy- but also loyal to a fault, and wise beyond their years. Gnomes are driven by a lust for knowledge that rivals a dwarves love of gold. The difference is; if you get between a dwarf and his gold, you’ll get an Axe to the chest or a hammer to the head. But a gnome will ship an alchemical nuke to your house just for tearing a page out of their favorite book.”

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Halflings: broadly considered the Kings and Queens of the kitchen. It’s hard to beat a meal in a halfling home- provided you don’t accidentally crack your head on the ceiling. Great food and a culture of acceptance are standard in every halfling society. If they had even a shred of ambition, they would probably rule the world already.

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LASTING LEGACIES

Where a single elf or dwarf might take on the responsibility of guarding a special location or powerful secret, humans had to found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality but know they can only achieve it by ensuring they will be remembered long after their bones return to dust.

Although humans can sometimes be xenophobic, their societies are generally seen as more inclusive than most other races. Human kingdoms welcome large numbers of nonhumans compared to the proportions of humans who live in nonhuman lands.

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EXEMPLARS OF AMBITION

Humans who seek the life of an adventurer are among the most daring and ambitious members of an already daring and ambitious race. They seek to earn glory in the eyes of their peers by amassing power, wealth, and fame that will last for generations. More than other races, humans champion causes rather than specific territories or groups.

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HUMAN NAMES

Having so much more variety than other cultures, humans have no typical naming pattern. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.

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HUMANS Age Humans reach adulthood in their late teens and rarely live more than a century. Size Humans vary widely in height and build, from slightly over three feet tall to well over six feet, and weights ranging from eighty pounds to over six hundred. Vision While humans tend to have decent night vision, it is generally regarded as 'poor' by the other races. Humans make up for this by being able to see the entire color spectrum, whereas most other races suffer from one or more types of color blindness. A few humans also possess the extremely rare ability to see mana. A feat regarded as nearly impossible by magic scholars. Prime Adaptability Humans are one of, if not the most, adaptably species around. They can adapt to almost any environment in days, can eat things considered fatally poisonous to other races, and excel at working together with other races. Their adaptability allowing them to fill almost any niche without much issue. Languages humans are taught from an early age to speak, read, and write the common language. Humans typically also learned the languages of the other races they deal with, including obscure dialects. Humans are strangely fond of sprinkling their speech with words borrowed from other languages: Orc curses, Elvish whimsical expressions, Dwarvish military phrases, and so on.

ABILITY SPREAD (this is an average and not meant to be taken as a one-to-one record.) strength 10 dexterity 10 constitution 10 intelligence 10 wisdom 10 charisma 10

Half-Orcs

FOREWORD

"Uglier than sin, as proud as a Devil, and as honorable as a Knight"

Half-Orcs are outcasts from two worlds. A fact as sad as it is true, but one they've come to accept as a matter of course. Though neither humans nor orcs are keen to get along with one another on a day-to-day basis. Sometimes an alliance is all that stands between them and destruction, and 95% of the time, a new generation of half-orcs will follow the creation of said alliance. Whether through marriage between a human and an orc, or a simple midnight tryst between two drunken people. The end result is almost always the same; an infant that will inevitably be rejected by both races.

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THE PATH OF THE STRONG

You may have heard one of the countless tall tales about orcs being mindless brutes. But this is simply not true. Orcs may not be as refined as the elves, or as industrious as the dwarves, but Orcs are far from the savages they're often depicted as. Orcs are raised to be military minded from a young age. Their training is often brutal, to the point most races would consider it cruelty, but only because they know other races could not possibly survive to see the end of it. But Orcs thrive in this type of environment. Their vast strength comes, not only from the size of the muscles and the animalistic rage that constantly bubbles beneath the surface, but also from the intense discipline this training imparts on them. A fully trained orc is worth six soldiers from any other race, and this makes them high desirable as bodyguards and bounty hunters.

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A WARRIOR'S HONOR

Orcs hold onto their convictions tighter than a dwarf holds onto gold. Orcs despise picking on the weak and destitute. Likewise, you'll never see an Orc ask for charity, and rarely will they accept a handout of any kind. This sense of pride and honor also translates directly into how they fight. And Orcs will not fight a defenseless opponent, no matter who they are. To do so would go against everything they hold dear. But if a battle must be had, whether because they were ordered or due to facing a mortal enemy, an Orc will first arm their opponents with a spare weapon, so they at least have the chance to defend themselves. This has led many races to misunderstand the intention behind the act and attribute it to a desire to 'toy' with their prey before killing them.

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OPINIONS ON OTHER RACES

Dwarves: “Short bodies fueled by a strong heart and a powerful sense of justice. If dwarves weren't so short, more orcs would bed them.”

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Elves: “Bah! Irritating little chatter boxes. They spend too much time making friends with the trees and not enough time protecting their homes. That's why they've had to change 'homelands' four times in the last few centuries.”

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Caitsith: “Orcs don't like Cats. They remind us of the great felines that hunted us as children... Plus, their eyes are spooky.”

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A SOUL OF TWO WORLDS

But of course, a half-orc does not only possess the qualities of an Orc. They're often just as much of a human and possess many of the characteristics of their other parent. Where full-blooded Orcs are massive, often standing over 8 feet tall and weighing between 400-500 pounds. Half-Orcs are usually in-between both parents in size. Often, this leads to them being picked on by their much larger peers. Some half-orcs are even kicked out of the tribe if their appearance is considered too 'unnatural' by Orc standards. Because of this, there's a huge disparity between the number of half-orcs living within an Orcish tribe and those living amongst humans, who are often more accepting of their circumstances.

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HALF-ORC NAMES

Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for more human sounding name, and some half-orcs with human names might decide to adopt an orcish name to play off the reputation orcs have earned for themselves.

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HALF-ORCS Age Half-orcs mature slightly faster than humans and slightly slower than full-blooded orcs. They reach maturity around the age of 16 and can live up to 90 years, provided they aren't killed in battle. Size Half-Orcs are between their human and orc parents in size. Meaning they could be anywhere from 5 feet tall to over 7 feet, and weigh between 180lbs and 400lbs. Vision Half-Orcs almost always possess the excellent dark vision of their orcish parent. Relentless Vitality Much like their Orcish parent, half-orcs have an outrageous amount of vitality. Meaning they can survive wounds that would prove fatal to most other races and heal from said wounds twice as fast. Languages Half-Orcs are taught to read, speak, and write only in common as Orcish is considered a language of the tribe, which half-orcs aren't usually seen as members of due to their human sides.

ABILITY SPREAD (this is an average and not meant to be taken as a one-to-one record.) strength 14 dexterity 10 constitution 14 intelligence 8 wisdom 10 charisma 8

Spoilers for Chapter 1

Characters

Sulika Wysarie

I.D Role Leading Character Gender Female Age 27 Race Kitsune (Yako)

Class Info Level 31 Ability Scores Strength 10 Dexterity 20 Constitution 10 Intelligence 16 Wisdom 14 Charisma 20

Appearance Eye Color Incandescent Green Skin Color golden/tanned Hair Color Black Height 5'2 Weight 118lbs

Faeyra Silverowl

I.D Role Side Character Gender Female Age 280 (28 in human years) Race Half-Elf (Lunaran)

Class Info Level 36 Ability Scores Strength 11 Dexterity 18 Constitution 16 Intelligence 22 Wisdom 14 Charisma 15

Appearance Eye Color Emerald Green Skin Color Pale brown/gold Hair Color Red with white highlights Height 6' Weight 130lbs

Snowball

I.D Role Side Character Gender Male Age 4 Race Snowy Macaw

Class Info Level 2 Ability Scores Strength 3 Dexterity 14 Constitution 2 Intelligence 6 Wisdom 3 Charisma 15

Appearance Eye Color Yellow Feather Color White with tiny black spots scattered around his body. Height 43 inches Weight 4lbs

Locations

The Fancy Dryad The potion shop owned by Faeyra Silverowl and Sulika Wysarie. It's a three-story building featuring four bedrooms, each with their own private washroom. A dining room, a kitchen, a library, an alchemy lab, and the storefront itself. The Hunter's Guild The Hunter's Guild Is a state funded, dungeon closing organization created with the mandate to protect and preserve world stability. Though the size of the Guild may vary depending on the location, a Hunter's Guild can be found in every major city around the world.

Spoilers for Chapter 2

Aldritch Blackshield

I.D Role Leading Character Gender Male Age 1,017 Race Halfbreed

Class Info Level 100 | 100 Ability Scores Strength EX Dexterity 18 Constitution EX Intelligence 14 Wisdom EX Charisma 16

Appearance Eye Color Incandescent Gold with Serpentine pupils Skin Color Light Gray Hair Color Crimson Height 6'9 Weight 700lbs

Derrik Longhammer

I.D Role Side Character Gender Male Age 172 Race Dwarf (Hill)

Class Info Level 28 Ability Scores Strength 18 Dexterity 15 Constitution 17 Intelligence 13 Wisdom 12 Charisma 17

Appearance Eye Color Brown Skin Color Dark Tan Hair Color Auburn Height 4'3.5 Weight 178lbs

Ralocan Whiteeagle

I.D Role Side Character Gender Male Age 451 Race Elf (Solaran)

Class Info Level 25 Ability Scores Strength 12 Dexterity 19 Constitution 14 Intelligence 18 Wisdom 13 Charisma 17

Appearance Eye Color Gold Skin Color Brown Hair Color Black Height 5'4 Weight 139lbs

Oladi Aspenspark

I.D Role Side Character Gender Female Age 322 Race Elf (Lunaran)

Class Info Level 27 Ability Scores Strength 14 Dexterity 18 Constitution 16 Intelligence 15 Wisdom 20 Charisma 14

Appearance Eye Color Dark Blue Skin Color Pale Hair Color Blonde with a hint of brown in direct sunlight Height 6' Weight 127lbs

Zarud

I.D Role Side Character Gender Male Age 25 Race Half-Orc

Class Info Level 22 Ability Scores Strength 20 Dexterity 14 Constitution 18 Intelligence 10 Wisdom 10 Charisma 12

Appearance Eye Color Black Skin Color Greenish Gray Hair Color Black Height 6'10 Weight 322lbs

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