Hexellian (Merfolk)
Native
to Fulcrum. They are amphibious beings that live in all depths of the oceans,
between Fulcrum’s main continent of Allustria and the shallow waters in the
Great Ring Isle, and are the dominant race in the Nation of Hexellia (which
encompasses the territory they control in the middle-depths of the ocean). Though
humanoid, they have the features of all manner of sea creature that serve to
help them swim and distinguish their position in their complex caste system. They
can live outside of water, but are far more comfortable in a salt-water
environment. When out of the water, their bodies secret a layer of mucus that
allows them to breathe, but also make them more open to illnesses and the
elements. They make quite powerful mages that specialize in illusions, aura
magic, and other protective magic that they use to manipulate the seas vastness
against their foes. They live in near isolation and mostly come into conflict
against sailors and other sentient beings that call the oceans their home.
Nullnaut
Native
to Fulcrum. The Nullnauts are nautilus-like (squid-like creature with shells
over their heads) beings that live in the deepest depths of the oceans
surrounding Allustria. Being cephalopods, Nullnauts cannot live outside of
water, but in the depths of the sea are quite powerful and live in small groups
called “Cadre”. They are arrogant creatures that use their telepathy to
overpower and control the minds of weaker beings. Nullnauts are sworn enemies
of the Hexellian Empire and several wars have been fought when a large group of
Nullnauts attempts to assault a Hexellian city. Luckily, these events are
mostly kept to small raids, the Nullnauts far too uncommon and far too
quarrelsome to build a large enough threat against the Hexellian Empire.
Glugger
Native
to Fulcrum. These amphibious toad-like creatures live in the swamps of
Allustria, with a sub-race of “Salt-Gluggers” living in caves off the coast,
and are known for their hideous appearance and temperament. These cruel and
stupid humanoids live in tribes ruled by a matriarch, her daughters serving
her, and the males working as hunters and mates to their Glug-Queen. These
creatures are known to raid human settlements and eat any humanoids that cross
through their territory. It is not uncommon for Gluggers to cooperate in
exchange for a larger territory or to fight a common enemy.
Malakites
Native
to Fulcrum. These humans are uniquely features, with two large horns like those
of a ram or goat, a long tail with hair running from their tail bone to the
tip, and unusual skin tones/ eye colors. Unfortunately, their appearance,
paired with their cunning and guile, has given this race a bad reputation
amongst other humans. While, they argue that they’re simply a human offshoot
that developed a complex capitalist society in the bays and mountains of their
homeland, other humans call them “fiend-blooded”. The worst enemy to their
reputation is their own actions; Malakites have a reputation for organized
crime, political corruption, and even taking part in piracy.
"The Old Ones" (Lacrozian Vampires)
Native
to Fulcrum. Vampires are found in all corners of existence, but the vampires of
Fulcrum have the reputation of being quite a lot older and quite a lot more
sophisticated than their often more predatory kin. The Lacrozians were believed
to have once been Fulcrum’s race of elves and controlled a large territory in
the East of Fulcrum. Then, an enemy cursed the elves to steal their
immortality. Suddenly, they felt the years come crashing down. The elves that
survived did so by calling upon black magic to turn themselves into
life-draining vampires. They maintained their beautiful visages and pointed
ears, but also gained a pair of pointed teeth, psychic powers, and other dark
abilities.
Nymbles
Native
to Fulcrum. The small and friendly race of fair folk; in varieties of mice,
shrews, hares, rabbits, fox, skunks, badgers, weasels, stoats, ferrets, otters
and other small furry critters, the Nymbles have a reputation for their
incomparable kindness, humility, and innocence. This naiveté has made the land
they share side by side, with “big folk”, the target of raids and attacks for
millennia. Yet, Pacea may see dark time but it is always saved; the only thing
greater than their kindness of the Nymbles are their courage and the smallest
Nymble knight is as brave as his human counterparts
Orgs (Orcs)
Native
to Fulcrum. The Orgs of Gruul-Nar have earned the respect, through acts of
brutality or acts of bravery, of all the peoples of Fulcrum. The Orgs of the
Jungles of Nor have only earned the fear of civilized peoples of Fulcrum. The
Org tribes wage constant war on each other, living by a code of honor and
revenge, and mostly keep their own kind in check to prevent their ranks from
overwhelming neighboring nations.
The Builders (Dwarves)
Native
to Fulcrum. Just as the elves were once a mighty force to be reckoned with in
the realm of Fulcrum, so were the stocky dwarfs. Their ancestors, often called
“The Builders”, earned their name by building all the major structures, cities,
and even the White Walls of Allustra.The Dwarfs left today are a broken people;
made up of small families and bands of rogues, using their ancestor’s crafts to
make their living.
Lich (Skeletons)
Native
to Fulcrum. A particular brand of necromancy is popular amongst the
necromancers of Lucrozia, and the end goal of such men and women is to become a
skeletal lich. After all, bone is stronger than flesh and flesh can be turned
against you. Bones can be rebuilt from stone and dust and can be formed into such
interesting shapes. Furthermore, a vampire or a witch can’t use the blood or
hair of a Skeletal Lich against them. These evil beings lead great hordes of
skeletons in attempts to conquer kingdoms, gain more power, and discover better
paths to immortality.
The Heralds of Virtue (Angels)
Native
to Fulcrum. The embodiment of the virtues that all good peoples of Fulcrum hold
dear; the angels take on the features of their virtue, as well as the features
of those they protect, with the angels of the Malakites often having horns, the
angels of Hexellian’s being amphibious, and the angels of the Nymbles having
features of beautiful beasts. But the angels of this land have no gods to
follow, or they’re another race of gods long fallen, and they are not in enough
number to do much but guarder their planes of honored dead.
Fiends (Demons)
Native
to Fulcrum. The people of Fulcrum have a funny way of looking at demons. For
one, they don’t believe that they have to fear any damnation and the demons of
their land do not come from any hellish realm. The demons don’t care about what
these people think. They care about the witches, the liches, and the org
cultists that would foolishly open a gate to their realm and allow them to
descend on the sinners and innocent alike.
Minotaurs
of the Fire Mountains
Native
to Fulcrum. These bull-headed and hoofed humanoids, seeming muscular brutes,
are capable of more in Fulcrum. Part of complex and secretive religious cults
in the Fire Mountains, they are scholars and history keepers, as well as
warriors. Few have earned the respect enough to speak with these short-tempered
creatures, but those who do can learn more than the eldest Lacrozians.
Tree-Folk
Native
to Fulcrum. Born of the collective life cycles of the forest, Tree Folk, or
"Tree-Herds" are the wood elementals that live in all woods of
Fulcrum; with small forests have one or two saprolings about or a deep, dark
wood, hiding entire societies of the race with the single most simple
motivation of a any race; to preserve their woods. The Tree-Folk of Fulcrum have a mixed reputation, often seen as good spirits, but when joined by figures believed to be tree-folk, such as the Rot Prince, their reputation becomes seedier.
Witches
& Hags
Native
to Fulcrum. Usually born of humans and occasionally other humanoid races,
Hexellian merfolk for instance, witches usually start their lives with a dark
event; an abusive father, witness to a grisly massacre, or anything else that might
turn them against the world of men and seek to control through cruelty. Witches
usually use their powers to play cruel trick on humans, especially men, and
revel in misery. Some witches have less petty goals and use their powers to
manipulate great schemes, often rewarding subordinates and anyone else who they
can use to complete some part of a scheme generations in the making, but others
use cruel curses to punish the smallest offense. Witches often live solitary
lives, but will meet at the full moon for a Coven of Three and, if so powerful,
Four. The Maiden, The Mother, The Crone, and sometimes, The Queen.
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