Of all the races, the evolution of the Elven has had the most profound effect on the entire world. In the time of Exorit's rise and the fall of Hrocka Mag, there are four major elven groups: The High Elves of the Valley of Shadows and Entisity; The Woodland Elves of the Eternal Glade; The Plains Elves of the Wandering Tundra; and the Fell Elves of Tan'Entryn.

While a majority of the elven sub-races hold close ties to each other, the one major exception was that of the Tan'Entryn. Having lost their trustworthiness long ago, the fell elves exist shunned from the Noble Elves and live in the mountain stronghold, after which they named their society.

Elves hold a deep reverence for magics, with the High Elves producing some of the most talented mages known in all the land. Elven fighters use their speed and dexterity to win battles, rather than the brute strength often employed by their Dwarvish and Human counterparts.


There are three major strongholds of Dwarvish power, two of which lie across the Landbreak. The Dwarves of the regions around Dahlemar are actually a recent addition, as more and more seek adventure in the wider world outside of their homelands. Dwarves are well-known and respected for their skills in forging, engineering, and masonry, and monuments to their abilities scatter throughout the land.

Today, Dwarves are not a common site in major cities such as Dahlemar, but tend to keep to their own kind. Kingdoms of men and elves, however, have been able to coax more and more of the stout folk out of their caves in enterprises of fame, fortune, and notoriety.

Short of stature, and likewise of temper, dwarves make fierce fighters and zealous priests and paladins. The Dwarvish Pantheon of gods is said to revere all fighters who are slain in battle and honor them in death by making them ever-vigilant protectors of the dwarvish kingdoms.


Often thought of as the glue that holds the allied races together, the Humans are known for their diplomacy and mediation. This trait is often attributed to their expected lifespans being significantly shorter than other races, and the necessity of solving problems more immediately than their elvish or dwarvish counterparts. Human ability to build up and also destroy that which took ages to create has given them a reputation as a fiery race, with little thought of the long-term consequences of their actions.

The Human Age of Insight began more than one thousand years ago, under the leadership of their great and mighty ruler, Hrocka Mag. At that time, the humans flourished as the winds of the renaissance flowed from the great kingdom throughout all of the human lands. The fall of Hrocka Mag and the destruction of all that he had worked to create caused many of the relics of the Age of Insight to be lost, and to a large extent, forgotten.

Recently, some of the old texts and magical items have been discovered and the human legends have once again started to resurface. As adventurers from all walks of life rise up and answer the call to greatness, a new age of enlightenment dawns for the Human race.


Coming Soon Crude and less civil than the other sentient races, the Ogres are renowned for their great strength and single-mindedness that comes from their limited intellect. Ogres can be found occasionally in major cities, but are less likely to be accepted en masse by other races that dwell there. For the most part, the ogre keep to themselves when in the larger cities, and it is not until someone experiences them on their own turf that they truly gain an understanding of how vicious the Ogres can be.

Ogres exist in clan-based societies, many of which are nomadic, often led by the strongest member of that clan. When a fellow clan-member challenges the current leader, they fight to the death and the winner takes the role of clan leader. Many shaman-led tribes have fewer leadership changes, as most Ogres fear what they do not understand about the magics of the world. This fact gives the shaman a high amount of perceived power to go along with their actual abilities.

As time continues, the Ogre evolution is leading them toward a higher degree of intelligence and magical proficiency. Combined with their immense size and strength, the future of Ogre society looks as promising for them as it appears threatening for the other races.


Coming Soon Mischievous and meddlesome, the Halflings are both admired and despised for their exuberant nature. Hailing from small villages and hamlets throughout the civilized lands, Halflings often inhabit the slums and lower districts of major cities, as they view their domiciles only as a place to sleep. This fact alone leads to the false assumption that most Halflings are poor, destitute folk, who resort to stealing and trickery out of necessity.

Halflings tend to measure their own wealth and prosperity by the sum of their life.s experiences. If a Halfling can keep its family, friends, and strangers engaged for hours as they recount their personal stories, then it is often considered royalty amongst its fellow kin. To this end, a Halfling typically will spend a majority of its waking hours exploring, investigating, or otherwise searching for things both known and unknown, and the pursuit of monetary reward is simply a means to an end for them.

Halflings have no inhibitions about mingling with other races, oftentimes meeting fellow adventurers at inns and taverns when they are trying to relax. Their driving ambition, charisma, and ability to go unnoticed make them an ideal choice as thief or scout, but it is said that at the end of the day each Halfling is truly a bard at heart.


Coming Soon The epitome of speed and flexibility, the Pixie's small size and flying ability allow them to access places of mystery and wonder that remain undiscovered by their larger counterparts. Pixies flit through life with few cares other than the pursuit of magical wealth and, of course, the preservation of their personal existence.

A Pixie's life can be broken down into three segments, birth and adolescence, mid-life, and adulthood. The earliest stages are spent in a hive-based society, during which the Pixie absorbs information passed on through the elders of their race as they remain attuned to the hive itself. As the Pixie matures, it becomes restless with the hive and will eventually break free, leading into the Pixie's mid-life. Mid-life is spent adventuring and exploring the world around them in search of magical valuables. As it ages, the Pixie may return to the hive as an elder, which effectively means they are absorbed back into the fold and their knowledge and wisdom are then passed on to adolescents.

Pixies seen outside of their hives are almost exclusively in their mid-life stage and will normally ally with other races in the pursuit of adventure and treasure. It is also common for Pixies to band together to explore the lost locations of the world that the other races can't access, giving them first rights to many ancient secrets.


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