Adventures of Caelereth

Help Boards => RPG Guide => Topic started by: Alýr (Rayne) on January 23, 2012, 11:40:31 AM

Title: Guide to Races and Tribes: Races of Caelereth
Post by: Alýr (Rayne) on January 23, 2012, 11:40:31 AM

    Dwarves, elves, gnomes, etc. are not uncommon in fantasy, but everyone has their own interpretation of how these particular races act and look. The descriptions below are intended to give you an idea of what each race is like so you can make sure your description and game-play is in the true spirit of Santharia!

    Brownies (#post_Brownie)
    Domovidge Manikins (#post_Domovidge)
    Dwarves (#post_Dwarf)
    Elves (#post_Elf)
    Gnomes (#post_Gnome)
    Halflings (#post_Halfling)
    Humans (#post_Human)
    Mullogs (#post_Mullog)
    Ogres (#post_Ogre)
    Orcs (#post_Orc)
    Psyrpent (#post_Psyrpent)
    Troll (#post_Troll)
    Ulvur (#post_Ulvur)


    Brownies are among the smallest of sentient beings, standing at about 1/7 of a ped. There are five different tribal groups known to exist: Vale Brownies (or Llaoihrr), Aohu'o, Milken, Memnoor, Darklings and Rat Brownies. Said to be descended from the Tree of Life, their skin, hair and eyes have the colours usually found in treebarks. Most Brownies look very much like mini humans, although leaner and wirier; more prone to stringyness than beer bellys.  The Rat Brownies and the Darklings, on the other hand, are mutations on this theme.  All are decended from the ancient Birni civilisation, an extinct colony which revolved around their powerful Lifemagic

    Browniin Appearance (#post_BroApp)
    Browniin Personality (#post_BroPers)
    Browniin Abilities (#post_BroAbil)
    Browniin Beliefs (#post_BroBel)
    Browniin Perceptions (#post_BroPerc)
    Browniin Tribes (


    Browniin Appearance
    • Standing at an average height of 14 - 15 nailsbreadths, most Brownie tribes resemble small humans
    • Brownies come in muted greens, browns, reds, blues, yellows, blacks, greys, and whites
    • Most common are the greenbarks and brownbarks, with ebonybark and birchbark (black and white) being the rarest
    • The exeptions to this rule are the Darklings and the Rat Brownies, who have become mutated and taken on various animalistic qualities (See tribal entry for more information)

    Browniin Personality
    • VALE BROWNIES (Llaoihrr): More serious in nature than the fun-loving Aohu'o, the Vale Brownies are industrious and ingenious, always looking for a new way to get more from their environment and protect it from outsiders
    • AOHU'O: This is not really a tribe, but a name given to the many hunter-gatherer tribes living accross Sarvonia and Akdor - most of which seem to have a noticeably mischevious streak
    • MILKEN: These Brownies have lived alongside the Helcrani in Milkengrad for many generations and are by far the most human-like in world view and habit
    • MEMNOOR: Open and accepting in nature, the Memnoor are a utopian society, holding firmly to the maxim "from each according to his ability, to each according to his need"
    • DARKLINGS: These Brownies are very secretive, reclusive and uncivilised.  They live on the edge between predator and prey, and can find it difficult to shake this mentality even if they do reach civilisation
    • RAT BROWNIES: Again, this is catch-all term applied to a group of tribes living all over Sarvonia.  Mostly mutated, almost always fairly primative and vicious, they live in fear of the evil spirits they worship

    Browniin Abilities
    • Brownies are quick and agile, or they're cat/fox food!  There isn't much leeway for the slow or stupid when you're so small
    • All brownies have a natural aptitude for Lifemagic, although Redbark Brownies are more adept than the other colours.  The Vale Brownies and the Memnoor both have great training schools for their youngsters
    • Memnoor Brownies also practice a wide variety of natural magics
    • Vale Brownies are technologically highly advanced, making a huge variety of gadgets and gizmos in wood
    • Brownies often ride unusal mounts such as mice, rabbits, foxes, or flying animals like owls or even the dragon-like drakes
    • Most Brownie tribes have a good knowledge of poison making, because otherwise their weapons don't make enough impact on the animals they hunt

    Browniin Beliefs
    • Brownies are close to nature, and the most common belief  in and workship the spirits of rocks and trees.  They believe they are descended from parts of the Tree of Life
    • Milken Brownies share the elven belief in Avá
    • Rat Brownies worship the evil, malignant spirits rather than the good spirits worshiped by most brownies[/color]
    • A small minority, mostly Memnoor, do not believe in gods or spirits
    • An even smaller minority follows the belief in the First One

    Browniin Perceptions
    Big things are scary.  Big things that can think are even scarier. Your average Brownie probably doesn't distinguish between one Big race and another, as they don't have much contact with them. Exceptions are:
    • Milken Brownies live with humans, and their home is a big trading city, so they are adept at dealing with all races
    • Memnoor Brownies always welcome outsiders into their home, whether they know what to do with them or not!
    • Vale Brownies have long established trading links with the Dwarves at Kor Donian, and have come to know them as trustworthy, faithful and brilliant stoneworkers. They also trade with nearby humans and the Daran Gnomes, and are more accustomed to having Big people nearby.
    • Rat Brownies will regard all sentient life forms as their enemies, including other Brownies
    And don't forget - any Brownie who ventures away from their home is probably less scared of Big people than their tribe mates!

    Back to Introduction ( (

    DOMOVIDGE MANIKINS ("House-Dwellers") (

    Domovidgies are a generally considered a myth, and so a great amount of care and consideration must come with their play.

    Domovidge Appearance (#post_DomoApp)
    Domovidge Personality (#post_DomoPers)
    Domovidge Abilities (#post_DomoAbil)
    Domovidge Beliefs (#post_DomoBel)
    Domovidge Perceptions (#post_DomoPerc)
    Domovidge Tribes (#post_DomoTribes)


    Domovidge Appearance
    • Domovidgies are about one fore tall and generally unkept, having rather untidy, shaggy appearances.
    • Eyes and hair may be of any colour, from purple and cerubel blue to karikrimson (red) and mezu-gourd orange.
    • Because not much is known about Domovidgies, you'll have a lot of leeway with regard to appearances.

    Domovidge Personality
    • Generally, Domovidgies prefer quiet country cottages to bustling city houses.
    • Domovidgies live in a mutually beneficial relationship with the occupants of the houses they live in: the Domovidges tend to the things the occupants don't have time for and, in return, are allowed to take food and shelter in the house.
    • Domovidgies may have some magical ability, being able to keep evil away from houses.
    • Despite their working to tend to their occupant's house, Domovidgies may be quite lazy--though the younger ones may enjoy paying and running around.
    • Domovidgies are friendly, but shy, and as their being a purported myth should attest, they're not likely to be found out and about in broad daylight.

    Domovidge Abilities
    • Possibly some magical ability to keep bad luck away.

    Domovidge Beliefs
    • Unknown.

    Domovidge Perceptions
    • HUMANS: Unknown, though Domovidgies are perhaps most likely to occupy their houses.
    • ELVES: Unknown, though Domovidgies are likely to occupy their houses.
    • DWARVES:Unknown.
    • ORCS: Unknown.
    • HALFLINGS: Unknown.
    • BROWNIES: Unknown.

    Domovidge Tribes
    • Domovidgies have no tribes; if you may a Domovidge character, you do not need to fill in the "Tribe" section.

    Back to Introduction ( (

    DWARVES (Thergerim) (

    In the Santharian elemental system, dwarves are believed to be manifestations of earth. Hardy, strong, stubborn, and brave, dwarves are a race closely tied to the earth and connected to their homes under the earth. They are often greate traders, concerned with wealth and treasure. Dwarvers are also known as Thergerim--the same name given to the language they speak.

    It should be noted that this is a GENERIC description, and individual dwarven tribes may vary slightly from what is listed here.

    Dwarven Appearance (#post_DwarfApp)
    Dwarven Personality (#post_DwarfPers)
    Dwarven Abilities (#post_DwarfAbil)
    Dwarven Beliefs (#post_DwarfBel)
    Dwarven Perceptions (#post_DwarfPerc)
    Dwarven Tribes (


    Dwarven Appearance
    • Dwarves are most often shorter and stockier than humans, rarely exceeding a ped and a half in height.
    • Both male and female dwarves typically grow beards; some females depilate their beards, but in general, beards are a source of pride for both male and female dwarves.
    • Dwarves often look a bit like the earth from which they supposedly came, their hair and eyes varying in browns and grays, though the hair of many dwarves will whiten with age.

    Dwarven Personality
    • Dwarves value honor highly, which is generally expressed through fulfilling one's duties to the tribe and family.
    • Dwarves are persistent and extremely hard-working; they are somewhat inured to labor and hardship
    • While usually friendly to outsiders, particularly in trade, dwarves often set boundaries when it comes to their homes, only letting the most trusted enter their mountain caverns.
    • Because of their concern for the accumulation of wealth and treasure, dwarves make great traders; it should be noted, though, that dwarves rarely flaunt their wealth.
    • Dwarves brew some of the best beer in all of Caelereth, and are also one of the best races at drinking it.
    • Dwarves tend to be talented miners, blacksmiths, and architects.

    Dwarven Abilities
    • Dwarves are extremely strong and sturdy, having thick bones--which also tends to make them very poor swimmers.
    • Dwarves have the highest endurance of any race, being able to labor away for many long hours.
    • Like the earth from which dwarves supposedly arose, the race is often very resistent to heat and cold--as well as magical manipulations.

    Dwarven Beliefs
    • Dwarves believe primarily in the god Trum-Baroll. Most humans associate Trum-Baroll with the Twelvern god Urtengor, though not all dwarves approve of the comparison.
    • While Trum-Baroll is clearly the main creator god, there are a number of lesser gods, called the Dwarven Fathers or "Those Like Stone", each of which is associated with a certain type of stone.
    • While dwarves are not typically known for building great temples of worship, they often celebrate a number of religious or ceremonial days throughout the year.

    Dwarven Perceptions
    • HUMANS: Dwarves and humans share a desire for wealth and trade, and in this respect get along very well. They will admire one another for bravery and honor, though dwarves may also see humans as being occasionally weak, both in body and mind.
    • ELVES: In general, dwarves and elves do not get along. Dwarves are deeply distrusting of elven magic and may be confused and suspicious of elven values. While they will fight side-by-side against the same foe, they will generally keep away from one another.
    • GNOMES: Because of the limited interaction between the two races, dwarves are likely to not regard gnomes as more than quiet alchemists.
    • ORCS: Dwarves typically stay away from this race, who they see as irrationally bloodthirsty. Occasionally the two races have clashed, but generally their lack of interest and interaction with one another keeps the peace.
    • HALFLINGS: The peaceful natures of halflings coupled with their fondness for food and drink is likely to warm dwarves to these "small folk." Dwarves do not often trade with the halflings, but the halflings also do not prevent trade relations, so in this regard dwarves are of no real opinion.
    • PSYRPENTS: With a shared love for wealth and a shared belief in Trum-Baroll, dwarves and psyrpents tend to get along rather well, and in fact psyrpents have vowed to give dwarves military aid should they require it, and there is a great deal of trust and loyalty between the two races.
    • BROWNIES: Dwarves are likely to regard brownies as little more than msicheivous pranksters, and probably won't be very fond of their shinanigans.

    Back to Introduction ( (

    ELVES (Styreins) (

    In the Santharian elemental system, elves are believed to be manifestations of the element wind. As you write about or play an elf, this piece of knowledge can help you better extrapolate the behaviors your character should express as part of his or her racial characteristics.

    It should be noted that these are a GENERIC description, and individual elven tribes may vary slightly from what is listed here.

    Elven Appearance (#post_ElfApp)
    Elven Personality (#post_ElfPers)
    Elven Abilities (#post_ElfAbil)
    Elven Beliefs (#post_ElfBel)
    Elven Perceptions (#post_ElfPerc)
    Elven Tribes (


    Elven Appearance
    • Elves are known for being very beautiful. This does not equate to sex appeal; rather, elves are beautiful in the same way the sunset is beautiful, or a piece of music is beautiful. While humans may see them as beautiful, they're unlikely to want to reproduce with one.
    • Male and female elves are likely to look very similar, with large expressive eyes and frail features; elven men do not grow beards.
    • Elves are known for being very slender--the muscle that they build is slender rather than muscular. For this reason, elves are often stronger than they appear.
    • The defining feature of all stereotypes about elves is their pointy ears; however, they're also likely to have very sharp features.

    Elven Personality
    • Tend to live for a long time--making them not only wise, but unlikely to involve themselves in what they see as the cycle of struggle of other races.
    • Not as concerned with the power-struggles or wars of other races--they see the 'big picture,' how every moment is just a drop of rain in a vast ocean.
    • Because they see how everything fits into the dream, elves are less prone to paroxysms, outbursts, breakdowns, and 'escapes' like drinking or drugs
    • While elves may become emotional, their emotions are likely to be tempered by the others, so they tend almost always be calm by default.
    • Elves believe themselves closer to the Dream than any other race; they tend to view themselves as wise teachers, which often just comes across as arrogance.

    Elven Abilities
    • Elves tend to learn deeper than humans. However, this also means that it takes a longer time for elves to learn new skills.
    • Because of the shape of their ears, elves often hear better than most other races.

    Elven Beliefs
    • Most elves believe in Ava, Coor, and the Twelvern/Aviaria.
    • Elves don't worship in the same way humans do: they don't pray for mercy or a change in fate--rather, they feel that worship is living one's life in accordance with the Dream
    • Ava has no power to control her own Dream. The elves love, sympathize with, and thank her, but they don't pray for things from her, because she has no power to actually affect her own Dream.
    • Dark elves worship Coor and Ava through the destruction (particularly killing animals and creatures and "returning" them to the Dream), hence why they tend to be more violent.
    • Almost all wood elves give thanks/celebrate the Gods (In elven history, the one time they didn't do so resulted in the utter destruction of the greatest elven empire ever known, and caused all wood elves to become mortal)

    Elven Perceptions
    • HUMANS: Elves tend to view humans as children who squabble amongst one another over silly matters. However, they also admire human resilence, ingenuity, and persistence. Particularly wood elves are likely to view humans with the affection a teacher might feel for a young child.
    • HOBBITS: Elves often view hobbits with special affection. They admire the quietness, hospitality, and peaceful natures of hobbits; however, they're likely not to view them as "teachable" in the same way humans are, and because they are generally apathetic to outside matters, may see them as not requiring the same kind of guidance.
    • GNOMES: Elves and gnomes have, on occasion, occupied the same forests (Goltherrhim and Golgnomes, Cyrathrhim and Gremm). They're likely to get along well with gnomes, whose inventiveness they admire, although they may see them as lacking the big-picture view, and while marking their intelligence, may also view them as less "teachable" than humans and in need of less guidance--not because they are more intelligent, but because they aren't 'active' in the Dream in the same way humans often are.
    • ORCS: Elves may admire orcs for their cunning and strength--however, they are probably most useful to dark elves, who see their occasionally vicious, destructive natures as aligning with the ways they worship. Orcs and dark elves often have very similar mind-sets, and often work together to bring great destruction to those around them.
    • DWARVES: Elves are likely to be often frustrated with dwarven stubbornness and narrow-mindedness, and may see them as ignorant of the natural world and the true nature of the Dream. However, elves see dwarves as naturally being part of the Dream, and so try to accept them as such.
    • PSYRPENTS: Elves and psyrpents have traditionally not gotten along very well, and that continued to be true, more or less. Many elves see psyrpents as cunning, greedy, and a rebellion against the true nature of the Dream.
    • BROWNIES: Elves will most likely delight in Brownies' closeness to nature and their inventiveness; like the other small races, though, they're likely to be regarded as less "teachable" and less likely to command great influence in the Dream--not because of their size, but because of their natures.

    Back to Introduction ( (

    GNOMES (

    Gnomes are one of the smaller races of Caelereth, being hobbit-high and of slender build. They are famous as a people of alchemists and inventors, and excel in fields such as medicine, glass-making, brewing, and farming and agriculture. Not inclined to warfare, their importance in Santharian history is marked by their scientific achievements, such as the invention of the sober-drink svaq ( by Nolan Drinkbrewer ( Gnomes have a normal lifespan of about 200 years, and their education may last well into their fifties.  

    A gnome character is not particularly difficult to write. Typical gnomish professions include alchemist, brewer, physician, dyer, farmer, glass-maker, etc.

    Gnomish Appearance (#post_GnoApp)
    Gnomish Personality (#post_GnoPers)
    Gnomish Abilities (#post_GnoAbil)
    Gnomish Beliefs (#post_GnoBel)
    Gnomish Perceptions (#post_GnoPerc)
    Gnomish Tribes (


    Gnomish Appearance
    • Adult gnomes may be from just under a ped to a ped and a half in height. Note that the top of the range is rare, and that “tall” gnomes may be seen as freaks by their fellow gnomes, or even cast out of gnomish society.
    • Gnomes are of slighter build than dwarves, and do not tend to be muscular.
    • Gnomish skin tends to be pale and sensitive.
    • Their fingers are long in proportion to their size.
    • Both males and females are prone to losing their hair in middle age. The beards of the males, however, are not affected by this.

    Gnomish Personality
    • Gnomish culture encourages curiosity, experimentation, and invention.
    • Their scientific interests tend towards the practical, resulting in inventions that make life easier and more comfortable.
    • Gnomes respect scientific and practical achievements, and choose as their leaders the most capable alchemists.
    • Gnomes are prone to attaching importance to physical comfort, material possessions, and security.
    • Some gnomes acquire great wealth through selling products of their manufacture.
    • Gnomes have a strong sense of community that can tend towards the exclusion of outsiders.

    Gnomish Abilities
    • Gnomish culture emphasizes study, learning, and the harnessing of creativity to the improvement of material life. Gnomes have excelled in fields such as alchemy, medicine, glass-making and farming, and their inventions have had an impact on the lives of many Santharians, whether gnomish or not.
    • Gnomes have supreme dexterity and steadiness of hand, which serve them well in alchemical work.
    • Gnomish eyes are sharper than humans' and can clearly see things that are too small for humans to discern.

    Gnomish Beliefs
    • Generally speaking, gnomes are not religiously inclined. They prefer to focus their minds on the  understanding of the world through discovery and experimentation.
    • A short summary of the gnomish world view may run as follows: “In the beginning of the world, there existed nothing but the four elements (fire, water, wind, and earth). Caelereth and everything on it is formed of them. Further particulars need to be established by study and research.”
    • Gnomes have festivals that celebrate and commemorate scientific achievements and transitions from one place of learning to another. Also, a Spring Feast marks the end of living off the winter stores and the beginning of a new cycle of growing food.

    Gnomish Perceptions
    • HUMANS: Gnomes have arranged themselves in different ways with humans. The independent gnomes (Gnorians and Golgnomes) entertain trade relations with them. The Darans, who live within human cities, have adapted in different ways, which reach from deliberate ghettoization to assimilation. In general, the scientifically minded gnomes may have a tendency to view humans as flighty, facetious, and ruled too much by emotions and irrationality.
    • ELVES: Unknown
    • ORCS: Unknown
    • HALFLINGS: Unknown
    • DWARVES: Unknown
    • BROWNIES: Unknown

    Back to Introduction ( (

    HALFLINGS (Hobbits) (

    Halfings, also referred to as "Hobbits" or "small folk", are often considered one of the "minor" races of Caelereth, as they are very small and often don't bother themselves in the affairs of "big folk." However, every once in a while, a young halfling gets a condition known as Longstriding (, where they get the sudden desire to go off and--of all things--have adventures!

    It should be noted that this is a GENERIC description, and individual halfling tribes may vary slightly from what is listed here.

    Halfling Appearance (#post_HalflingApp)
    Halfling Personality (#post_HalflingPers)
    Halfling Abilities (#post_HalflingAbil)
    Halfling Beliefs (#post_HalflingBel)
    Halfling Perceptions (#post_HalflingPerc)
    Halfling Tribes (


    Halfling Appearance
    • Halflings are known for being diminutive in stature, usually one to one and a half peds high, and even when they reach adulthood they are likely to be mistaken as children by "big folk."
    • Almost all adult halflings gain a belly, and female halflings are likely to gain plump figures as they pass into adulthood.
    • Like the Hobbits from J.R.R. Tolkien, Santharia's hobbits have large, hairy feet; they typically do not need to wear shoes
    • Some halflings my have features that appear out of proportion to humans: ears, nose, hands, and feet.

    Halfling Personality
    • Halflings generally value harmony and simplicity above everything else.
    • Many halflings are bound to be suspicious of anything outside the norm--from a stranger passing through the village to one of their own deciding to take out on adventures. (Younger hobbits are likely to be more trusting and adventurous than their older counterparts).
    • Most halflings are not extremely religious, though they may be superstitious.
    • Halflings often have difficulty realizing the seriousness of matters, usually because they're not accustomed to them.
    • Halflings know how to appreciate the simple things in life--especially food. They consume multiple meals throughout the day, and are always looking forward to the next meal.
    • Halflings are very fond of social gatherings with others in their community--particularly ones that involve music, dance, and--of course--food.
    • Halflings are often very good hosts and hostesses, hence why a good number of inns throughout Santharia are run by halflings or those with halfling blood

    Halfling Abilities
    • Halflings tend to be great cooks; even a young hobbit knows the basics and can often prepare a fantastic meal with few resources.

    Halfling Beliefs
    • Most halflings are not especially religious and don't build grand temples or places of prayer, though they know and will refer to the Aviaria/Twelvern--often in sayings like "Well, if Baveras's eyes aren't blue!"
    • Why they don't solemnly worship gods, they will more than likely thank and send prayers to those gods they see as directly impacting their lives, like Jeyriall and Grothar.
    • Halflings are prone to "diefying", turning hobbits of old into deities, like Dalireen. Again, these deities don't command solemn worship, but are believed and referenced often in speech.
    • Halflings have no knowledge of Ava, Coor, or any belief system outside of the Twelvern and their own particular deities.

    Halfling Perceptions
    • HUMANS: Halflings tend to be largely split over their perceptions about humans. On the one hand, they can be kind, noble, and valient, and on the other they can threaten the peace that halflings prize so highly; they are likely to be suspicious to humans they don't know, and welcoming to those they do.
    • ELVES: Halflings seem to be rather fond of elves, at least wood elves, who they see as being beautiful, mystical, and peaceful creatures. They may not quite understand them (elven philosophy is so muddled after all), but they are nice to look at.
    • GNOMES: Halflings are likely to view gnomes as their closest cousins--if not something of the black sheep of the family. They are likely to view their alchemical experimentations as suspicious and therefore view the race with some wariness.
    • ORCS: In general, halflings stay very far away from orcs and are likely to view them with distrust and fear, knowing them to be cunning and sometimes violent (the mullog race is generally considered to be a result of male orcs raping hobbit women).
    • DWARVES: Halflings are likely to get along well with dwarves, for the most part. Dwarves may be more outspoken and a tad less cautious than halflings are likely to be, but more than likely they'll have similar mindsets; many hobbits consider themselves distant relatives to dwarves.
    • PSYRPENTS: Simply because of their size and appearance, halflings are likely to be frightened of psyrpents, and not view them with much warmth or affection. They'll probably stay away from the serpentine creatures, if they can.
    • BROWNIES: Halflings are likely to appreciate the size and spritely nature of many brownies, and be tickled at their innovative means of transportation. They may see them as over-reckless, though, and possibly get frustrated by their mischievousness.

    Back to Introduction ( (

    Humans (Destiny's Kings) (

    In the Santharian elemental system, humans are the manifestation of water: resourceful, intuitive, and adaptive. Humans are the most populous of all the races in Caelereth, despite being short lived in comparison to many other races. They exist on every known continent and adapt well to their environment; therefore, while they tend to be the race to which every other is compared, their characteristics may be quite varied. Of all races, humans are believed to most influence the course of history.

    Human Appearance (#post_HumanApp)
    Human Personality (#post_HumanPers)
    Human Abilities (#post_HumanAbil)
    Human Beliefs (#post_HumanBel)
    Human Perceptions (#post_HumanPerc)
    Human Tribes (


    Human Appearance:
    • Human, being the most prominent race, is the norm to which other races are compared to.  Dwarves are short because Humans stand much taller than them.  Elves are slender because Humans tend to be thicker and heavier set.
    • Humans are one of the most variable races--their skin ranges from very light to very dark, their hair may be bright red to jet black to snow white, their build may be very muscular to extremely thin. Human tribes have spread across the world, and adapted well in whatever environment they've settled.

    Human Personality:
    • Human personality varies just as much, if not more, than their appearance. However, in general, humans may be said to be adaptive nad resourceful. They are likely to be intelligent and very intuitive.
    • Humans are often very forward-thinking and innovative, which is one reason why they've been so successful. What they don't innovate, they borrow and use, leveraging the inventions of other races and tribes.
    • Most humans put great value in loyalty: loyalty to family, loyalty to the tribe, and loyalty to kingdom.
    • Being strong and proud, humans in a very general sense are likely to view themselves as protectors--be it of their lands, their allies, their kingdom, or merely protectors of those not strong enough to defend themselves.
    • Humans may be capable of great destruction, but they also have a great capacity for compassion and kindness.

    Human Abilities:
    • Humans are resourceful and intuitive, generally able to make the best of any situation.
    • Human intelligences makes the race prone to quickly picking up skills and reacting to needs through innovation--they are very creative.
    • Extremely resilient, humans can bounce back, emotionally and physically, from many difficult situations.

    Human Beliefs:
    • Many humans believe, like the elves, in the twelve gods, collectively called the Twelvern.
    • Unlike many other major races, humans actually build large temples and places of worship for the gods they serve, and many religious sects and knightly orders have sprung up around these gods.
    • Some humans, though not all, believe in Coor, the shadow. The human belief system is sometimes called "Twelve + 1", with 1 representing Coor. For this reason 13 is often seen as bad luck. (Generally humans do not believe in Ava, though there are some exceptions).
    • Human belief varies a great deal between the human tribes; however, you can usually find derivations of the Twelvern among the many cultures.

    Human Perceptions:
    • ELVES: Elves are typically seen as, on the one hand, beautiful, mystical, and wise, and on the other as haughty, snooty or arrogant.  The longevity of the Elves is very foreign to Humans, who tend to live in the here and now.  As such, Humans often find Elves to be too cautious and slow in coming to decisions.
    • ORCS: Humans do not like orcs.  Over the centuries, there have been countless wars between orcs and Humans.  Humans consider orcs barely better than animals, and need to be exterminated if possible.
    • HALFLINGS: Humans and halflings are close, with Humans looking upon with genial affection. The diminutive stature of halflings often stirs human desire to protect those who seem too weak to protect themselves. Humans are also likely to admire halflings for their good hospitality, If there is a fault with halflings, humans see them as being somewhat lazy and not willing to go to war unless provoked severely.
    • DWARVES: Humans generally have good relations with dwarves, with whom they've traded for many prosperous years. Though humans are likely to admire dwarves for their good sense and pragmatism, they may find them often surly and grumpy.  Humans are likely, too, to be somewhat confounded at how a race could live underground.
    • GNOMES: Humans are likely to be somewhat ambivalent regarding gnomes. On the one hand, humans will admire the race for their innovation and intelligence. However, on the other, humans are likely to be frustrated with the race, as many of the most useful inventions (most which could be used for war) have been stubbornly kept secret.
    • BROWNIES: While humans are likely to be amazed by the extremely small and creative race of Brownies, they're also likely to get frustrated with them, and Brownies are mischievous, clever, and not afraid of playing tricks or jokes on humans.

    Back to Introduction ( (

    MULLOGS (Swampdwellers) (

    Mullogs are all descended from a group of refugee orcs and halflings which found themselves trapped in the inhospitable Silvermarshes ( They are thus highly distrustful of outsiders, protecting their territory (which they call the Galumbé) fiercely and often killing intruders. They pride themselves on surviving in a very harsh environment, and have grown much tougher than they look. In creating a mullog character your chief difficulty will be finding a good reason to have left the Galumbé.

    Mullog Appearance (#post_MullogApp)
    Mullog Personality (#post_MullogPers)
    Mullog Abilities (#post_MullogAbil)
    Mullog Beliefs (#post_MullogBel)
    Mullog Perceptions (#post_MullogPerc)
    Mullog Tribes (#post_MullogTribes)


    Mullog Appearance:
    • Descended from cross-breeds between halflings and orcs, so they look quite like mildly orcen-featured haflings.
    • Both males and females are hairless except for eyebrows (more accentuated in females), with grey-greenish to brown skin, tougher than most human skin.
    • Small in stature (rarely more than 1 ped) and childlike in general build, with slender to wiry frames, large heads with big eyes, and proportionately long arms.
    • Sharp teeth and nails which can be used in hunting instead of tools and weapons. Clothing tends to be simple and hard-wearing, well camouflaged in their swamp territory.

    Mullog Personality:
    • Highly isolationist, fearful of outsiders and the outside world in general; their only knowledge of the outside world comes through raiding barges that occasionally pass near their territories. Unless you can work out a very good reason for it, they will have no knowledge of the world outside the Silvermarshes. Everything from facial hair to metal weaponry will be alien.
    • Tend to be highly practical and inventive, good at making new and useful things from old and broken ones. Place great value on tools and useful objects.
    • Very hardy, unlikely to be phased by physical hardship and certainly a good deal tougher than they look.
    • Though they have ancestry among the orcs and halflings, their long isolation makes them quite different from both. They seem to have inherited the halfling love of storytelling and fondness for children, though, and the orcen pragmatism and determination to survive.

    Mullog Abilities:
    • Tough as old boots. Naturally resistant to most poisons and disease, and physically strong and hardy.
    • Dextrous. Mullogs have a talent for working with their hands, and a knack for making things from whatever is available.
    • Sharp teeth and nails. Though they usually prefer not to, a mullog can hunt using only its teeth and nails, and can deliver a pretty powerful bite.

    Mullog Beliefs:
    • Mullogs follow a system of ancestor and spirit worship ( that sees everything invested with a continuing spirit, which must be respected.
    • Great weight is placed on re-using things, whether it is by using every part of a dead animal, or recycling the component parts of a broken tool into something new. Waste is seen as a shameful thing.
    • The ancestors are believed to live on in the spirit world, where they can be sought for guidance by shamans travelling through special trance-states, or simply called out to by ordinary mullogs.
    • Talismans are worn to symbolise special connections in a mullog’s life, usually crafted by the mullog itself.
    • There is a great wealth of oral tradition among mullogs, who have no writing system. Stories are told and retold almost like songs, often marking important rituals. It is likely that any mullog will know some of the best loved tales by heart, or at least be very familiar with them.

    Mullog Perceptions:
    • HUMANS: Feared, mythologised. Very few mullogs have had contact with humans, and like other races they may well be killed if they stray into mullog territories.
    • ELVES: Almost unknown, but likely regarded just as a different sort of skinny human.
    • ORCS: Mythologised as the “Great Ones”, part of mullog ancestry and so well known in story and song as archetypes of ferocity and toughness, but highly unlikely that any living mullog has even seen one. Mullogs are less proud of their orcish ancestry, given the brutality that goes with it, and orcs are regarded with suspicion at least as much as humans.
    • HALFLINGS: Mythologised as “Tender ones”, part of mullog ancestry and so well known in story and song as archetypes of gentility and creativity. Also one of the few races that mullogs have some contact with, albeit only very slight. They are least likely to be hostile to Halflings.
    • DWARVES: Almost unknown, but likely regarded as just a very hairy sort of Halfling.
    • PSYRPENT: Unknown, though mullogs are familiar with large reptiles and may well try to see them as a sort of kaimun, an animal respected and exploited as a food source in their territories.
    • GNOMES: Unknown.
    • BROWNIES: Unknown.

    Mullog Tribes:
    • Mullogs are only one race, and do not have individual tribes. If you decide to play a Mullog, you do not need to include a tribe on your Character Description.

    Back to Introduction ( (

    OGRES (

    The Ogres are one of the minor races of Caelereth, but nevertheless one which won't be forgotten so easily when encountered. As they are possibly one of the most violent and strongest races they can be a match even for a whole bunch of experienced adventurers.  There are four different tribal groups:
    • The Gob-Ur-Nak Ogres in the Imlith Mount and the Shadowlands,
    • The Fa-tal Ogres in the Wilshire Heath and beyond, (Currently no entry for this group)
    • The Ban-Yuk Ogres in the Tandala Highlands,
    • The Baal Ogres in the wilderness of the Rimmerins Ring and farther south.
    Ogres are a very primitive, violent race.  They are traditionally isolationists, setting up hides or skulls along their territory and will exterminate anyone who encroaches with extreme prejudice.

    Ogre Appearance (#post_OgreApp)
    Ogre Personality (#post_OgrePers)
    Ogre Abilities (#post_OgreAbil)
    Ogre Beliefs (#post_OgreBel)
    Ogre Perceptions (#post_OgrePerc)
    Ogre Tribes (#post_OgreTribes)


    Ogre Appearance
    • Standing at a height of two to three peds, Ogres have broad shoulders and long, muscular arms.
    • Their skin varies from a gray to a light brown, even a pale to yellowish color depending on the territory.

    Ogre Personality
    • The Ogres are not known to be very social in any respect. Only while and after mating two and more Ogres stick together, the family bounds are only kept to ensure the survival of the offspring. Soon after the Ogres are on their own again.
      The Ogres have no organized social system. They live in scarce numbers in roughly built huts or caves.
    • Gob-Ur-Nak: The Gob-Ur-Nak Ogres are a small, fierce tribe of ogres that inhabits the Imlith Mountains and the surrounding Shadowlands. The ogre in question is unusual in a couple of ways; the most noticeable difference between this tribe and all others is that stealth has become an asset for these beasts. It is in part thanks to the fact that it has a smaller stature than most ogres, but also its long gangly legs and its skin colour help them blend in naturally to the rock of the Imlith Mountains.
    • Ban-Yuk: Living in the Tandala Highlands, these ogres live along side with their not so pleasant cousins, the trolls. Ogres fight with the Tandala Trolls for cave rights, territory, and dominance over certain parts of the Tandala Highlands. Battles have raged on for years on end yet no battle have been too organized to end each others total population. Ban-Yuk Ogres are not a clan but a territorial race. Very few ogres, if any, can seemingly stay together and work as a group or family.
    • Baal: Living mainly near the northwestern mountains of the Rimmerins Ring, the Baal Ogres have been a long time nuisance to the civil people of New-Santhala already for many, many centuries. The militia has been given motives to move these ogres as far back into the mountain ranges as possible, though the ogres refuse to stay in the mountains due to lack of shelter and food for the large group.

    Ogre Abilities
    • Ogres are massive, muscular beasts. All ogres have the ability to go into a ‘Blood rage’.  Going without food for days on end can set an ogre into berserk mode. Anger, and other things may come into play. When they are in this state of mind, Ogres have increased strength and no deliberation for others.
    • The Gob-ur-Nak have a nack for stealth and throwing weapons (i.e. rocks and logs).

    Ogre Beliefs
    “Their philosophy may be reduced to the few words: 'Me bigger. Me stronger than you. Me be hungry, me eat you. Me boss.' Simple, but effective. Serves to maintain respect and order in a very strange, but working way.”
       -- "Treatise on the Giant Races" (Wenchim Oelphadúnn), p. 2

    Ogre Perceptions
    ‘Me Hungry!  Me Eat You!’ Your average Ogre probably doesn't think much more than that.

      Ogre Tribes
      • The Gob-Ur-Nak Ogres in the Imlith Mount and the Shadowlands,
      • The Fa-tal Ogres in the Wilshire Heath and beyond, (Currently no entry for this group)
      • The Ban-Yuk Ogres in the Tandala Highlands,
      • The Baal Ogres in the wilderness of the Rimmerins Ring and farther south.

      Back to Introduction ( (

      ORCS (Ocs) (

      In the Santharian elemental system, orcs are believed to be manifestations of fire, expressing many of the same tendencies and behaviors of this chaotic element. They are typically aggressive, destructive, and cunning. Orcs are not naturally evil; rather, they have a great desire for power, which tends to lead them to do rather evil things and forge rather evil alliances.

      It should be noted that this is a GENERIC description, and individual orc tribes may vary slightly from what is listed here.

      Orcen Appearance (#post_OrcApp)
      Orcen Personality (#post_OrcPers)
      Orcen Abilities (#post_OrcAbil)
      Orcen Beliefs (#post_OrcBel)
      Orcen Perceptions (#post_OrcPerc)
      Orcen Tribes (


      Orcen Appearance
      • While orcs are generally more muscular than humans, they also tend to be shorter.
      • The skin of most orcs varies from gray to green to brown, with the former two being most common; eye colour generally ranges from yellow to red.
      • Orcs often have deep, jutting jaws and very large, sharp teeth, giving them an aggressive, savage appearance.

      Orcen Personality
      • Orcs generally value power above all else--which is often measured by success in battle; physical strength and cunning are often highly-valued.
      • Most tribes are organized around families/clans, which elders commanding respect and power
      • Orc's search for power occasionally leads them into partnerships with dark elves, who leverage the orc's destructive tendencies towards the dark elven desire for destruction of the Dream.
      • While often motivated by aggression, orcs are not ogres; orcs are extremely cunning creatures.
      • A female orc tends to be viewed as property in many tribes, where her value is determined by her ability to bear children, work hard, and please her mate.
      • While it is generally assumed orcs may have longer lifespans, their aggressive natures often cause them to die around 60.

      Orcen Abilities
      • Orcs have excellent night vision and a great sense of smell, being able to track their prey over long distances.
      • Except for dwarves, orcs have the highest endurance of any race.
      • Orcs have great physical strength.

      Orcen Beliefs
      • At least in Northern Sarvonia, many orcish tribes believe in K’ahn’uck, supposedly a great warrior-god, from whose arm the race of orcs was apparently created; through battle, orcs gain honor and respect that eventually earns them the right to fight beside K’ahn’uck in the afterlife.
      • Honor and respect are very valued in orcish society; both are gained in battle through the use of strength and cunning.
      • Tribes outside of Northern Sarvonia have other beliefs, but you can pretty much count on a dark god somewhere in the mix, unless you're Volkek-Oshra.

      Orcen Perceptions
      • HUMANS: Of all the races on Caelereth, orcs probably despise humans the most. Both look to gain power, and often clash against the other in the pursuit.
      • ELVES: The relationship can vary dramatically depending, but most orcs are fairly apathetic towards elves, as they often keep to themselves in the forests. However, dark elves and orcs tends to get along very well.
      • GNOMES: Given the hermetic nature of the race in general, most orcs aren't going to have much of an opinion.
      • HALFLINGS: Like gnomes, orcs are likely to disregard halflings as inconsequential.
      • DWARVES: Because dwarves are likely to stay in their mountains, most orcs disregard the race as inconsequential. This in not always the case; when the two clash, the stubborn nature of the dwarves and the aggressive nature of the orcs can be very volatile.
      • PSYRPENTS: Unknown.
      • BROWNIES: Orcs are likely to regard brownies as inconsequential, like all small folk.

      Back to Introduction ( (#post_Intro)


      Psyrpents are one of the more peculiar races to be found in Caelereth. As their name may suggest, these creatures appear like humanoid lizards and often have psychic abilities. Supposedly born from the experiment of a earth wizard in the attempt to produce servants capable of casting magic, psyerpents were said to have overthrown their creator, but only recently has their population reached levels justifying their classification as a race.

      Psyrpent Appearance (#post_PsyrApp)
      Psyrpent Personality (#post_PsyrPers)
      Psyrpent Abilities (#post_PsyrAbil)
      Psyrpent Beliefs (#post_PsyrBel)
      Psyrpent Perceptions (#post_PsyrPerc)
      Psyrpent Tribes (#post_PsyrTribes)


      Psyrpent Appearance
      • Psyrpents are often tall and have diamond-shaped scales all over their bodies. Their snake-like heads, retractable claws, and spiked tails make them rather intimidating.
      • Psyrpent colouration and heights vary by sect. If you choose to play a psyrpent, you will need to choose a sect:
        • Claws of Queprur: approx 2.6 peds in height and covered in black scales (sometimes with specklings white).
        • Eyes of Arvins: approx 2 peds, covered in green scales with blue stripes
        • Hands of Urtengor: probably approx 2.3 peds, covered in red scales with mottled gray

      Psyrpent Personality
      • Personality varies slightly based on sect.
      • Claws of Queprur:
        • Hold to the credo "Might is Right".
        • Believe strength aided by psychic ability is the ultimate power.
        • Believe in the superiority of their own sect, and are thus generally kinder to their own sect than to others.
      • Eyes of Arvins:
        • Are generally considered to be the most "enlightened" of the sect.
        • Emphasize that knowledge is power and power should not be relinquished.
        • Are the most dog-eat-dog of any of the sects.
      • Hands of Urtengor:
        • Are the artisans, merchants, and workers of the psyrpent race.
        • Are the only sect capable of telekinesis, and believe it is a gift that if used poorly will be taken away.
        • Are adept at avoiding inter-person disputes
      • Each sect has four guilds, which determine occupation; if you choose to play this race, you should choose your guild.
      • Psyrpents born without psychic ability are called Tsorakan and are exiled; these Tsorakan generally become mercenaries in the south.
      • While psyrpents can live to 120, suicides are typical at about 110 years of age.

      Psyrpent Abilities
      • Unless born as Tsorakan, a psyrpent is born with psychic ability; the kind varies from sect to sect, but is generally sizable.
      • Even without psychic ability, psyrpents are a force to be reckoned with, being of large size and being endowed with large claws.

      Psyrpent Beliefs
      • Psyerpents are divided into sects depending on belief; the psyrpents worship the Earth gods of the Twelvern: Queprur (Goddess of Death), Arvins (God of the Hunt), and Urtengor (God of the Forge).
      • Psyrpent focus on earth gods makes them relatively close to dwarves, whose god Trum-Baroll shares similarities with Urtengor.

      Psyrpent Perceptions
      • HUMANS: The word human-like in the psyrpent tongue is synonymous with frenzied and impatient. Psyrpents see humans as sneaky and anarchistic, and don't generally trust them
      • ELVES: The Psyrpent word for elven is synonymous with the terms treacherous, birdlike, and pitiful. Needless to say, the two don't often get along.
      • DWARVES: In the Psyrpent tongue, dwarven is synonymous with small, strong, and trustworthy. The two races generally get along, sharing a love of coin and treasure, and each has vowed to give the other military aid should the need arise.
      • ORCS: Unknown, but will probably view them in the same way they view humans: anarchistic, sneaky, and frenzied.
      • HALFLINGS: Unknown, but likely to treat them with apathy.
      • BROWNIES: Unknown, but likely to distrust their mischief.

      Psyrpent Tribes
      • Rather than tribes, psyrpents are divided into three sects; if you choose to play a psyrpent, you will need to choose a sect, as well as a guild within that sect.

      Back to Introduction ( (


      Title: Re: Guide to Races and Tribes: Races of Caelereth
      Post by: Altario Shialt-eck-Gorrin on December 18, 2012, 02:11:05 PM

        TROLLS (

        Trolls are a minor race within the world of Caelereth. That is, as a people they are considered to be minor due to their lack of sophisticated culture or any influence in history and politics, but if one were to meet a Troll face-to-face the adjective would scarcely seem to apply! Their brutish appearance and great size lead many members of the other races to avoid Trolls whenever possible, though the Trolls’ voracious appetite may also be a reason for such evasion. They are believed to be myth by many, but a confrontation with a Troll would convince any skeptic of the reality of their existence.

        Trollish Appearance (#post_TroApp)
        Trollish Personality (#post_TroPers)
        Trollish Abilities (#post_TroAbil)
        Trollish Beliefs (#post_TroBel)
        Trollish Perceptions (#post_TroPerc)
        Trollish Tribes (


        Trollish Appearance
        • Trolls tower over most other races with their heights ranging from three peds to slightly over four peds.
        • Their facial features could be said to resemble that of a human's but with grossly nonproportionate aspects such as their oversized noses and long ears.
        • Both males and females sport cruel looking tusks in the corners of their mouths.
        • Sharp claws extend from the ends of a troll's long fingers with the lengths of the claws varying from tribe to tribe.
        • Their hair tends to be wild and long; this is true of the males' beards as well.
        • Hair, skin, tusk, and claw color varies from tribe to tribe.

        Trollish Personality
        • Trolls are incredibly social with their own kind. They live and hunt in bands with every other troll of their own band thought of as family. Trolls do not even have the concept of parents; cubs have no knowledge of which female troll actually bore them.
        • A band has two leaders: the alpha male and the shaman. The alpha male leads in any aspect relating to the physical world, such as where to hunt and live. The shaman, however, leads the band spiritually and communes with their ancestors for guidance. The word of the shaman supersedes that of the alpha male only when the ancestors have warned about an upcoming disaster. The Ghereghut (cave trolls) are an exception as they have no shamans.
        • It is rare for a troll to live on his own or away from his kin. Such trolls always have good reason for no longer living in a band with other trolls.
        • Trolls are always hungry. It is often their appetites that motivate them to act. Anytime trolls raid a human settlement, it is with one thing in mind: food. They are not particularly picky eaters as anything of flesh and blood is likely to be considered delectable by a troll.
        • Compared to most other races, trolls are incredibly primitive. They do not build homes in the conventional sense and mostly live underground and in caves. They also do not make use of any but the simplest of weapons: uprooted trees may become makeshift clubs and boulders will be hurled with great force. Cave trolls that have been captured as cubs and raised by Gob-Oc orcs are an exception as these trolls wield larger versions of their masters' weapons.
        • The language of trolls, TrulTrul, is primitive as well. It is a language of few words with the occasional grunt. Most trolls never learn even a single word of Tharian, the common tongue. As such, it is difficult for most trolls to communicate with a member of another race. It is possible for a troll to learn a smattering of Tharian, but they would never be fluent in it. Cave trolls are unique in that a few of their number have a basic understanding of the orcen tongue, Kh'om'chr'om.

        Trollish Abilities
        • Trolls are immense brutes that are incredibly strong. They toss boulders and trees around effortlessly.
        • Their thick hides provide protection from the elements and from many weapons. It would take a strike of some force to wound a troll. Even then, only an edged weapon has much hope of doing damage.
        • The sharpness of their teeth, tusks, and claws should not be underestimated.

        Trollish Beliefs
        • Trolls worship their ancestors and do not recognize the existence of any gods.
        • It is the shaman of a band that guides the trolls in everything spiritual. The shaman is blind and relies on his/her band to survive. In return, the shaman's role is to commune with the ancestors through trances induced by staring into open flames. The ancestors provide warning regarding upcoming disaster, but the visions they send are difficult to interpret as the dead have no sense of time and may warn of a future five months or five years hence.
        • The body of a troll turns to stone in the sunlight. The trolls believe that their ancestors reside within these statues that were once their bodies. They guard the bodies of their ancestors diligently both out of reverence for the ancestors and out of fear of what would happen should one of the statues be shattered. Such a tragedy would banish the spirit of an ancestor from their eternal rest, forcing them to wander endlessly among the living. The spirits that wander so go mad and visit natural disasters on their descendants.

        Trollish Perceptions
        Trolls typically consider the smaller races to be food.

        Trollish Tribes
        There are six tribes of trolls in all. However, only two of those tribes currently have entries. Thus, the Ghereghut (cave trolls) and the Kloighut (mountain trolls) are the only two playable tribes at the moment.


        Ulvur are a mysterious race from the coldest and furthest reaches of Cyhalloi. Considered myth by many, they are a race of human shapeshifters that can become wolves and a blending of human and wolf. They are fierce protectors of the natural balance of the world.

        Ulvur Appearance (#post_UlvurApp)
        Ulvur Personality (#post_UlvurPers)
        Ulvur Abilities (#post_UlvurAbil)
        Ulvur Beliefs (#post_UlvurBel)
        Ulvur Perceptions (#post_UlvurPerc)


        Ulvur Appearance

        • Ulvur can appear in three different forms:
          • Common Form:
            • Stand from just below 2 peds to 2 1/2 peds in height and slender
            • Eyes are described as wolflike or elf like and are bright blue, pale blue or yellow
            • Hair is worn long and can be black, brown and grey, and in rare cases, white and red
          • Battle Form:
            • Combines many of the features of human and wolf
            • Stands upright like a human, but has the fangs of a wolf and long sharp claws
            • Can reach 3 peds in height, with corresponding musculature
          • Spirit Form:
            • This form is that of a wolf, albeit more robust than most normal wolves
            • Eyes are said to glow

            Ulvur Personality

            • Ulvur see themselves as Guardians of nature.
            • Take no interest in science or technology
            • Rarely meddle in the affairs of other races
            • Ulvur resemble wolves in the Pack mentality (so, a good reason will be needed to leave)l
            • Territorial, which again adds to the good reason needed to leave

            Ulvur Abilities

            • Has three forms in can be in; Human, Wolf and a Hybrid

            Ulvur Beliefs
            • Ulvur worship nature in a being known as Rimjora (Mother Nature).
            • They believe that they and wolves are the First Children and are charged with protecting nature.

            Ulvur Perceptions
            • HUMANS: Are suspicious of humans
            • ELVES: Ulvur are the freindliest towards elves, as they see them as having strong bonds to nature.
            • DWARVES: Unknown.
            • ORCS: Consider orcs brutish.
            • HALFLINGS: Unknown.
            • BROWNIES: Unknown.