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character_creation [2024/10/28 22:11] – [Builds] nmorsecharacter_creation [2026/05/09 22:19] (current) – external edit 127.0.0.1
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   *[[Elves]]: same size range as Humans, but slighter build.  Pointy ears, cat-slit pupils, longevity, and most of the rest of the tropes.  Personal appearance tends to be standardized with whichever of the [[Great Houses]] of the [[Elven Principlalties]] your family is/was associated with.  The [[Great Houses]] also tend to specialize in particular styles of magic, but that is tradition, not required.   *[[Elves]]: same size range as Humans, but slighter build.  Pointy ears, cat-slit pupils, longevity, and most of the rest of the tropes.  Personal appearance tends to be standardized with whichever of the [[Great Houses]] of the [[Elven Principlalties]] your family is/was associated with.  The [[Great Houses]] also tend to specialize in particular styles of magic, but that is tradition, not required.
   *[[Dwarves]]: generally towards the lower end of the human height range, but closer to the average breadth.  Do not float, single level of longevity, and no, the girls __don't__ have beards!  Dwarves average with a better STR and CON than humans, and are __culturally__ known for quality craftsmanship, living underground, and an affinity for Earth, Fire, and Enchantment [[magic]].   *[[Dwarves]]: generally towards the lower end of the human height range, but closer to the average breadth.  Do not float, single level of longevity, and no, the girls __don't__ have beards!  Dwarves average with a better STR and CON than humans, and are __culturally__ known for quality craftsmanship, living underground, and an affinity for Earth, Fire, and Enchantment [[magic]].
-  *Goblins: a general category.  Any of a number of races that are generally smaller, lighter, and more agile than Humans.  This includes, but is not limited to: [[Halvelings]], [[true Goblins]], [[Kobolds]], [[Pumakin]], [[Fauns]], and [[Selkies]].  Generally breed true, even with Humans.  New Goblin races pop up every few generations, frequently because someone was messing with powers Best Left Alone. +  *Goblins: a general category.  Any of a number of races that are generally smaller, lighter, and more agile than Humans.  This includes, but is not limited to: [[Halvelings]], [[true Goblins]], [[Kobolds]], [[Pumakin]], [[Fauns]], [[Ymps]], and [[Selkies]].  Generally breed true, even with Humans.  New Goblin races pop up every few generations, frequently because someone was messing with powers Best Left Alone. 
-  *Hobgoblins: another general category.  A group of races that are bigger, stronger, tougher, and __on average__ not as smart as humans.  [[Ogrilions]](half-ogres), some [[Half-Trolls]], [[Minotaurs]], [[Gnolls]], [[Wolven]], and [[Lizardfolk]] are common examples.+  *Hobgoblins: another general category.  A group of races that are bigger, stronger, tougher, and __on average__ not as smart as humans.  [[Ogrilions]](half-ogres), some [[Half-Trolls]], [[Franai]], [[Minotaurs]], [[Gnolls]], [[Wolven]], and [[Lizardfolk]] are common examples.
   *[[Keshanti]]: aka "Foxtaurs" The torso of a Human-sized anthropomorphic fox, that merges at the shoulders with the body of a giant fox.  Generally three to four times the mass of an equivalent human.  Natively prefer cooler climates and forested regions.  Physically a match for most Hobgoblins, but trade off the lower intelligence with how much extra space they occupy.   *[[Keshanti]]: aka "Foxtaurs" The torso of a Human-sized anthropomorphic fox, that merges at the shoulders with the body of a giant fox.  Generally three to four times the mass of an equivalent human.  Natively prefer cooler climates and forested regions.  Physically a match for most Hobgoblins, but trade off the lower intelligence with how much extra space they occupy.
   *[[Capritaurs]]: Keshanti, but goats.  Lighter than the foxtaurs, and more environmentally adaptable.  Make for highly effective rough-terrain cavalry.   *[[Capritaurs]]: Keshanti, but goats.  Lighter than the foxtaurs, and more environmentally adaptable.  Make for highly effective rough-terrain cavalry.
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   *Wargs: Not a PC race: no thumbs.  A wolf roughly the size of a light pony or a Harley-Davidson.  Wargs have what can be described as "on-demand" sentience.  Wild wargs are generally no more than fairly bright pack hunters, while a warg raised among people will grow up to become a person themselves.  Civilized wargs will frequently partner up with a member of the goblin races to their mutual benefit.  Warg saddles are complicated, by the way.   *Wargs: Not a PC race: no thumbs.  A wolf roughly the size of a light pony or a Harley-Davidson.  Wargs have what can be described as "on-demand" sentience.  Wild wargs are generally no more than fairly bright pack hunters, while a warg raised among people will grow up to become a person themselves.  Civilized wargs will frequently partner up with a member of the goblin races to their mutual benefit.  Warg saddles are complicated, by the way.
   *Harpies: Not a PC race: no thumbs.  Technically one of the goblin races, and the only one who can fly.  Small humanoid whose limbs have been swapped out with those of a bird.  Usually have tails, frequently have 80%+ feather coverage.  Feral colonies of harpies exist in the wilds whose ancestors abandoned civilization.  Civilized harpies have it rough: no hands, limited wardrobe options, $%#@ outhouse doors(!).  Usually get by under the protection of a patron, either as a performer or a messenger.   *Harpies: Not a PC race: no thumbs.  Technically one of the goblin races, and the only one who can fly.  Small humanoid whose limbs have been swapped out with those of a bird.  Usually have tails, frequently have 80%+ feather coverage.  Feral colonies of harpies exist in the wilds whose ancestors abandoned civilization.  Civilized harpies have it rough: no hands, limited wardrobe options, $%#@ outhouse doors(!).  Usually get by under the protection of a patron, either as a performer or a messenger.
 +  *Porpoises: Not a player character race, for bloody obvious reasons.  The one recognizably sentient cetacean species, though their outlook is considered a bit odd by land dwelling and amphibious peoples.  Like Wargs, porpoises function best when partnering with other aquatic communities, such as sea Elves, Troglodytes, and the like.
   *Nagas: Not a player character race, environmental considerations.  Serpent-men from the waist up, full serpents below, Nagas are the Jungle god’s answer to Elves.  Cold blooded, they aren’t happy north of the Madarinate, and are crippled past Asteria.  Due to their longevity, they frequently end up in positions of power: the Fang Imperial house and the Sultana of [[Ourmir]] are Nagas.  Nagas have pronounced gender dimorphism, and are the only race known to be infertile with humans, barring divine intervention.   *Nagas: Not a player character race, environmental considerations.  Serpent-men from the waist up, full serpents below, Nagas are the Jungle god’s answer to Elves.  Cold blooded, they aren’t happy north of the Madarinate, and are crippled past Asteria.  Due to their longevity, they frequently end up in positions of power: the Fang Imperial house and the Sultana of [[Ourmir]] are Nagas.  Nagas have pronounced gender dimorphism, and are the only race known to be infertile with humans, barring divine intervention.
  
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