Humans are by far the most populous
race in the realm. Some members of the other races, particularly Silver
Elves, look upon them like sentient locust and make little distinction
between humans and goblins or orcs. This is unfair however, since
humans come in many different types. More in fact than most races.
Human characters mainly come from Aquigonia which is a feudal kingdom
populated with nobles, knights, traders, craftsmen, commoners, free
farmers and peasants. However, the humans from Hell's Camp, or Hellions
as they are called, are also available as player characters of a more
tribal and natural bent. Whereas Aquigonians would be knights or wizards,
Hellions will be barbarians and witches. They are the Celts to the
Aquigonians' Britain or France. Additionally all sorts of free thinkers,
pirates, and other scoundrels hail from the independent city-states
of Rutstalt and Freeport. These are multi racial centers of trade,
travel and higher learning.
Silver Elves call Avanir their
homeland. They are fair skinned and fair haired with slightly pointed
ears, and eyes similar to human in shape, but tending to silver and
gold in shade. Although they are basically a peaceful, scholarly race
who revere Amarydian, the Earth Mother over all other gods, they are
locked in an age old war against the evil hordes which march relentlessly
from the South and East. Furthermore, it is rumored that the Silver
Elves are descendents of the original Dragon Elves which ruled the
entire realm. This may explain why their University of Magic is so
succesful and so difficult to get into. Silver Elves make great Rangers
and Wizards, as well as skilled fighters and rogues. Sorcerers are
uncommon because any Silver Elf with the gift would receive full instruction
in the arcane arts.
Burgents are little folk, about
half the size of a man, with furry, leathery-soled feet, and generally
large bellies. They are generally intelligent and nimble, and value
loyalty, but not necessarily honesty. They hail mostly from the Greenpillow
Downs although they are common in almost all areas of the Realms.
Burgents use their charming nature (+2 to Charisma during character
generation) to their success as traders and craftsmen everywhere.
Even the Hellions and Grugach, who are wary of outsiders, welcome
the cheerful and comfort loving Burgents. At home the Burgents are
carefree but well protected, for Burgents are also wise in the ways
of guerilla warfare and their reknowned dexterity serves them well
under siege. Burgents worship Shalasala, the Silver Moon Goddess,
above all others. In addition, the cult of Burgiss the Loyal (or stealthy
or fleet of foot) is gaining popularity.
Dwarves are stout, tough tribal
people who inhabit the Dugerdeep Mountains. It is rumored that there
are tribes of Dwarves in the deeps that have never even seen a human,
although you can bet the dwarven steel made it to the battle field.
The closest ally of the Dwarves are the Aquigonians, and a steady
stream of trade has been running between them for hundreds of years.
Both the Dwarves and humans are plagued with hordes of goblins and
orcs, among others, and the Mountain King, Alanor Magesmith, is hoping
the Aquigonians will settle their internal conflict before the Orc
King can raise another invasion force. Dwarven player characters make
excellent Barbarians and Sorcerers and Rogues. These Dwarves, although
more uncivilized than their descendents, use magic every day and have
no fear of it.
Grugach or Wild Elves are the descendents
of a people held in slavery by the Lizardmen of the Tichenese Empire
for over a thousand years. However during that time, the Grugach developed
powerful sorceries and unarmed fighting techniques in secret. When
the time had com, the Grugach took over a Tichenese sea capitol and
made an exodus using every boat available. Thus, they made their way
to a land in the East which had been envisioned by the Elven High
Priestess. The reality was far greater than the priestess had hoped,
for the Grugach came to the incredibly vast forest they now call the
Freewoods. After several generations, the Grugach have made the woods
their home, driving out armies of Orcs, Goblins, Ogres, Barghests,
and other nasties, with the unique powers they developed as slaves.
Playercharacter Grugach make excellent Monks, Druids, Rangers, Sorcerers,
and even Barbarians. Although they are suspicious of most of the world,
they frequently send out scouts to keep an eye on events in the world
and find that they are treated with interest rather than hositlity,
usually. Grugach average about 5ft in hight, tend toward darker hair
and skin, and have long pointed ears and very almond shaped eyes.
Tinkers are extroardinary magicians,
engineers, and explorers. They have a reputation for staying amongst
their own kind, even when traveling abroad (in parties of 20-30),
but this is mainly because few people besides other Tinkers enjoy
their sense of humor or share their idea of intelligent conversation.
Tinkers average 3.5ft tall with proportions very similar to a human,
except for their generally bulbous noses. Player character Tinkers
make excellent Wizards and Rogues, and are also commonly Fighters
or Priests. They worship Aubray, the Goddess of Luck and Water over
all others. Tinkers are common just about everywhere, although they
most enjoy the company of Silver Elves, with whom they trade extensively.
Aquigonians pay Tinker engineers quite well for the siege weapon designs
and crafting. Most, people will regard Tinkers with suspicion, fearing
what they don't understand. It is possible that this fear is warranted
however, since Pentathaway is rumored to have existed long ago when
the Dragon Elves ruled all the lands, except the Tinkers.'