Character Creation Info
Race Options
Athamaru Athamarus are fish-like humanoids who form tight-knit undersea communities. On the realm Ullat they engage in the subsistence farming of seaweed, train eels to serve as mounts, and create elaborate works of coral architecture. Their interactions with other aquatic ancestries are strained, as athamarus have suffered mistreatment at their hands. However, they remain curious about potential connections and what new opportunities may offer.
Android Technological wonders, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude. They were first developed as an offering to the sentient automatons by humans of Cugho of Ootopyllidro, Ootopyllidrak's second moon, however the automatons and living creations took great offense to the new creation and suggestion of "upgrades". Relations between Android and Automaton are still strained to this day.
Automaton The Moon of Marvels is home to the constructs and machines that make up the automatons. They vary in function and purpose depending on their model and original constructions. They revere their moon as a living god, and raise the oldest of the machines into a saint like reverence. They have long had a dislike and even hatred for Androids and the insult to their people from the overzealous humans from Cugho who made them.
Beastmen The animalistic races of Gimmon dominate the realm in every corner. They have diverse tribes and civilizations across their globe, with the realms draconic rulers relying on intricate treaties, ambassadors, and a chaotic weaving of tense cease fires accross the globe between the varying types of Beastmen.
Centaur Centaurs are proud nomads who range far and wide across their ancestral territories, protecting their lands from exploitation and intrusion. They are survivalists who forge tight bonds with family and community and stand firm in the face of danger. Many are skilled hunters, trackers, and warriors who do battle with bow, steel, and hooves. Brave and stubborn, they're willing to challenge even the fiercest foes and largest forces to protect their homes, kin, and the land within their domain. Accross the Sahara of Ootopyllidrak the centaurs cross vast distances before restocking supplies at the various seas and surrounding jungle oasis. Its rare a centaur will choose to travel the void, but not entirely unheard of as many find work among Gnomish cities and docks.
Dwarf Dwarves have a well-earned reputation as a stoic and stern people, burrowed deep within the tunnels they carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils. While many dwarves have taken to the sky and sail the void to take part in lucrative asteroid mining, most dwarves remain in their realm of Aetoc, dwelling deep below the surface of the superheated planet.
Elf As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in the great exodus, the elves found themselves one of the few races long lived enough to remember the foundation of the Ten Realms. This long lived nature has given them a perspective useful to the dragons who now rule. Most of the Dragon Dynasties have a close relationship with elf ambassadors who serve as both educators and diplomats for the mortal races under their care. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal ambition than on living up to these ideals.
Gnome Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered from their fantastic realm, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins. Their curiosity has driven them to great ambitions of creation, from their new realm Ootopyllidrak they have created marvelous clockwork cities, and even created an artificial moon that orbits their new realm. The clockwork Moon of Marvels, Ootopyllidro is but one early testament to their ingenuity.
Goblin The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. They are spread out in bands and villages all across Wunnos.
Halfling The halfling folk have seemingly mundane and dull lives, where communities focus on farming, crafting, and cooking for their homes. Their home realm of Murt Is pleasant for most of the year round, and the halfling cities and homes there are very welcoming to visitors and tourists. However under all of the pleasantries and festivities is a serious underbelly of halfling families, clans, and mafias all at each others throat over lucrative food deals and diplomatic treaties with foreign parties. While the halflings are good hearted folk who care for one another and look after strangers, they are also shrewd businessmen and opportunists. One of the greatest known halfling endeavors is Urf's Ring, a great farming settlement surrounding Vux
Hobgoblin
The Hobgoblin people are militaristic and organized, and live their lives as members of their military force from birth. Each Hobgoblin is assigned the rank of squire
when they are born, and may only move up from this rank through notable achievement. Their society is organized into three branches which squires will slowly funnel into as they earn their first promotion. The branches are called Metal, Mystic, and Mental with each representing a necessary part of warfare. The Metal branch is known for raw force, infantry movements, and the creation of fortifications. The Mystic branch focuses on spiritual and magical concerns for both the individual troop and the war effort, their ranks are made up of wizards and priests of varying functions. The Mental branch focuses on the logistics and organization of the war front, they concern themselves with tactical decision making on a grand level, and provide officers and leadership to maintain troop organization.
Human The human people are not very long lived, which has given them a unique place among their own realm and the realms of others. In their home realm of Cugho the humans dwell separated from each other, both by vast distances and by caste. The riches and noble among them dwell in great cities of magic and technology that slowly roam the vast distances between the settlements they rule. While lower caste humans dwell upon the surface of the planet, among villages and towns built for giants, their homes line the walls of the giants homes, and they spend their time working with and carrying out tasks that require fine detail for the giants they live amongst. Lower caste humans often feel very out of place among the other realms, as they are not used to small environments built for them.
Kobold
The kobolds dwell among all realms, having not traditional home of their own, they are spread amongst the cities and societies of the Ten Realms. However no matter where find a single kobold, you will find that there is a strong community of fellow kobolds. They revere the dragons as true and rightful rulers of existence, and generally go out of their way to ensure they make good impressions upon any draconic leadership, even those from rival realms. The kobolds themselves believe they have direct draconic lineage, though most dragons themselves deny this and claim the kobolds are closer to a by product than actual relative of the draconic family.
Leshy Leshys don't fit into their own culture, and instead are plant bodies born of a spirits need to interact with the world directly. Some leshy are merely a fraction of a much larger soul, while others are common spirits with a sub conscious desire to experience existence. The spawning of a leshy can happen inside of any gestating seed. Upon awakening most leshys have a purpose that pushes them toward an ultimate goal, this sub conscious urge is what drives leshy to their occupations and ultimate fate. When a leshy has completed their purpose they reach the end of their life cycle, the plant body decays with age and the spirit is released back into the immaterial.
Merfolk
Merfolk have humanoid torsos with large and strong fish like tails. They are exceptional swimmers and hunters, and are known for having developed incredibly underwater tactics when fighting against the many underwater threats of Ullat. Merfolk dwellings are often amongst the largest of coral reefs in the shallow seas of their home realm. Their relations with the Athmaru is admirable, while they are locked in constant conflict with the Sahaguin. They dominate most of [[Ullat]'s oceans but often have to corral or outright kill the leviathans that dwell in the deep, most common of which are the indomitable krakens.
Orc The orcs of Tawana are cold hearted and tough. They have grown up on the least hospitable of all realms, their draconic leadership preying on their people as a food source. They dig fortified halls hidden in mountains, keeping their homes a secret for the purpose of safety. The orcs are very distrustful of anyone, and it takes a lifetime of efforts to gain the trust of an orc. They do not come to care easily, used to loss and hardship they are cold to the common grief of others. Instead death is celebrated among orc tribes, the meat from the deceased and the loss of a mouth to feed is often an essential part to the orcish way of life. While orcs are far longer lived than humans, their average lifespans are far shorter with most orcs only reaching an age of 50 before falling to the harsh environment and violence of their home realm.
Poppet
Poppets are animated toys and dolls, possessed by magic or spirit. Often there is a driving reason for the poppets new life, be it a cursed child or fate left unfinished. Sometimes the purpose isn't for the doll itself, but the sheer intent of one around it. Projects like mannequins have come to life with the passion of the seamstresses who craft the dresses they display, while others have found that their loneliness brought to life the previously inanimate friend they have come to rely on.
Skeleton
Skeletons are animated through necromancy, spiritual energy, or sheer emotional will. It is rare a skeleton rises of its own accord, but this is not unheard of. Most commonly though the skeleton is animated using necromantic magic, and bound to the caster or location of animation. These bonds can grow weaker over time, causing wayward skeletons to lose their purpose and begin to wander with a fresh consciousness and mere fragments of their old lives left rotting in their minds.
Sprite The sprites are an ornery and proud people. They have long dwelled among the old worlds natural landscapes, with the Brass Dragon flight building the closest bond with them over time. The sprites found the brass dragons sense of humor and curiosity to be inspiring and have gone through great lengths to defend and serve them for generations. They now dwell on Ootopyllidrak being charged with looking after the gnomes and their jungle homes.
Surki Insectoids from The Egg, the surkis form is as varied as their personalities. While surki may be similar in shape and outlook, they are often vastly different in build, size, and color. Each surki has a mutation that was designed in their larval stage. The Egg itself guiding their gestation process to produce the perfect offspring to protect and serve the hive. Surki have a natural desire to eat magic and seek out sources of natural magic to bring back to their living moon.