Character Creation Info

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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

Kholo

Kobold

Leshy

Merfolk

Orc

Poppet

Skeleton

Sprite

Surki

Free Archtypes

Archaeologist

Artillarist

Beastmaster

Captain

Captivator

Cavalier

Celebrity

Corpse Tender

Crystal Keeper

Dandy

Demolitionist

Elementalist

Herbalist

Linguist

Loremaster

Medic

Scout

Trick Driver

Vehicle Mechanic

Wandering Chef