24 Playable Royal Road's Race Description
Human:
Driven, expanding, and ready to leave their mark, would all describe a human. The human is ready to work together for a common goal, but are also quick to only fend for themselves. Humans tend to take up any skills that interest them or would further add to their growth in the future.
Halfling:
Cleaver and Curious, Halflings have always strived to never be bored. They dedicate themselves to their ambitions and always want to be better. They have an intense love of music and many families have large volumes of family songs that sing together. They are family oriented and stick together, this leads them to always wanting to defend each other which can lead to misunderstandings if other taller races mock ones height.
Half-Orc:
Wanders, Half-Orcs are the product of children being born from the captured females the Orc Horde have claimed. Half-Orcs are the most diverse of any race due to the parentage of the race. Half-Orcs rarely stay in one location for long due to others normally being wary around them. They are often lifelong adventures and many become great worriers and traveling sell-swords.
Dwarf:
The Dwarf may be more stubborn than any other race ever to come about. These folk have grown to love the earth and are experts in hueing precious metals from it. They are generally militaristic and known to put down their artisan tools in favor of an axe when needed. They are loud and full of good humor, but watch out if one believes you might have slighted them.
Hill Dwarf:
Much like their familiar cousins, Hill Dwarfs are known to be hard force any direction. These Dwarves are slightly taller and longer limbed then their cousins. They favor Calvary warfare, mounts of large rams' bread for battle. They are kind and understanding to those around them. The hill dwarfs have come together and formed a kingdom with the Gnomes, these two races work together covering for each other.
Mountain Dwarf:
These dwarves have put living in the mountains into their bones. They are on average the shortest of the dwarves, but don't let that fool you they are mighty. These dwarves have strong backs and powerful wills, the mountains themselves are shaped by them. These dwarves favor large weapons when in combat, and will go into a berserker rage when their clans are in trouble.
High Elf:
Elegance and Gracefulness, are the opinions of those who first meet the High elves. Arrogant and uppity are the opinions of those who spend long periods of time with them. They have the years and knowledge that holds them above others. They can be quick to welcome and look onto the other races with a kindness that only a parent could have. They also always believe they are right and the elders know they are right even when proof that they aren't is staring them in the face. They have grand schools of magic in their kingdom, but they hoard the information to those they think can handle it.
Dark Elf:
These elves live underground, their skin reflects this as they all have coal black skin. They have lost their touch with nature, but in return they know more about the darker elements than any other. They have in-depth knowledge in poisons and alchemy. The greatest potions ever made were done by the hands of a Dark Elf.
Wood Elf:
They have keen eyes and quick minds. These elves are the greatest archers in the world and seem to be able to hit targets that were thought to be impossible. The wood elf cities can be found in the densest forests known. Their kingdom is ruled by a council of Druids who spread the blessings and wrath of nature to those who deserve it.
Wild Elf:
Free spirited and fast talking, these elves are considered the most approachable of all the elves. Load songs and great food follow the arrival of visitors to their kingdoms. They are called wild by their cousins because they act the most like the short lived races than any other. They have a deep rooted dislike for the Forest Gnolls that have a kingdom in the same zone as they do.
Half-Elf:
These are the sons in daughter of the paring between Humans and High Elves. They are longer lived than humans but don't have the longevity of High Elves. They generally have left to live with their High Elf parents, but they have inherited their human parents' drive which the high elves don't approve of. Over the years they have left and formed their own settlement and families. The race may have started out as the mixture of two peoples, but they have come together to form their own way of life.
Gnoll:
Doglike humanoid that live in migratory villages that live in the Kingdom of Jurso. They hunt large beasts that roam these lands and keep the land very natural. They have a shamanistic tribe layout, full of rituals that help with their communing with the elements. They are a peaceful race that will welcome and house those who need aide, but will defend their ways with brutal fierceness.
Rock Gnoll:
Fierce cousins of the Gnoll, they are larger and much more brutish. They live in the Mountains of the Kingdom of Haven. They hunt and keep to themselves, but some will leave and become bodyguards and mercenaries.
Forest Gnoll:
The shortest of the Gnolls, they are more closed off then the others. They live in thick forests and are a very closed off people. They let others visit, but never without an escort. They are a matriarchal society that are led like a pack dominated by the most powerful female. They females are always larger than the males and are the worriers of the race. The males are cooks and gathers while the females do all the hunting. They will kill any wild elf they find breaking the agreed upon boarders of their two kingdoms.
Gnome:
Have a deep fascination with the growth of food and the rearing of livestock. They are almost entirely merchant classes. They have great farms that supply some of the finest food stuffs to all of the kingdoms. They share the Kingdom of Subain with the Hill dwarfs who act as the military of the kingdom. They have been known to produce many great adventures, but never doubt that a Gnome always knows the true price of anything.
Deep Gnome:
The great illusionists of the world. Their magic is geared to keep themselves hidden and confuse their enemies. They have come together with the Forest Gnolls and formed a strong but isolated community. They like to plan for the future and always know when to make the right move.
Forest Gnome:
Very wild and the only race that really get along with them are the Deep Gnome. They live alongside these underground gnomes where their two kingdoms connect. They use blood rituals to bind themselves with animal companions that will be together for the rest of their lives.
Satyr:
Secretive and majestic, this race is always mired in mystery. Never doubt that anything a satyr tells you is probably only half-truths and deception. They never let outsiders into their secretive blood rites that are thought to give the satyrs the power to control spirits that live in the trees.
Half-Vampire:
They rule their island nation with structure and discipline. This race, that was born from the first undead to ever realize a sense of self, has never had an easy time interacting with other races. They were first born from vampires that fell in love with humans and mated with them for a chance at having a family. The children of these encounters were never treated with kindness.
Tiefling:
These natural born rogues are the descendants of the demons that first invaded from the great abyss. Over the years the demon blood in them has diluted enough to allow them to fight of the bloodlust of their ancestors. A tiefling is much more likely to rob you blind as step in to save a stranger. This race though is often known to never being predictable so don't be surprised if the savior of a legend turned out to be one.
Asmere:
The descendants of those that were first touched by the great god PELOR. Over the years they have grown into a deeply religious sect that are some of the best healers in the world. The center of their religion is a bright shining shard that is believed to be where PELOR took a step on this plain to quell the demonic rising so many centuries ago. The Asmere will fight righteously for the spread of the light to all they encounter.
Argonian:
The lizard humanoid race is one of the first sentient races to ever walk the world. They have survived where many great races have all died out. They live in a kingdom built in the great swamp of Haven. Their society has not changed in many hundreds of years. They have unparalleled control over fire magic and it has been rumored that they first came from dragons.
Khajiit:
They live in the great Desert of Tranquility. A race of cat like humanoids that have mastered life in the most barren location of the world. They are secretive and quick to joke at another's expense. It would be difficult indeed to find a Khajiit that didn't want to be found. The Khajiit are ruled by powerful sultans who hold fast the treasures that are found under the sands.
Wolfen:
The monstrous wolf like race are believed to be descendants of the first werewolves. If a Wolfen hears you say this you might find yourself hunted for the rest of your life. These noble hunters are a proud race and want no one to link them with those that have been inflicted to be mindless monsters. They have only one true enemy and those are the snake like monsters the Nagga.
Map Description: Geography and Populace
Kingdom of Sur:
A coastal kingdom, which has a northern mountain range that rises from the ocean. The southern zone of the kingdom is composed of rolling plains that are filled with a diverse selection of wild life. The mountain range is home to a great society of Mountain Dwarves.
Kingdom of Bremen:
This kingdom has a thick forest that spans its entire region. The thick forest in the north is ruled by the Wild Elves. The southern forest is controlled by the Forest Gnolls. The two forests are separated by a great river that spans almost the entire kingdom.
Kingdom of Subain:
This kingdom is made up of mostly low lands that are extremely fertile. Two races have come together to form a society here. The Hill Dwarfs and Gnomes control this land of plenty and peace.
Kingdom of Kallamore:
Dark forbidden forests make up the interior of this kingdom. Large insect monsters stalk these lands and hunt in large groups. The Dark Elves grand kingdom can be found under the mountains in this untamable zone.
Kingdom of Gradian:
Low lands spread out from the coast and reach a thick forest towards the mountains in the south. The mysterious Satyr tribes populate the forested areas.
Kingdom of Nest:
An ancient and lost kingdom was once here that possessed great shipping might. The ruins of Hurom Castle are populated by hordes of undead that come from the great tombs that can be found under it. There is a dreaded rumor of a ghostly Pirate ship that sails those waters near the coast.
Kingdom of Haven:
The northern mountains are populated by ancient castles that were built into the mountains. These castles are now where the Rock Gnolls call home. Great trolls are known to be found wandering these mountains. The interior of this kingdom is a massive swamp which is where the ancient race of the Argonians live. The large forest in the south is populated by terrible carnivorous trees that attack and kill any who stumble upon them
Kingdom of Thor:
The great Dwarf Kingdom, home to some of the greatest smiths to ever live. These dwarves are great warriors and this kingdom is ruled by martial law. The south is home to some of the most violent fire elementals in the world.
Kingdom of Norton:
This is a once ancient kingdom that was ruled by a large human like race called the Nords. This race has died out and with their passing their great capitol is now ruled by an evil gathering of Litches. These litches have great power over ice magic and because of this the southern shore is always under a blizzard.
Kingdom of Jurso:
Rolling hills full of large land roving herds. The Gnolls have large migratory villages that keep these lands. The Halflings from Dale often are found here keeping the larger Gnolls Company while they trade stories and songs. The animals in this zone are some of the largest and fiercest in the land.
Kingdom of Dale:
The Halflings have developed a great farming community in the north. They have grand schools of music and story tellers. The lands in the south are inhabited by the Fae, many an adventurer has succumbed to the beautiful and tempting creatures of desire.
Kingdom of Harpen:
Dense forest with two large rivers flowing out. These rivers start in the mountains that rise in the north. The Wood elves rule this realm and are led by a mysterious druid council. The mountains are known to be the homes of great dragons that have grand stores of gold and wealth.
Kingdom of Lasalle:
It is a large swamp and forested kingdom. The Nagga live here and concoct strange and dangerous blood rituals here that require sacrifices. This race is in constant war with the Wolfen.
Kingdom of Tullen:
The Wolfen live and hunt here. The great Olmus Castle with its high walls and foreboding presents gives off the strength of these people. This area is in a constant ready formation for an attack on or from the Nagga.
Kingdom of Aidern:
The Deep and Forest Gnomes have come together to form an isolated kingdom. The mountains and forests of the north house these two races. The Half-Elves of the south is the most recent to start a kingdom in all of the world. This society is the most welcoming of all travelers and are ready to help those who just want to start over.
Kingdom of Grapass:
Ruled by the deeply religious Asmere. The religion of SHINNING LIGHT is the law in these lands. The moral code in this kingdom is stringent and woes to the rogue or thief that is caught because he will find no mercy here.
Kingdom of Ritten:
The eastern side of the country is a wasteland where no life grows. The only things that can be found are the remnants of the great demonic invasion that came from the abyss many centuries ago. "Rodipung" is a rowdy city of outlaws and thieves that is ruled by the Tiefling.
Britten Aliance:
The land of the High Elves, is ruled by four great elven houses. The greatest schools of magic can be found here and many magical monsters gravitate towards these bastions of magic.
Desert of Tranquility:
This desert spreads across the entirety of the country. Cities can be found in the desert that were founded near the rare oasis that can be found. The land is home to the Khajiit and its secrets are theirs to keep. There are many dungeons and lost tombs that can be found beneath the sand.
Kingdom of Brent:
The most diverse of kingdoms, races of all kinds can be found here. The city of "Varhales" was settled as a place to start over. The kingdom is safe except when the random demon comes from the great wasteland.
Kingdom of Roseinheim:
The ever driven and expanding Human kingdom. The humans in this area are always looking for more and better things. They are in constant conflict with the Orc Horde that invade from the orc lands.
Principality of Thebes:
Half-Vampires rule this island, widely feared as a place of death and bloodlust. The nation is peaceful, but no one but the high council knows the ruler. These half-vampires are the descendants of those that banded together years ago to form a community.
Orc Lands:
The blood thirsty Horde lives hear. The barbaric tribes are constantly at war with themselves and any other race they come in contact with. There are vast quantities of slaves that have be stolen away from their homes that have little hope that they will ever be free.
The Great Northern Wilds:
Monsters roam free in these lands with little contesting them. The Silithid create massive hives in the mountains and the Ogre Kingdom of Morata are a constant threat while in this area.
