Chronicle 3: Races and Cultures

Within all of the races of Averion there are many different cultures.

All races have restrictions in terms of cosplay parts available, height, and appearance. The race and subspecies page can provide some pointers when selecting your colors for skin, eyes, and hair must fit the race. Any part of character creation must be approved; if it isn't, the whitelisting team will provide you with guidance on how to correct your appearance.

## Atlura

Atlura are a water-born people with webbed bodies that are adapted to live within the oceans and deep lakes. Their natural ability to navigate the murky depths makes them formidable foes in the water. That being said, operating on land can be trickier for the Atlura as they are slower and need a constant supply of water in order to not dry out and continue breathing. They have a natural affinity for marine life and are often seen raising great beasts of the ocean as pets.

They are very confident, highly empathetic folk that are very defensive and protective of anything in the water. Atlura are wary of inventions and industrialization because of the resulting pollution that often occurs in their homes.

Atlura are often arrogant and entitled, believing that they are deserving of respect since they hold dominion over the waters. They are a matriarchal society with the women being revered as warriors.

Known Cultures:

## Draconia

It is not quite known how Draconia came to be. Everyone throughout the land knows the story of the ancient elder dragons. Creatures which Ascarus and Renturi created in order to provide safety to the Primordials; these dragons are the original ancestors of the wyverns and drakes we know today. It is theorized that these 'Elder' dragons, at some point, influenced the race known as Lacaris. Breathing into them a small portion of their arcane essence, it granted this new race the ability to fly and call on elements to be expelled at will. It is said that these races are secretive and rare, but lately with all the chaos in the continent, there has been an increase in these sightings.

Known Cultures:

## Druga

The Druga are a widespread and adaptable race. Typically nomadic in nature, each tribe or clan tends to circle their territory in a ceaseless march between camping locations that have been passed down for generations. Border skirmishes are not unusual when different tribes get to close but they tend to be slow to wage all out wars unless they know they can entirely wipe the other side out without much loss or are desperate for new resources.

Their homeland is as cyclical as its people, the tribes and clans moving to follow resources as they become available. Grasslands flourish with seasonal rains, becoming flush with prey. When the water dries the plains wilt and the prey moves on. The Druga moving to follow for as long as their territory allows.

It is not unusual to find large tribes containing a mix of different Druga, or small tribes that are made of one subrace. Despite seeming outwardly unsophisticated the Druga are a surprisingly complicated society, with everyone having their place in helping the community survive and thrive. Within the Druga the subraces tend to be very good at certain things and a sort of unspoken caste system has developed between them.

Known Cultures:

## Dwarves

The dwarves are a race born of stone in the first recorded ages of Averion. They can be stubborn, fiercely loyal, and very protective of their domains. Dwarves are known for their ingenuity and tinkering, masters of work involving the sweat and toil of the forge. They are unmatched in their abilities to craft inventions of metal and stone alike, excepting the Celus humans. Many revere the dwarves for their craftsmanship.

The dwarves are quick to anger and can be very greedy when it comes to coin or food. A dwarf is more than capable of devouring an entire feast alone, as their stocky stature can inhale it by the bucket-load. They are stronger than most, but lack the agility of many other races. Their bodies are adapted to the caverns and rock from which they mine precious stones and gems.

Known Cultures:

## Elves

The oldest known race still living, or at least that’s as far back as their records go. Their lifespans are beyond extended and as such they are known for being able to perform well in any task they set their minds to. It has been said that it only takes ten thousand hours to master something, and the Elves have the time to accomplish such a task.  They can live well over 300 years which gives them a vast perspective on life and as such this results in them being quite aloof and care little for some of the more 'younger' races.

Known for their increased endurance, agility and swiftness the Elves rely on their naturally quick reflexes and intellect to outsmart any opponent whether or not it is in battle or in politics. The knife-eared folk are also known for their incredible aptitude in espionage, their minds just as sharp as the arrows that they fly from the treetops. They also have been known for their propensity to master beast as well as foes. They are the 'original' masters of the magic arts, harnessing the arcane in order to create things beyond imagination.

Their homes are always extravagant and artistic, carved and made from the finest materials, they adore anything that gives their life meaning and comfort.

Known Cultures:

## Gneissa

Gneissa tend to be very secluded and hard to find, staying in the most dense mountain forests and caves. These rock-folk cluster in small tribes focusing on nature or elemental magics. It is not uncommon for a Gneissa to find the other wild magics distasteful and think of Grovekeepers, Nightstalkers or Wildbloods as something that must be eradicated.

Originally humans, this race was created due to the isolation of a civilization within deep mountain caves. Over millennia these people became influenced by the environment in which they lived. Crystals and stone imbued with the energy of the Arcane developed a race with skin of stone itself. They are often large and strong, creating warriors of some respectable repute.

However, their time kept away from most of the other cultures of the land has made them wary of confrontation and war. They are a peaceful race when it comes to politics but stand firm on their beliefs when challenged and often send parties to hunt down what they deem curses upon the land.

Known Cultures:

## The Fae

A smaller more chaotic race, the Fae appear to be a race touched and influenced by the wild magics prevalent around their homeland. They often appear friendly and enjoyable to be around when encountered, but some can be prone to bouts of mischief that may even turn life threatening if gone too far. There are stories of Fae accepting visitors for grand sudden parties and feasts in their honour, being great friends and companions. But other stories, that stand out more for many, spin tales of Fae mischief turned dangerous, luring travellers into bogs by the use of strange lights, inciting dangerous fights between people for the sake of a laugh, or leading dangerous creatures to unprepared dwellings.

The home of the Fae, An Emerillion as it is often called, is not an area with real set boundaries, sense of nationality, or even a real central government. Rather it is an area of land where the wild magic of the Fae is concentrated and where the majority of Fae make their homes between their various different clans or families. Emerillion can differ from a small collection of holes in trees, Small toadstools, all the way to larger areas that are blocked off with Fae Magic.

Maybe it is the magic of the land that guides them and protects them, but the often chaotic nature of the Fae let them persist in relative harmony with each-other. Though their nature also seems to stem their ability to progress themselves, preventing them from making great technological or cultural advances. The magic also seems to protect the fae from most outside hostilities while inside the respective Emerillion

This often gives them a small sense of invincibility, which can become detrimental if one of the Fae chooses to leave the protection of their magical home. The magic is connected to the land, so a Fae that leaves cannot take that magic with them and is not able to make use of it as they may be used to.

Known Cultures:

## Gnomes

A gnome’s energy and enthusiasm for living shines through every inch of their tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds along with slightly pointed ears. Their tan or brown faces are usually adorned with broad smiles and their bright eyes shine with excitement. Their hair has a tendency to come in wild and bright colors, sticking out in every direction, as if expressing the gnome’s insatiable interest in everything around. A Gnomes identity and utility is ultimately determined based on where they live. Gnomes that live around the Celus humans oftentimes exhibit grandiose knowledge of tinkering, engineering. Those that live around Dwarves are often known for their precision smithing and gem cutting.

No matter who they are around they will find their purpose and make it be their life’s work. Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth.

Usual Appearance

Age: 18 - 60

Height: Between 3 and 3.5 feet

+Health, +Stamina, +Oxygen, +Weight, +Fortitude, +Health Regen, -Water Drain, -Food

## Goblins

Goblins are always looked at with suspicion and are considered too 'sneaky' to be trusted. This does however make them the best thieves and pickpockets within the world. They are small, wild and crafty making them incredible pickpockets. Living in shanty towns, they have no need for luxury and prefer to surround themselves with things they have collected or invented rather than large buildings or kingdoms.

They are however highly intelligent in one source, tinkering. The Goblins have been behind some of the best inventions in the world, Dwarves included. They have an enhanced ability to craft that of metal and cog, making intricate mechanical devices with their extremely dexterous fingers. They are artists with wire and have made many interesting devices.

There is no known kingdom ruled over by the Goblin race but the Elves have long suspected some sort of collective for the Goblins as they often seem more coordinated than thought possible.

Known Cultures:

## Humanity

Ever the scourge upon the land humanity has been both feared and revered in the past as they are a constantly in a state of flux. They can be arrogant and selfish and have been an influence in multiple conflicts spanning the continent. Written in the deep histories of the elves they are often the most intrusive of the races, some factions insistent on colonising the cultures of the others.

Despite this humans have always had an extraordinary capability to do good and serve the world in a way to better all races. This capability is however, very often clouded by greed, ambition and a list for power at the detriment of others. Humanity is the greatest and most consistent and remaining in power, surviving and adapting to any situation they have always had the ability to overcome any obstacle. They have settled all over the world even in conditions thought to be inhabitable. Their empires mighty but ever falling.

Known Cultures:

## Kora

A rare and elusive race, these sky bound Avian's are revered by many to be a sign of good luck! . These feathered beings come in all shapes and sizes, they tend to be very colourful with large wingspans, allowing them to manage sustained flight, something that comes in handy when living in the mountains. The kora are very dextrous by nature, their hollow bird-like bones making them quick on their feet, not surprisingly most kora can be very stealthy, some having near silent flight, this paired with their heightened eyesight makes these Avian masters of the skies a fast striking force to be reckoned with.

Known Cultures:

## Lacaris

A dangerous lizard-like race heavily focused on the connection with the earth, honor, and strength. Known to be brutal in their treatment of what is perceived as ‘weakness’, they can be strong-willed and unrelenting. Having to survive the harsh conditions of their home environment, they have developed a cultural hardiness that is often admired by others.

Despite them being perceived as quite rudimentary and uncivilized by other cultures, their ancestry dates as far back as some of the ancient Elven texts. Their simplistic way of speaking and thinking is often perceived as them being emotionless and thick-skulled.

They have a known conflict with other races, often starting fights and preying on those they deem to be less than. This includes a strong negative reaction to those belonging to the Meridae family.

Known Cultures:

## Malvas

A rather odd race, these peoples are known by their dark red or purple skin, large horns, and piercing eyes. Born of corruption, they are naturally attuned to the darker energies of the land and are often powerful spell-casters and alchemists. The Malvas originate from the grand crevasses to the south where the chaotic energy of the land imbued itself into the creatures living there. Over some millennia, these creatures gained sentience and developed a culture of their own.

Malvas are distrusting of other races, regarding them with disgust and contempt. However, they often trade with outsiders in order to get what they want.

Known Cultures:

## Meridae

A small and naturally curious race, these adorable folk are built to bury underground to survive the harshest of conditions. Resembling that of the furry creatures like jerboa, otters, rats, and bats. Originating from the brutal desert and verdant forests they are the original prey of the Lacaris and as such there has often been conflict between the two. Make no mistake, these peaceful people are also crafty and agile. Their fast legs and enhanced jump height are often advantageous in difficult situations. They are known for their intelligence as well, often finding solutions and laying traps where usually a more physical, brute force approach would be necessary.

The Meridae are also well known as masters of barter and trade! They established the widely known and popular C.O.I.N.S Trading guild. They are naturally wary of outsiders but friendly all the same once you earn their trust.

Known Cultures:

## Orcs

A powerful race that are focused around war, brutality and strength of will, the Orcs are usually arranged by tribes. Their civilisation, despite being quite advanced is often organised in a more loose way than some of the other races. This means that the leader of each horde is often generated by the one that has the strongest of will and in the past has been chosen by that who can accrue the most power and challenge the previous.

Over time there have been 'tribes' that rise and fall in number but more recently is the resurgence of a collection of tribes coming together and amassing armies and warbands the like the continent has not seen in millennia. They are constantly raiding the various settlements of other more 'weaker' realms and kingdoms, seizing slaves as well as weapons and supplies, all in the name of the brutality in which they are forged. They hate all that civilised races stand for.

While the more violent aspects of their culture is shocking, Orcs can often be found in other employment usually using their physical attributes in labouring, gathering and refining goods for trade or sale. In their core however, they are always about being the best.

Known Cultures: