Races/Species

**Race/Species Information**

There are currently seven playable races in AncientGrove.

Races have no effect on gameplay, they simply exist as a basis for lore-writing and to help players organize. A race must be chosen to exit the tutorial. Below is a list of each race/species and their respective backstories.

**Humans:** A resilient and inventive species which hailed from the eastern regions of The Mainland, where they learned to tame horses, which eventually rubbed off on the other races. Most of the humans which made the pilgrimage to Alvari did so in search of riches or to found settlements. Humans are known for their craftsmanship and ingenuity.

**Dwarves:** The dwarves are a particularly outgoing and benevolent race, known for creating great settlements both above and below ground as well as being powerful merchants on the Mainland. Most dwarven migrants to Alvari seek new ground to build on in order to bring glory to their family names, a typical endeavor for young dwarves. Dwarves are known for their architecture and trade.

**Elves:** Elves are a reclusive species, often keeping to themselves in forests, caves, and mountains. On the Mainland they are generally associated with conflict, as humans and elves have a long history. Elves are known for their combat prowess and political skill.

**Faeries:** The faeries were historically persecuted by the other species on the Mainland, and were driven to the desolate places between settlements of the other species and unexpectedly managed to thrive there. Most of the Faeri population escaped to Alvari in search of a safe haven. Faeries are known for their connection to nature and aversion to conflict.

**Cambions:** The cambions are a race from an another Realm commonly referred to as Cambia. Cambions are best described as a blend of Alvaran races and demons/incubi. Cambions first discovered Alvari through contact with the Cult of the Witherkarn, who sought to bring ruin upon Clan Yennarok. However, the Cambions betrayed them and formed diplomatic relations with Clan Yennarok, and began a mutally-beneficial agreement with the races of Alvari, allowing Alvarans to utilize Cambia's rich resources in exchange for safe passage to Alvari and permission to settle there. Cambions are known for their high intelligence and interest in trade, making them attractive allies for the Dwarves in particular.

**Goblins:** Native to Tiralis, the Goblins were historic enemies of the *REDACTED*, but in their absence have been free to spread throughout the realm. Despite their diminutive size, Goblins are masters of using minimal resources to accomplish their goals. While not great in individual combat, they are feared for their unpredictable behavior and unconventional tactics. Goblins are also known for their architecture, funnily enough- not so much in an aesthetic way, but in a functional one.

**Dryads:** Native to Tiralis, the Dryads were historic allies of the *REDACTED*, protecting the forests and groves of the realm. Dryads are tree and plant spirits, often forming tight-knit communities in forested and swamp regions. They are generally friendly to other races, but take great offense at the destruction of nature, making them attractive allies for Faeries. Dryads are typically not keen traders or warriors, instead focusing on the smaller things in life and socializing amongst themselves and with other races. As such, they are known for making excellent diplomats and cultural leaders.