Races

(This information is current for Iteration 6)

The land of Hyperborea has several intelligent races available for players. Goblins, Kobolds, and Dwarves are concentrated in their respective faction, while all other factions are multiethnic.

Races do not have any mechanical effect on the game. Some server infrastructure may only work for certain races, but that is also true of factions.

## Main Races

### **Dwarfs**

A short, sturdy race. Fond of drink and industry. They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, and have a heightened sense of their surroundings. Dwarves live both in elaborate underground fortresses carved from the mountainside and above-ground hillocks, are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter.

### **Humans**

Humans are intelligent humanoid creatures that live in cities and villagers. Their buildings are often made entirely of wood (or in the case of towers and castles, stone), and usually include several houses and shops, and a tavern. They are primarily interested in trade. Their nobles can be found living in castles.

## **Goblins**

Goblins are intelligent, evil, aggressive vermin humanoid creatures. They often establish settlements within regions touched by evil. It is because of their acceptance of controversial acts that goblins become enemies with nearly every other race. For example, goblins find the torture of animals, the butchering and consuming of sapient beings, oath breaking, and general malice acceptable or consider it a personal matter. While aggressive, goblins are notably cowardly. Although they're brutal and sadistic, they will not hold the line against a superior force and are more than willing to sacrifice their wounded comrades in a badly organized retreat. Their strength generally comes from pure numbers

## **Kobolds**

Kobolds are small creatures adept at thieving. They are described as small mammaloreptilian humanoids with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding. Kobolds are commonly known to congregate in small- to medium-sized groups, primarily inside caves though they may also camp outdoors, living exactly as they do in caves, in a large group with piles of random jewelry and gems all around them.

## **Elves**

Elves are smelly, stuck-up, arrogant tree-fondling hippies humanoids dedicated to the protection of their concept of nature. They have no facial hair but rarely they have at least stubble. Like goblins, they are biologically immortal and will only die to violence and disease. Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. an elven combatant will sometimes devour the other person they were fighting when they win. For elves, the killing of plants, especially trees, is unthinkable.

### **Molemen**

A race of humanoid moles who like digging. They like underground places and are hermaphroditic: its almost certain that any given molemen one encounters is currently pregnant. Their children are born in batches of 6-13 with a gestation period of two months. Moles tend to leave their spawn lying around in tunnels they dig.

### **Frogmen**

Bipedal Frogs. They have a neolithic community and enough intelligence to avoid attacking major civilizations but they are not above preying on targets of opportunity. Notably, they are hostile to the mindless undead and the native megafauna.

It is thought that they are a result of magical experimentation, but no one currently is certain. However, in recent years, they have been noted to have begun displaying evidence of early civilization building.