recursal/Fanatic-Fandom huggingface dataset:
Tanarukk

— The wiki's staff

 **Alignment** | * Lawful evil
* Neutral evil
 **Homeland(s)** | * Fiendish Planes
 **classes** | * Fighter, Sorcerer
 **Language(s)** | * Orc

**Tanarukks** were orcs whose blood had been tainted by an evil outsider, in many cases a tanar'ri demon.

## Ecology

### Characteristics

They appeared as short, stocky orcs with bristly hair, horns, or ridges along the sides of their heads. Tanarukks also had the distinctive smell of brimstone about them and in fact had a limited ability to manipulate fire.

### Psychology

They were nasty, brutish and not terribly intelligent (despite being smarter than an average orc); they were, however, extremely dangerous fighters. In spite of their lack of personal magnetism, the tanarukks' instinctive ability to control flame led many to become sorcerers. More still could be found acting as muscle for cambions and other fiendish creatures.

## History

The tanarukks originated as orc-demon crossbreeds in the region around Hellgate Keep. However, years of dwelling on Faerûn led to them being regarded as a separate species, rather than simply as a subrace.
Arkaiun

— The wiki's staff

 **Homeland(s)** | * Dambrath
* Halruaa
 **Language(s)** | * Common

The **Arkaiun** were a human ethnic group residing primarily in Dambrath but also in Halruaa and the Shaar. Arkaiun culture was formed through the interbreeding of Nar refugees from Shandaular and Illuskan tribes. As of 1374 DR, the Dambrathan Arkaiuns lived as servitors of the half-drow Crinti.

## Ecology

### Characteristics

Arkaiuns tend to be short and swarthy with tanned skin and black or dark brown hair.

### Society

Arkaiuns living in Dambrath were considered second-class citizens and often worked at manual labor. Outside Dambrath some traditional Arkaiuns continued to live a nomadic lifestyle.

#### Religion

In 1374 DR, Arkaiuns in Dambrath were forced to worship Loviatar or Lloth. Those living outside Dambrath often worshipped Tempus and sometimes Malar.

## History

The Arkaiuns could trace their origins to the fall of Shandaular in the far north in -946 DR. Refugees from the city fled through a portal to the Council Hills area in the Shaar. Their king, Arkaius the Archmage, remained behind to close the portal and it is from Arkaius that they take their name. For several centuries, the Arkaiuns roamed the Council Hills region, interbreeding with a lost tribe of Illuskans. The Arkaiuns attempted an invasion of Unther and Mulhorand but were defeated and fled south to the Bay of Dancing Dolphins. In the ninth century DR, the Arkaiuns discovered the Underdark and attempted to capture a drow city. Instead they were enslaved by the drow and lived as servants of drow and half-drow thereafter.
Orog

— The wiki's staff

 **Language(s)** | * Orc, Deep Speech

**Orogs** are orcs who live and thrive in the Underdark.

## Ecology

### Characteristics

They look like normal mountain orcs but are slightly taller, with larger ears and huge pale eyes.

## History

Orogs are descended from the Skullbiter Tribe of Mountain orcs who lived in the Spine of the World mountain range millenia ago. When they, along with other Mountain orcs, invaded Netheril in -3605 DR, they were cut off from their retreat route and cornered between the elven and Netherese armies. They sought refuge in a narrow cave at the end of a valley which, unbeknownst to them, led to the Underdark. They became lost but felt safe in the knowledge that they would not be followed by their enemies, delving further underground whenever they could. Eventually they came across a veritable jungle of luminous fungi and decided to settle there. They bred in great numbers and expanded into many surrounding caverns like a virulent plague. They subjugated the creatures already living there and eventually split into a dozen different tribes, discovering rich veins of metal and ore.

The collapse of the elven empires led to the orogs venturing back to the surface in large numbers, bullying their Mountain orc cousins into subservience and arming them for war with weapons made from Underdark metals.
Fel orc

— The wiki's staff

 **Leader(s)** | * Unknown (Currently)
 **Language(s)** | * Orcish, Eredun

**Fel orcs** are the ultimate culmination of the Burning Legion's control over the orcs.

An orc becomes a fel orc after consuming the blood of a pit lord a second time. Then, a heavy blood haze falls over the orc, forcing him into a crazed bloodlust. The most prominent side effect of this blood haze is a deep red discoloration of the flesh and insane desire for battle and violence. This even affects the unwilling as revealed in the Blood Furnace. Fel orcs are also more powerful than regular orcs, having chaos damage on all their attacks.

## History

The only instance in which fel orcs were active on Azeroth was during the Third War. Mannoroth tricked Grom Hellscream and his Warsong warriors into drinking his blood from a tainted fountain of health. Grom later overcame the blood haze with the help of Thrall and Jaina Proudmoore and slew Mannoroth, thus freeing both the fel orcs and the orcs that had been corrupted by Mannoroth on Draenor.

When the pit lord Magtheridon took control of Outland, he created fel orcs by corrupting them with his blood. Fel orcs made up the backbone of Magtheridon's armies. After Magtheridon was defeated by Illidan and imprisoned, the fel orcs stayed in Hellfire Citadel, keeping guard over the captured pit lord. This is the first known appearance of the fel orcs in World of Warcraft. They no longer serve the Burning Legion but follow Illidan instead. Illidan has continued using the blood of Magtheridon to create more fel orcs to follow him. A letter recovered from one of the orcs has revealed that Illidan is not pleased with the orcs' progress with the defense of the Blood Furnace. It also seems they are experimenting on captured Mag'har to create fel orcs.

Caza'rez of the Horde is working on a cure for the fel orcs converted by the Illidari.

### The Cataclysm

Fel orcs from the Dragonmaw clan came from Outland to and enslave the rest of the Dragonmaw on Azeroth. They are later defeated by the Horde to help free the rest of the clan.

## Ecology

### Characteristics

The standard fel orc has red skin, and a ridge of long sharp spines coming out of its back. Bony horns grow from its arms and hands. Its eyes are bloodshot and glow red, and six long and thin fangs grow out of its mouth. Its ears are stubbier than orc ears, coming to a blunt point. Most fel orcs have lived for years in Outland with the corruption, and this has led to the greater mutations.
UZI

The UZI is one of the game's current secondary weapons. This automatic handgun can be bought on Combat Company for $23,500 (GLD) at level 14, with a burst speed of 100%, control of 65%, and does 34 damage.

## General Information

The Uzi is a selective-fire, open-bolt, submachinegun manufactured by IMI of Israel. It is large, extremely heavy, and notoriously inaccurate on full auto -- however, it is also extremely reliable, easy to strip down, and has a slow cyclic rate (approx 650 rpm), making it ideal for the non-combatants to whom it is currently issued (clerks, school teachers, rabbis, private citizens of Israel). It is considered obsolete for military or law enforcement purposes.
Chultan dwarf

— The wiki's staff

 **Language(s)** | * Common, Dwarvish

**Chultan dwarves** were albino shield dwarves living in the vast mines of Chult.

## Ecology

### Characteristics

The shield dwarves of Chult were albinos; their hair and skin were white, and they had pink eyes. This meant that they were very sensitive to the hot sun of Chult and therefore only came above ground at night. Otherwise, they were physiologically like their northern cousins.

### Personality

Chultan dwarves were even more somber and grumpy on average than the shield dwarves of the north. They were not especially violent, but they would defend their homes and mines at any cost.

### Society

Most Chultan dwarves lived deep below the surface of Chult within one of its many mines full of gems, minerals, and ore. They made use of the dinosaurs of the surface as pack animals in their mining operations. Their culture revolved around the wealth of their subterranean mines, and they were superb craftsmen, particularly when working with gems and precious metals.

#### Trade

Tabaxi superstitions equated the color white with death, so Chultan dwarves were often feared by the Chultan humans.

Their usual trade partners were the Batiri goblins from the Dimetrodon Clan. The dwarves received food, skins, and ivory from the goblins in exchange for gems.

The Chultan dwarves also sold diamond-edged weapons to surface folk, including axes, short swords, and spears.
Glabrezu

— The wiki's staff

 **Language(s)** | * Celestial, Draconic, Abyssal

**Glabrezu** are one of the most powerful types of demonic tanar'ri. A glabrezu tempts its victims into ruin by luring them with power or wealth. Their imposing stature radiates authority and control, which they use to sway mortals into accepting their gifts for a price. They use lies and deception to destroy the lives of all whom these demons meet.

## Ecology

### Characteristics

This demon's broad, muscular body is as large as a giant, with two pairs of arms; one set is humanoid ending in hands, while the other is monstrous, ending in a pair of crab-like pincers. Its canine-like head is horned and it has a muzzle full of sharp teeth. A glabrezu stands 15 feet tall and weighs 5,500 pounds.

### Nature

Despite their physical prowess, glabrezus prefer to work behind the scenes, both on the Material Plane and in The Abyss. They rarely lead, but rather act as advisors, chief lieutenants, and spies for more powerful demons. Every glabrezu has an impressive list of grudges, secret agendas, and long-term schemes, some of which may take centuries or millennia to come to fruition.

Glabrezus do not offer pleasures of the flesh, but tempt their victims into ruin by luring offers of power, wealth, and respect undreamed of by even the most ambitious person. Strangely, they are unable to change, or polymorph, their frightening appearance, so they usually visit mortals in secret. They are most commonly summoned directly by a mortal; such as ambitious human wizards or drow priestesses who hope to make a bargain. Sometimes they find a potential victim on their own, presenting their 'gift' to this person whether or not they want it.

### Combat

Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.
Orc Chieftain

Health: 3500

Damage: 100

Armor Piercing: 60

Defense: 40

Armor: 50

Range: Melee

Description: Not only one of the fiercest fighters in the realm, but Orc Chieftains also inspire Orcs and Goblins around them, granting them twice the damage. They have a thick hide best pierced with magic attack.

Best Counters: Pathfinders, Elven Snipers, Fire Mages
Raumviran

— The wiki's staff

 **Alignment** | * Lawful good
* Neutral good
* Lawful neutral
* Neutral
 **Homeland(s)** | * Lake of Mists
* Almorel
 **Language(s)** | * Raumvira

The **Raumvirans** were a human ethnic group and the remnants of the people of the ancient empire of Raumathar. The Rashemi and Damaran ethnic groups descended from the Raumvirans.

## Ecology

### Characteristics

Ruamvirans appeared very similar to Rashemi, although they were generally taller and had skin tones of lighter hue. These lighter shades of skin implied a relationship with the Sossrim people.

### Psychology

The Raumvirans had a strong magical tradition, focused on conjuration, which ultimately led to their downfall.

### Culture

#### Language

Raumvirans spoke Raumvira and employed the Dethek alphabet of the dwarves.

## History

The Raumvirans were one of the early tribes living in the area of Rashemen before -2488 DR when the empire of Ilmaskar fell. During the Orcgate Wars from -1075 DR to -1069 DR, they served as mercenaries for the armies of Mulhorand. Though the orcs were defeated, the Mulhorand empire was at its end, and the Raumvirans took this opportunity to build an empire of their own. They successfully conquered much of the Endless Wastes and by -900 DR had firmly established Raumathar, which covered a region from the Lake of Mists to Sossal and the Great Ice Sea to Lake Ashane.

Many wars between the Nars and the Raumvirans followed, while a third group in the region, the Rashemi, tried to remain independent of either. Both warring nations fell in -150 DR. In their conflict, they had both summoned powerful entities to their aid, but these monsters, demons, and minor deities, turned on the summoners. In defeat, as their empire burned, the survivors of Raumathar retreated into tiny bands and camps. By 1372 DR, the only large populations of Raumvirans were in the city of Almorel and along the shores of the Lake of Mists.

The earliest witches of Rasheman were of Raumviran descent, and that sisterhood was formed during the last days of the Raumathan empire.
Gur

— The wiki's staff

 **Language(s)** | * Gurri, Common

The **Gurs**, also known as **Selûne's Children** or the **people of the highway** were a nomadic human people who traveled throughout the Western Heartlands, although a few settled in some of the poorer sections of cities such as Baldur's Gate, Elturel, and Iriaebor.

## Ecology

### Characteristics

Like their Rashemi kin, Gurs were typically a stout, strong, and sturdy people, with thick black hair, dark eyes, and dusky skin.

### Society/Culture

The Gurs were arranged by large extended families. A nomadic people, they traveled from settlement to settlement in assorted caravans, picking up random jobs and selling or trading any unwanted goods. Some found work as soothsayers and diviners. Those few who settled in cities struggled to survive in their poorer quarters. Gur culture placed a high value on honor, but they suffered long-standing prejudices from other folk.

#### Religion and magic

The Gurs mainly followed Selûne the Moonmaiden, goddess of wanderers and navigation.

However, some Gurs of prophetic bent were also known to worship Savras, Lord of Divination, with a faith secretive to outsiders. This likely explained the survival of his faith during his long period of imprisonment. Thus Gurs were often gifted oracles and known for their talent in soothsaying and divining. Like their Rashemi kin, some Gurs possessed "the Sight", an unreliable gift for glimpses of the past and snatches of history.

#### Language

Within their own tribes, the Gurs spoke Gurri, a creole tongue with roots in the Imaskari language, but with influence from many other tongues, in particular an ancient dialect of Rashemi language, and many thought long-dead. The Gurs used the Thorass alphabet. They were also proficient in Chondathan, which they used when communicating with those outside of their culture.

## Population

Gurs made up only about 1% of the human population of the Western Heartlands, but this was perhaps their greatest population in Faerûn.

## History

The Gurs were believed by scholars to be mainly of Rashemi descent, owing to their strong similarity with the natives of Rashemen. They were also likely to have acquired ancestry among other ethnicities on their travels. Fragments of lore originating from the period around the first-century Dale Reckoning could be found that described the Gurs as a group of nomads. What was known of the early Gurs suggested that they were refugees fleeing the long-ago war between Raumathar and Narfell.

The Gurs were well known in the Western Heartlands of Faerûn by the 14th century DR.
Пони

Это маленькие лошади со специфической костной структурой, мускулатурой и темпераментом. По сравнению с другими породами лошадей, у пони более густая шерсть, грива и хвост. Кроме того, у них более короткие голова и ноги, более широкое брюхо и толстая шея. Благодаря их способности

   передвигаться по узким стволам шахт, их используют в основном в угольных шахтах. Породами пони являются: шетландский пони, уэльский пони, коннемара-пони, дартмурский пони, горный пони и др.
Netherese

— The wiki's staff

 **Alignment** | * Lawful good
* Neutral good
 **Language(s)** | * Netherese, Loross

**Netherese** are an ethnic group of humans residing in Netheril. Many cultures are either descendant or have been absorbed as Netherese, such as the Shadovar, the Halruaans, the Bedine, the Illuskans, the Nimbrals, etc.

## Ecology

### Society

The Netherese have always lived in a magical society. Currently the netherese are rebuilding their mythallars so that they can once again live above "those who fear and don't understand magic". They use the orcs as slaves for two reasons: to finish the extermination of the orcs by "domesticating" them, and to rebuild their empire to heights never before seen.

#### Language

The common Netherese speak Netherese while the nobles speak Loross. The reason for two languages is for separation of the classes.
Ranking System

The ranking system shows a list of all registred members. The player's spot on the list is determined by their experience, kills, deaths, wins and losses. The ranking system is seperated into tree categories.

**Rank List:** Shows the top ranked players of all time from around the world.

**Daily Rank List:** Shows the top ranked players of that particular day.

**Clan Rank List:** Shows the top ranked clans in Combat company.

The ranking system also gives you the option to type in a specific players name rather than carefully scrolling through the entire list.
Githyanki

— The wiki's staff

 **Alignment** | * Lawful evil
* Neutral evil
 **Language(s)** | * Common, Deep Speech, Draconic

The **githyanki** were a once-human race of Astral Sea-dwellers.

## Ecology

All githyanki children possessed minor telekinetic abilities, but only a few worked to develop them. Githyanki generally preferred magic over psionics.

### Culture

Githyanki society was martial, with both males and females training heavily in magic and combat. Although they were loyal to each other, they were also fiercely individualistic. Raiding illithid strongholds was considered a rite of passage.

Dwelling in the timeless Astral Plane, the githyanki inhabited numerous fortresses constructed from materials imported to the plane as well as cities built atop god-isles, the vast stone corpses of deceased deities. Their capital and largest city, Tu'narath, was built on the god-isle of a deceased power known only as the One in the Void.

The githyanki used a unique form of writing called tir'su. It was an alphabetical set of runes in which words were formed in circles instead of linearly, with the letters of a given word being linked in a ring clockwise from the top. Sentences were formed by a series of these rings. Much as runes were given a mystical significance, the Githyanki employ the tir'su when creating magical wards and symbols.

## History

The ancestors of the githyanki were once human slaves of the illithids, a race devoted to mentally dominating sentient humanoids to work as the backbone of their vast empire. It was believed these original human slaves were transformed through selective breeding. After eventually developing mental resistance to their masters' mind control, the slaves revolted, thus causing the fall of the illithid empire.

ot satisfied with the destruction of the illithids alone, the war spread to any race that could potentially enslave them again. At the Pronouncement of Two Skies, the once-slave race splintered into the githyanki and the githzerai, the latter of whom was hated by the githyanki because their betrayal allowed the surviving illithids to retreat to isolated subterranean strongholds. The two races were at war ever since.
Frost folk

— The wiki's staff

 **Alignment** | * Chaotic neutral
 **Homeland(s)** | * Hordelands
 **Language(s)** | * Common, Frost Folk

The **frost folk** were a race of humans that long ago struck a bargain with a cold power.

## Ecology

### Characteristics

Frost folk had the height and weight of typical humans. They often had bright blue eyes, pale, snowy skin, and blonde hair so pale as to be almost white. A noticeable chill surrounded them.

#### Abilities

Frost folk were immune to the effects of cold. They had darkvision and innate snowsight. From their left eye frost folk could produce a cone of icy mist to blast the area in front of them.

### Culture

Frost folk often raided to the far south in dark, cold winters and took plunder and captives. They were disciplined fighters with a keen sense of tactics. They enjoyed bloody slaughter and often set ambushes.

### Relations with other races

Frost folk were known as *Siksin Neneweth* to the Vil Adanrath, *Aikulen* to the Damarans, and *Shen Ghel* to the Tuigan.

## History

Frost folk were originally humans from Sossal (and were thus said to be distant relations of the modern Sossrim) and traced their origin to the war between Raumathar and Narfell. Many from Sossal allied themselves with the Raumathari and sought power from the "cold outer darkness" (i.e., ice devils), and so the frost folk were born.

## Homelands

Frost folk were found in the northern Hordelands and dwelt farther north in the endless ice.
Stormsoul genasi

— The wiki's staff

 **Language(s)** | * Common

**Stormsoul genasi**, are one of five most common subraces or "manifestations" within the genasi race. Like all genasi manifestations they can be manifested by experienced genasi who have a different primary manifestation but have trained themselves otherwise or have acquired the manifestation as a result of hidden ancestry or environmental conditions.

## Ecology

### Characteristics

Like most genasi, Stormsoul Genasi look generally human except for some distinguishing features. Stormsoul genasi *szuldar* are often silver in color, and most of the race has crystalline spikes in place of hair, though there are exceptions. The skin of the Stormsoul genasi is usually pale purple.
Chaos orc

— The wiki's staff

 **Alignment** | * Lawful neutral
 **Language(s)** | * Orcish

**Chaos orcs** are orcs that drank from Mannoroth's Chaos Well in Ashenvale Forest and became corrupted.They were orcs of the Warsong clan that followed Grom Hellscream's decision to drink from the well to gain power in order to defeat Cenarius and his forces (Shadowleaves, Moonhunters, and Nightblades). By drinking from the well, they were further corrupted with more of Mannoroth's blood, turning red and growing larger.

Chaos orcs were capable of causing special damage known as Chaos damage. Chaos orcs were units seen in the *Warcraft III: Reign of Chaos* orc campaign.

Chaos orcs also fought under the banner of the Burning Blade during the First War. Some of the orcs who passed through the Dark Portal were driven mad, becoming chaos orcs and joining the Burning Blade.

In recent times, many chaos orcs are seen amongst the ranks of the Horde.
Urdunnir

— The wiki's staff

 **Language(s)** | * Urdunnir, Dwarvish

The **Urdunnirin** (singular: **urdunnir**) were a long-forgotten offshoot of the dwarves. Their name meant "orecutter" in the urdunnir dialect of Dwarvish.

## Ecology

Urdunnirin did not eat normal foods. Instead, they fed on gems as xorn did. The god Dumathoin provided each urdunnir settlement with a self-replenishing gem supply so that his people did not starve. They guarded these sources to the death.

Urdunnirin were deadly enemies of the xorn, and killed them on sight.

### Characteristics

Urdunnirin looked much like gold dwarves. Their skin and hair, however, were stone gray and their eyes were silver. Males groomed their gray beards carefully, while females did not have facial hair.

#### Abilities

All urdunnirin had the ability to walk through solid earth and stone at will, moving through these normally solid materials as if they were air. They could move up to twice their body weight with them in this manner. They also had an innate ability to shape stone and metal as if they were wet clay, the materials remaining solid after they were done with them.

### Society

Urdunnirin were led by alirds, or gold lords, whose power to shape metal was greater than usual for the race. Urdunnirin had a clan-based society, like most other dwarves. Known clans included Marble, Gold, and Ruby.

Urdunnirin wore tight-fitting, one-piece garments composed of metal, stone, or both. They used their innate abilities to make these garments flexible. Only their leaders wore clothing completely composed of metal.

#### Religion

Dwarven myth said that urdunnir were specially blessed by the god Dumathoin.

## History

Urdunnirin were created by Dumathoin from the shield dwarves that lived in Shanatar. After their creation, the urdunnirin went into the depths of the Underdark and became creatures of legend.
Ice genasi

— The wiki's staff

 **Alignment** | * Neutral
 **Language(s)** | * Common

An **ice genasi**, or **ice para-genasi**, was a sub-race of the genasi. It was a para-genasi, meaning that it was descended from two different elemental outsiders, namely an outsider of elemental air and an outsider of elemental water, forming para-elemental ice.

## Ecology

### Characteristics

These genasi appeared human, but commonly had sharper facial features and a more chiseled look than the average human. They were quite hearty but a bit sluggish. They had pale skin and supernatural traits that hinted to their heritage, such as breath that fogged in any weather or frost appearing in their hair.

#### Abilities

They had an innate ability to resist the harmful effects of cold that grew with experience. They also had the ability to cast the spell chill metal once a moon rise.

### Personality

They were emotionless and cold to others. They were typically neutral in outlook, observant but uncaring. They preferred to be clad in white or pale blue clothing that was light and loose.
Ultimatebestiary Wikia

Welcome to the Ultimate Bestiary!

## Welcome to the Wiki

Greetings! We welcome you with open arms. This wiki is a compilation site dedicated to fantasy creatures that appear in today's roleplaying universes. **Most of the articles will be copy/pasted and the website it originally came from will be given credit on the top of the page.** Grab an ale, sit down and enjoy a good read.
Pikeman

TACTICS:

Pikemen are vulnerable to high defense units like Orcs, and long-range/AOE magic users like goblin shaman, mummy sorcerers, plague mummies, and bombers. They are a hard-counter to any low-health heavily armored units, but do not be fooled by the "well rounded" description. At higher levels even upgraded pikemen don't have the survivability of shield knights, the damage-dealing potential of fire mages, or the disruption abilities of Elf Lions or Paladins.

It is generally advised to not bring pikemen if the enemy isn't fielding many melee skeleton units.
Bedine

— The wiki's staff

 **Alignment** | * Lawful neutral
 **Homeland(s)** | * Anauroch
 **Language(s)** | * Midani, Common (Presumed)

The **Bedine** were a human ethnic group and a proud warlike race that inhabited the southern Anauroch regions but were concentrated in the region known as The Sword.

## Ecology

### Characteristics

They had brown hued skin, brown eyes, black or brown hair and were of average height and weight for a humanoid creature of Faerun. Those rare instances of blue eyes or blonde hair were marked by "outlander blood".

### Culture

Honor was prime among the Bedine's beliefs. Their harsh existence, full of death and hardship, molded their culture to believe the gods would measure them on their behavior in the Fugue Plane.

The Bedine were divided into over 100 tribes with the largest having more than 300 members. Some tribe names were: Alaii, Artinn Ruabi, Bai Kabor, Bait Mahwa, Binwabi, Bordjia, Clelarra, Desai, Dakawa, Dursalai, Felfaarin, Goldor, Iriphawa, Ju'ur Dai, Kellordrai, Lalajar, Mtair Dhafir, Mahlajai, Qahtan, Raz'hadi, Ruwaldi, Shremala, Ulaarjar, Yethtai, and Zazalaar. Each tribe was ruled by a sheikh. However the sheikh's ultimate power was limited by tradition and important decisions made by the tribe's council of elders.

Some clothing played a symbolic role in Bedine culture. Many Bedine wore kufiya scarves on their head. An igal held the kufiya on the head and indicated a person's statue and pride; it could be made of camel hair and precious gems. A type of sleeveless coat was called an aba.

#### Religion

The Bedine worshiped the old Netherese gods in name: A'tar, Ela, Kozah, N'asr, and Shaundakul. Scholars, however, agreed that these deities were in fact Faerunian pantheon of Lathander, Selûne, Talos, Cyric or Kelemvor, and Beshaba. Shaundakul was actually Beshaba using the old god's name in a personal plot to annoy him.

The Cult of the Sacred Skull gained a foothold for a time surreptitiously led by a mind flayer that was ultimately the voice of one or more phaerimm.

## History

In -339 DR a group of humanoids immigrated from Zakhara using a portal. They intermingled with some surviving Netherese and over time their culture became what we now call the Bedine. They maintained knowledge of their spoken word, Midani or Uloushinn, but have all but forgotten their native written language. Over the centuries, traders have introduced them to the Thorass alphabet.
Strongheart halfling

— The wiki's staff

 **Homeland(s)** | * Prime Material Plane
 **Language(s)** | * Common

The **strongheart halflings** are, like the ghostwise and lightfoot hin, native to Luiren. They trace their ancestry back to the same long-lost days as the other subraces, but unlike their cousins, the stronghearts elected to remain in their homeland following the events of the Hin Ghostwar. The legacy of Chand, the strong-heart war chieftain who galvanized his tribe against the threat of the feral ghostwise, lives on today in a nation that both reinforces and defies many of the expectations non-halflings have of this race.
Calishite

— The wiki's staff

 **Alignment** | * Lawful neutral
* Neutral
 **Language(s)** | * Alzhedo, Common

**Calishite** was the name given to the majority of humans who came from Calimshan. "Calimite" was a deeply insulting name for these people.

## Ecology

### Characteristics

Calishites usually had dusky brown skin, brown hair and brown eyes. They were also on average a little shorter and of slighter build than most humans of other ethnicities.

### Culture

The pervading Calishite view was that they were the rightful rulers of all the land south and west of the Sea of Fallen Stars. They had a tendency to look on the northern cultures as being short-lived barbarian cultures barely worthy of notice. This, however, did not prevent them from trading with these nations.

## History

Calishites were descendants of the slaves of the genies who ruled great empires south of the Marching Mountains. These ancestors were not native to the continent of Faerûn. After the djinni Calim's power dwindled, the Calishites were able to free themselves of the genies' yoke and founded the nation of Coramshan in 606 DR. Since this time the Calishite race has expanded and migrated to the various regions listed below.

## Regions

Though Calishites had migrated outside the realm of Calimshan. Calishites made up the bulk of the population in the following areas:

* The Border Kingdoms
* The cities of the Lake of Steam
* The Nelanther Isles
* Calimshan

Calishites were also a major ethnic group in the nations of Amn and Tethyr and could be found in smaller numbers in Lapaliiya and the Shaar.
Durzagon

— The wiki's staff

 **Language(s)** | * Deep Speech, Duergan, Infernal

A **durzagon** is the result of breeding a devil with a duergar.

## Ecology

### Characteristics

Durzagon are taller than both dwarves and duergar averaging about 5ft. They are usually rust-colored and bald with a red streaked grey beard.

#### Abilities

A durzagon's beard quills contains a sulfuric poison that weakens foes physically. Their resistances are a cross between both devil and demons with a resistance to fire, cold, electricity and acid as well as poison immunity.

### Personality

Durzagon tend to be revered by their peers as powerful leaders while the durgazon themselves conceal their true heritage either from ignorance or deliberate secrecy to keep knowledge of their powers from their enemies.

## History

Sometimes, a devil will secretly breed with a duergar. The result is a half-fiend whose birth is celebrated in both the Hells and Duergar society.
Korred

— The wiki's staff

 **Alignment** | * Lawful neutral
* Neutral
 **Language(s)** | * Common (Presumed)

**Korreds** were fey that resembled small satyrs, and were said to be descended from warped gnomes. They were fun-loving forest-dwellers who valued hair and items that most would consider too mundane to warrant interest.

## Ecology

### Culture

#### Religion

Korreds usually worshiped the god Tapann the Undying.

## Regions

Korreds once dwelt in Brynwood in the Vast, but came into conflict with the local satyrs over territory. In the ensuing strife, both races fell before monstrous creatures. Afterwards, few of the korreds remained.
Earthsoul genasi

— The wiki's staff

 **Language(s)** | * Common, Terran

An **earthsoul genasi**, also known as an **earth genasi**, was a type of genasi that was able to harness the power of the earth.

## Ecology

### Characteristics

Earthsoul genasi came in many physical shapes and appearances. Many carried obvious traits of the Elemental Plane of Earth, such as blocky features or earthlike skin, but others had earthlike features that were less apparent.

#### Abilities

Earthsoul genasi were able to harness the power of the earth. They had darkvision and were able to pass over the ground without a trace. They said that the earth would speak to them and that they were able to talk back to it.

### Personality

Earthsoul genasi tended to be strong and tough, but were often stubborn and oblivious. They tended to be indifferent to others of their kind and thus in many cases isolated themselves.

### Culture

#### Religion

The earthsouled worshiped many lords and gods and were not confined to just one. However, common deities worshiped by the earthsouled were Chauntea, Geb, and Grumbar.

## Locations

Earthsoul genasi could be found anywhere. However, they were more common in the North near the Spine of the World, where there were portals to the Plane of Earth. A small population of earthsoul genasi lived in Mulhorand.

Argentor was a village located in Tethyr that was home to many earthsoul genasi. This was regarded as one of the few settlements that were exclusive to the earthsouled.
Tainted orc

— The wiki's staff

 **Alignment** | * Lawful neutral
 **Language(s)** | * Orcish

**Tainted orcs** are orcs corrupted by demonic energies.

## Introduction

Orcs once cultivated a shamanistic society upon the dying world of Draenor. Then the dark magics of the Burning Legion corrupted them. Lured to the world of Azeroth through a dimensional gateway, they were manipulated into waging war against human nations. Recently, most orcs threw off the shackles of demonic influence and now strive to recover their lost heritage. Some orcs remain under the thrall of the Burning Legion, however, to the point where they are twisted into mockeries of their former selves.

## History

After their defeat in the Second War, most orcs suffered from a lethargy produced from the withdrawal of the demonic forces. Thrall, an uncorrupted orc, was able to rekindle their original shamanistic ways, and many of them threw off the shackles of demonic influence and now strive to recover their lost heritage. During the Third War, Grom Hellscream killed Mannoroth, thus breaking the bond that kept the tainted orcs corrupted. From then on, tainted orcs were able to return to their original ways. However, some orcs remain under the thrall of the Burning Legion by their own decision, to the point where they are twisted into mockeries of their former selves. Fel orcs are the ultimate step in being corrupted by demonic energies.

## Ecology

### Characteristics

Orcs appear to other races as a barbaric and brutal people, but they are proud and noble in their way. Those subject to demonic taint give vent to their brutish ways, however. A tainted orc can channel his warrior fury to become truly fearsome in combat.

This creature looks much like an orc but of massive size, standing perhaps 8 feet tall. Its green skin is mottled with gray and its dark hair hangs in thick tangles. Its eyes shine with a crazed, savage red light.

### Green orcs

Even though some orcs did not consume the blood of Mannoroth, the demonic energies coursing through Draenor were so strong, that they were too partially turned into tainted orcs, at least in their skin color, which turned from brown into green. Those that did consume the blood turned into a brighter shade of green, and suffered from more transformations, as mentioned above.

### Reversion

It is not known if tainted orcs can become uncorrupted orcs again, although Thrall and his new Horde are trying to recover their lost customs. In *Warcraft III*, it was seen that fel orcs have a chance to go back into tainted orcs, as shown when Grom Hellscream, who was a fel orc for a short time, was able to become his former self with Thrall's help and the combination of orc shamanism and elven magic.
Star elf

— The wiki's staff

 **Alignment** | * Chaotic good
 **Homeland(s)** | * Feywild
* Sildëyuir
 **Language(s)** | * Common, Elven

**Star elves**, or **mithral elves** or **Ruar-tel-quessir** as they used to be known, like sun elves have only recently ventured back into Faerûnian life. Long ago they retreated to the demiplanar realm of Sildëyuir, where they are currently under attack by an extraplanar threat. As a result, some are now returning to the Yuirwood.

## Ecology

### Characteristics

Star elves look a lot like moon elves, with light skin and hair of gold, red, or silver. They have violet or gray eyes with occasional gold flecks in them. They are tall for elves, being about 5 1/2 to 6 ft tall, and have a slender build. They like to wear elaborate tunics but in neutral tones, so as to better remain unseen in the forest. They are strikingly handsome by human standards, even more so than other elves.

### Psychology

Aloof and cautious, star elves are unfamiliar with recent events in Faerûn and even other races. Isolated in the twilight realm of Sildëyuir, they had no contact with dwarves, gnomes, halflings, and even humans, and they liked it that way. It was the war-like and expansionistic humans that caused them to create the realm of Sildëyuir and flee their home in the first place. They generally get along with other elves, though they fear for the moon elves and half-elves of Aglarond who they believe are overly generous and a touch naive.

Perhaps not surprisingly, star elves as a race are generally chaotic in nature rather than lawful. They value individual accomplishment and rights over the demands of society.

## History

In -6950 DR, star elves began to gather in the Yuirwood, where a number of green elves already lived. Shortly thereafter the star and green elf nation of Yuireshanyaar was formed in -6600 DR. They had over 5000 years of peace during that time, largely isolated from the other events occurring across Faerûn. Around -1250 DR the human nation of Unther expanded to the southern coast of Aglarond and battled Yuireshanyaar. The elves lost, and retreat back into the woods. Less than 200 years later the elves were assaulted by orcs during the Orcgate Wars.

In -900 DR the elves begin to notice the rise of Narfell and Raumathar, and knowing that history repeats itself they foresaw disaster in the humans' misuse of magic. With the Untheric humans on their southern coast, orcs in the mountains due east, and two powerful and dangerous human nations to the north, the star elves decide that they needed to find a safer home. The elven high mages created a network of stone circles around the Yuirwood, which was then used to channel a spell that formed the demi-plane realm of Sildëyuir. Finally, in -699 DR the star elves completely abandoned Yuireshanyaar for Sildëyuir. Most of the green elves decided to remain behind.

The star elves of the Yuirwood retreated to this plane and have stayed there until recently, forced out by alien sorcerers called Nilshais who corrupt their home with strange magic.
Llewyrr

— The wiki's staff

 **Homeland(s)** | * Synnoria
* Gwynneth
 **Language(s)** | * Elven, Common

The **Llewyrr** were a race of elves that once held sway over the isle of Gwynneth and perhaps others of the Moonshaes but as humans began to colonize the islands the Llewyrr decided to retreat to Synnoria and isolate themselves. The Llewyrr are very similar to those called the high elves and it is suspected the they were the descendants of the survivors of a shipwrecked elven vessel that was on a pilgrimage to Evermeet, but only the Llewyrr can know for sure.

## Ecology

### Culture

Births were rare and cause for great celebration, but they were not enough to replace those lost to natural causes, accidents, and battle. Male children were especially rare and many of the traditionally male duties were taken over by females, including the defense of the realm.

The warriors of the Llewyrr were called the Sisters of Sennoria and rode white chargers into battle with silver lances and enchanted longswords.

The Llewyrr were vegetarians, shunning all meat, and the animals of Myrloch Vale were either trusting friends or treated as pets. Trout were regarded as sacred creatures that some believed represented the spirits of their ancestors.

Legends among the Llewyrr foretold a resurgence would one day bring them back to dominance of the Moonshaes, but they always doubted this legend until it proved true when the entire island of Gwynneth was taken over by noble eladrin leading to humans being banned from its shores in 1375 DR.

## History

Long before the humans arrived in the Moonshaes, dwarves began to immigrate and lived in peace with the Llewyrr mostly due to the fact that they did not compete for resources. The dwarves lived underground and in barren and rocky terrain in which the Llewyrr had no interest. When the Beast in the form of Kazgoroth rose to threaten the Balance by calling the firbolgs to kill and pillage, the Llewyrr and the dwarves, aided by the children of the goddess (Leviathan, Kamerynn, and The Pack) fought them for decades. Eventually the allies drove the firbolgs into small corners of the isles and balance was restored for a few centuries. When the short-lived, prolific, and aggressive humans started to arrive, the Llewyrr began their retreat into isolation.

The Llewyrr expanded the capital city of Chrysalis and enhanced its beauty with works of magic into a dazzling settlement of glass, crystal, and silver. But over the centuries much of Chrysalis became quietly abandoned due to the dwindling population.
Thayan orc

— The wiki's staff

 **Language(s)** | * Orc, Common, Mulhorandi

The two breeds of **Thayan orc** are magical hybrids of ordinary gray orcs, orogs, and other creatures, including possibly ogres and gnolls. Tall and muscular, with large hooded eyes, tough leathery skin, and snouted bestial faces, Thayan orcs seem to embody all the worse aspects of the creatures that went into their creation. Both Thayan black and red orcs are warrior creatures, loyal and skillful, who live for battle. Their only weakness is their slow rate of reproduction.

## Ecology

Thayan black orcs were bred to act as scouts, archers, and infiltrators. They are quicker, leaner, and slightly taller than Thayan red orcs, and their skin ranges from dark green to deep, sooty black. Their facial features are slightly less bestial and their eyes are smaller and completely black.

Thayan red orcs were bred as elite shock troops. They are tougher than Thayan blacks, and their skin is dark, mottled red, and eyes a deep yellow. They are usually well equipped and revel in bloodshed and violence.

### Society

Thayan orcs are born and raised in a lawful regimented structure. They live in barracks built by their masters, where they are organized into large military units. No independent groups of them exist. There is nothing else for them. Consequently, their society is extremely hierarchical and a mirror image of the typical chaos that most orcs thrive under.

## History

For many decades Thayans have tried to create their own race of orcs, violent but loyal to Thay. In the last couple decades, the Thayans have succeeded, albeit slowly. As a group, Thayan orcs have only a marginal reproduction rate – Thayans have managed to field only a few companies.
Boogin

— The wiki's staff

 **Language(s)** | * Deep Speech, Orc

**Boogins** are brutish, hairy orc-quaggoth crossbreeds sometimes known as “spider killers,” a nod to the constant pressure from drow slavers. These half-breeds are more like quaggoths than orcs, though slightly weaker and more in control of their rages than their beast side.

## Ecology

### Characteristics

Boogins closely resemble their quaggoth ancestors in physical appearance, although they have less facial hair and orcish snouts. They are nearly as tall as quaggoths, standing 6 feet 6 inches on average, but a little lighter, lacking somewhat in muscular development. Their fur is a grayish white, shading to black in patches. These relatively primitive creatures speak a mixture of orcish and the quaggoth dialect of Undercommon.

### Society

These orc-quaggoth crossbreeds can be found in either orc or quaggoth society or in communities of their own. They are generally held in high esteem among orcs and magic-following quaggoths and in low esteem among beast-following quaggoths.

### Combat

Boogins are familiar with the use of most weapons used by orcs or quaggoths, preferring those that cause the most damage in the least time. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

## Homelands

Boogins are most commonly encountered in the upper reaches of the Underdark where orc and quaggoth populations live in close proximity. Gangs of boogins have been encountered beneath the Spine of the World, which lies above the largest population of quaggoths found in the Realms. Mixed tribes of orcs, quaggoths, and boogins are found beneath the Trollmoors, where orc tribes have interbred with Quaggoth clans that “followed magic” to form new Underdark tribes to resist outside slavers.