Playable Races

> *"More will come from afar, orcs and elves, gathering under our banner, united despite our differences, fighting for a better future!" - The Radiating, leading the armies of the north against the Undead hordes, ca. 2 b.R.*
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The lands and seas of Fargraves are inhabitet by all kinds of creatures, from mindless beasts to the incarnations of timeless evil. However, the most wondersome actions are often achieved by those least suspected, No matter if farmer, tribesman or veteran, it is the defiancy and willpower of the civilized folk that often shapes this world.

## List of Races

The conscious humanoid inhabitants which have conquered the world of fargraves can be vaguely divided into three categories, based on their general ways of living, as perceived by others. These Categories are as follows:

**Citizens.** The primary inhabitants of the civilized states on the material plane. They are usually treated as equals and face little to no prejudice, although stereotypes and rivalry may sour first impressions between certain races. They include:

* Dragonborn, tall humanoids with scaled hide and dragonlike heads, and most often a motivated and noble disposition.
* Dwarves, short and stout humanoids with prevalent beards, known for being moderately grumpy, and their love for gold and ale.
* Elves, slender and elegent, elves are known for their spontaneous and relaxed personalities, aswell as their love for song, dance, and any other delicate arts.
* Gnomes, small humanoids best known for their friendliness and pieceful nature, they may still be a worthy opponent when it depends on it.
* Humans, the most common and far spread creature in fargraves, they are most known for their curiosity and adaptability, for better or worse.
* Tritons, considered by many to be the only civilized folk under the seas, they take a role as protectors of the seas, and many embrace that responsiblity with both devotion and arrogance,

**Wildlanders.** Not all humanoids prefer the limitations and order of major cities. These so called Wildlanders often form tribal communities, both in the material plane and in the feywild. Some are perceived by citizens as hermits and welcomed travellers, while others, especially those with an innate taste for violence, are often feared and shunned. They include:

* Caladri, mythical wildmen of the feywild, these hairy collossi are rarely seen in other places, and are known to be rather trusting, but especially vengeful when thier trust is broken.
* Firbolg, a type of half-giants, these collossi are recognizable by their especially large noses, and are known to be gentle and in touch with nature.
* Goblinoids, are typicall divided into the mischevious small goblin, the proud warmongering hobgoblin and the opportunistic, brutish bugbear.
* Goliaths, a race of hairless half-giants with grey skin, known to be coldhearted and disciplined, with a preference for isolation.
* Kobolds, a collective of creatures somewhere in between pests and people, with a lizardlike appearance, tail and scales included. They are known to be foolhardy, inserious, and somewhat annoying.
* Orcs, war loving brutes, with a hierarchy mostly based on physical prowess, known for their nearly unbreakable resolve and defiance.
* Tortles, beastman with the appearance of a bipedal tortus, they are most known for being wise and pieceful hermits.

**Splinterlings.** Into this category fall those whose numbers are too small to from politically significant groups on their own. They are often treated with caution and suspicion, as unfamiliarity will be common among the simple folk. Despite this, their company is often preferred over that of certain infamously violent Wildlanders.

* Automatons, lost souls of others locked in a mechanical puppet, granting them a new life and robotic appearance, with no recollection of their previous existance.
* Half Elves, the children of elves and humans, typically being more grounded and humble than the average elf, while more elegant than most humans.
* Half Orcs, the children of orcs and humans, combining orcish prowess with human discipline and adaptability, while still visually rather orcish.
* Kenku, beastman with a hunched appearance and a form resembling types of vermin, typically crows, moles or rats, these sceming creatures are followed by different myths of their origin.
* Namtari, flame eaters with hair and skin of coal and ash, these beings have clearly no connection to most other humanoids, and show a clear preference for isolation and solitude.
* Tabaxi, catlike beastmen with a stong need for personal freedom, they are rarely found within settlements, preferring the wilderness as their territory.
* Tieflings, devilish humanoids, these descendants of humans tainted by the infernum are often faced with great adversity and judgement, although most of them simply seek a free life.
* Yuan Ti Pureblood, once humans that willingly became creatures tainted by the serpentine powers of pandemonium, they typically seem very cold and emotionless.

## Racial Traits

One of these people will be the vessel of your creation, affecting the performance of a character both in martial and social situations. Such differences might be due to numerical differences, such as the strength and mental dullness of the orc, but also due to differences created by the social environment. Thus, a dwarf may have an easier time aquiring a leading position in a band of mercenaries when compared to a kobold. The following list will grant further insight on some aspects of a character which are most likely at least to some point dependant on the creatures nature.

### Ability Scores

Every speices has it's own specialties, excellign at different fields of expertise. In some rare cases, these creature may also be especially weak in certain areas, whether physical or mental. However, these specialties are only apperent on the collective level, with many individuals not conforming to the status quo.

### Age

Depending on a creatures nature, a different age might be appropriate for going on advantures. While some character may always push the extremes, there are limitations, all of which are determined by the species' lifespan. The numbers given often depict the points at which a creature of that race is considered adult, and at which point it is considered senile.

### Alignment

Certain actions and motivations lie within the creature's nature. While neglectible on an individual level, when looking at groups and cultures of certain creatures, certain ways of thinking are prevalent, either through nature or nurture. Examples of this would be the standoffish disposition of the namtari, the violent tendencies of an orc, or the childishness which can be seen among both gnomes and golbins, with varying degrees of malevolence.

### Size

Stature can prove to be advantage and disadvantage on both the battlefield and during attempts to overcome obstacles. A creature's size is depicted with an average height of a typical adult person of that species, and with a vague category, depicting their need for space to fight effectively. Every playable creature is either small or medium,, although some medium creatures of larger stature may be able to have the psysical prowess of a larger being.

### Speed

Whether to chase or to escape, speed can be essential in warfare. A creature's base speed is determined by its nature.

### Languages

Some species posess their own language which they use to communicate with each other, while others often have a higher standart of education, granting them the opportunity to learn an additional language of their choice during their lives.

### Subraces

A dwarf is not always just a dwarf. Different ways of living, varying environments or other, possible even devine, circumstances can cause a species to develop differing subraces. In such a case, every member of that race is also a membor of exactly one subrace, which may affect other racial traits. Most subraces are found in certain lokales, with individuals from that area needing to travel far to reach other parts of the continents.

## Mechanical Overview

Oftentimes clarity is a potent antidote against uncertainty. In the following list races will be listed along with their most prevalent racial traits.