recursal/Fanatic-Fandom huggingface dataset:
Bedine

— The wiki's staff

 **Alignment** | * Neutral Good
 **Homeland(s)** | * Anauroch
 **Language(s)** | * Common

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

## Ecology

### Description

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.
Drider

— The wiki's staff

 **Alignment** | * Lawful Evil
* Neutral Evil
 **Language(s)** | * Undercommon
* Common
* Elven
* Drow

**Driders** are drow that have been transformed from the waist down so they have the body of a spider. The transformation is typically a punishment for offending their goddess, or failing a test of Lolth.

## Ecology

A skilled priestess in good standing with Lolth may test the drow's loyalty to the Queen of Spiders. If the promising drow fails the test, he or she will be transformed into a drider. This transformation is extremely painful and lasts at least twelve hours. Driders develop a poisonous bite. Their digestion changes and they must drink the blood of living creatures for sustenance. Because they have failed Lolth's test, they become outcasts from their own people.

Driders still maintain the spells and special abilities they had developed as a drow, thus there can exist any character class of drider. They retain intelligence and memories. This makes them bitter, spiteful creatures. Some hunt for magic powerful enough to undo the transformation. Later in Sacrifice of the Widow some driders find out that they are the Chosen of Selvetarm and the Children of Lolth.

### Description

Driders are centaur-like creatures, appearing as drow from the waist up, with their lower portions replaced by the abdomen and legs of immense spiders.

## Society

Driders are the bogeyman of drow society—the ultimate warning to obey the will of Lolth. Dark elves and drider despise each other, but they often live in close proximity, with the drow using driders to weed out the weak.

The drow aberrations can be found working alone or in small groups. They are often accompanied by tiny, huge, and gigantic spiders.

Driders speak Common, Elvish, and Undercommon.

## Trivia

* The term "eight legs," a reference to a drider, was used among the drow as a threat.
Ice giant

— The wiki's staff

 **Language(s)** | * Giant
* Common

**Ice giants** (also referred as **frost giants**) primarily belong to the faction known as the Sons of Hodir.

## Background

After his betrayal of the Pantheon, Thorim's brother, Loken, tricked him into betraying his ice giant allies by murdering his wife, Sif, and blaming it on the ice giant king. Thorim was enraged, striking out at his allies and then settling into a long stupor.

Many years later, Thorim discovered the truth. With the aid of players serving the Sons of Hodir, Thorim recovered his weapon (Krolmir, Hammer of Storms) and his shattered armor, then brought war to his treacherous brother. However, it proved to be an elaborate ruse perpetrated by Loken to lure Thorim away from the Temple of Storms, where proximity to his dark master granted him the power to overcome Thorim's attack. Thorim and his proto-drake, Veranus, were captured and taken to "new dwellings". Both became bosses in Ulduar.
Ice genasi

**Language(s)** | * Common
* Primordial

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

### Description

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.
Fel orc

— The wiki's staff

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

The **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

he 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. 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.

### Warlords of Draenor

In Old Draenor, Gul'dan and his followers are described as fel orcs, but are only green. Sean Copeland clarified that these orcs are fel-corrupted but not true "fel orcs." Later in the expansion, after the Iron Horde has suffered many serious losses, Kilrogg accepts Gul'dan's renewed offer of demon blood. What he subsequently transforms into has also been described as a fel orc, though of a seemingly different variety as he is grey in colour, instead of red, and possesses massive deformities.

## Ecology

### Description

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.
Helmed horror

— The wiki's staff

 **Language(s)** | * Common (presumed)

A **helmed horror** is an animated construct often found as a guardian.

## Ecology

### Description

A helmed horror as an empty suit of armor, with purple magical light flickering between the joins. They often carry a greatsword and a heavy crossbow.

#### Abilities

Helmed Horrors can move through the air, as the spell air walk. They can see unseen creatures and objects, as the spell see invisibility. They are immune to several spells. They can imbue a melee weapon they hold with a magical attack power.

### Combat

Helmed Horrors fight intelligently. They go after soft foes first and use their magic to outmaneuver foes.

## Background

### Creation

The process of creating helmed horrors was something of a bad secret for many years. While unknown to the magical community at large, a great number of clerics of Bane, liches and evil wizards knew well how to create these constructs. It is now uncommon knowledge. A powerful spellcaster, with knowledge of both construct creation and arms and armor creation is needed, and a special workroom, along with the spells needed for the ritual.

### History

Helmed Horrors are over 5,000 years old. Both Netheril and Imaskar are well known to use helmed horrors.
Aarakocra

— The wiki's staff

 **Language(s)** | * Common (presumed)

**Aarakocras** were a race of avian monstrous humanoids.

## Ecology

### Description

Aarakocras resembled humanoid birds. The average specimen stood about 5 ft (1.5 m) tall and had a wingspan of 20 ft (6.1 m). Halfway along the edge of each wing was a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extended the length of the wing and locked in place during flight. The hands could not grasp while flying, but they were nearly as useful as human hands when an aarakocra was perched and its wings folded back. Their powerful legs ended in four sharp talons that could unlock and fold back to reveal another pair of functional hands. These humanoids had hollow, fragile bones. Their faces combined the features of both parrots and eagles. They had gray-black beaks and black eyes. Plumage color varied, but males generally had red, orange, and yellow coloration, while females tended towards brown and gray.

### Society

Aarakocras lived among the highest mountain peaks in small tribes that controlled hunting territories and shared a communal nest. The eldest male served as leader, assisted by the tribe's shaman. Aarakocras were known to be extremely claustrophobic.

#### Religion

Aarakocras almost all worshiped Aerdrie Faenya. She appeared to them as a giant white bird.
Hobgoblin (WoW)

**Homeland(s)** | * Kezan
 **Leader(s)** | * Jastor Gallywix (Horde)
 **Language(s)** | * Goblin
* Low Common

 — The wiki's staff

**Hobgoblins**, also known to some goblins as **brutes** or **oafs**, are large semi-giants that guard the Isle of Kezan's cities, such as the Undermine. The Hobgoblins were once goblins altered by some foul alchemy becoming tough, powerful, and "dumber than an ogre with a hangover".

## Background

### Old background

The Alchemists' Union's greatest creations are the dread hobgoblins. Hobgoblins are stupid, brutal troops that goblins created with their mad alchemy. Goblins created hobgoblins by experimenting on their own kind. The alchemically-wrought changes in hobgoblins did more than increase their size and strength and decrease their mental faculties. Perhaps the most well-known fact about them is their short lives. If a hobgoblin lives to his third year, he's ancient. Hobgoblins either don’t realize their lives are pitifully short (which is likely, due to their limited intellect) or they don't care. Hobgoblins can also alter their personal metabolisms, channeling their adrenalin into the muscles that most need it. Their sweat is acidic, and they are capable of bursts of amazing speed that will reduce them to unconscious piles.

One frightening change the alchemy wrought was on hobgoblin emotions and psychology. Hobgoblins are unstable, and their goblin masters find them difficult to control. They have a number of tactics — ranging from the violent to the culinary — to convince hobgoblins to obey, but because of this instability goblins use hobgoblins only rarely. Hobgoblins grunt out phrases in Common and Goblin. When hobgoblins use one of their alchemically-created abilities, they secrete a sticky acid that build up on their skin and eventually becomes coated with this acid. Creatures that touch them or are touched by them are harmed by this acid. If enough of this acid builds up they are capable of shaking themselves like a dog, spraying the acid on nearby creatures. However, this acid is also highly flammable and will burst into flames should the hobgoblin come into contact with fire. The most insane hobgoblins set themselves on fire before entering combat.

### New background

Hobgoblins are mainly used for manual labor, shock troops, guards, and other works where muscle is useful. They are shown to be affected by Kaja'mite.

In Mists of Pandaria the Horde has hired Heavy Mooks to defend Dominance Offensive. According to Sky Admiral Rogers, the Horde is using them to hide behind their bodies on the front lines. She also claims that they are dumber than ogres.

## Ecology

### Description

Hobgoblins are large humanoids - both in shape, height and size - that resemble ogres. They have salmon to purple skin tones and typically wear chain necklaces. Their eye colors usually range from red to amber. Surprisingly they have five fingers and toes, unlike their goblin relatives.

## Trivia

* Every goblin adventurer has their own personal hobgoblin banker.
Astral stalker

— The wiki's staff

 **Alignment** | * Lawful Evil
 **Language(s)** | * Supernal

**Astral stalkers** are abominations created during the Dawn War by the gods as weapons. Devious and bloodthirsty killers, astral stalkers have served since the Dawn War primarily as bounty hunters and assassins, though often they hunt simply for the sake of the challenge in cornering a dangerous prey.

Originally, astral stalkers were created by the gods in order to fight the primordials and their servants. Since the Dawn War, the astral stalkers have fallen away from their old allegiances, becoming independent from their creators. Astral stalkers often gather in small tribes, led by the most skilled hunter within the group.

## Ecology

### Description

Astral stalkers are black-green humanoids, who are roughly the size of a human, though they appear notably more bestial. With toothed grins, long, razor-sharp claws, and glowing eyes, astral stalkers look appropriately predatory for a race with such a function as theirs. Each of the astral stalkers’ claws, of which there are five on each hand in an arrangement similar to a human’s fingers, is easily the length of a human’s forearm, and are deadly when in use, capable of immobilizing a creature struck with them.

Astral stalkers possess a number of other supernatural abilities that aid them in their hunts, including the ability to turn invisible. While so hidden, astral stalkers often use venomous darts of bone hidden within their throat to poison their prey or even knock them unconscious. Astral stalkers also have an uncanny ability to pinpoint the location of their prey, even if they are unable to see them with their eyes.

### Combat

Astral stalkers regard all other creatures as potential prey. Although they seek to test themselves against stronger and stronger prey, astral stalkers are neither stupid nor foolhardy, and rarely engage in combat without first preparing the hunting ground and sizing up their foes. They favor ambushes designed to weaken the prey before bringing it down.
Deep Imaskari

— The wiki's staff

 **Alignment** | * Lawful Neutral
* Neutral
 **Homeland(s)** | * High Imaskar
 **Language(s)** | * Common
* Roushoum

**Deep Imaskari** are heirs to the lost empire of Imaskar. Few have survived when their slaves, having been abducted from other worlds and magical monsters (phaerimm) created by the war wizards of the Imaskari, were turned against them. Their empire crumbled leaving only ancient cities becoming ruins. Those few that survived fled deep down beneath the surface of Faerûn, purposely shutting themselves off from the events of the surfaceworld.

Living thousands of years in voluntarily chosen exile and under influence of strong magics practiced by their own wizards, the Imaskari turned into a human subrace adapted to life underground. Whilst barriers once held the Imaskari hidden from the outside world, and vice versa the outside world from the Imaskari, these barriers have now been breached. Imaskari are now starting to wander into a wider realm, exploring the surroundings of their underground home.

## Ecology

### Description

Deep Imaskari are humans with pale, smooth skin that is soft despite it's stone-like appearance. (This unusual characteristic is a remnant of the magical alteration that all the Imaskari underwent to survive in Deep Imaskar.) Deep Imaskari are tall and thin, with typical males standing close to 6 feet in height and weighing around 160 pounds. Females are usually about half a foot shorter and 40 pounds lighter.

Deep Imaskari prefer to be well dressed, with elaborate greatcoats covering simple, but elegant clothing in dark shades. They delight in dark rings as well, particularly magical ones.

### Personality

Deep Imaskari are guarded and detached, keeping an unconscious watchful eye in all their interactions. Even before their fleeing into the deep bowels of the earth, they were fascinated by magics. During their long isolation they have focused themselves on magical experimentation, never shunning risky outcome or dangerous spell preparations. Regarding their fondness and curiosity of everything magical, the surest way to gain a Deep Imaskari's friendship is by gifting it with magic, either an ancient spell scroll or mysterious artifact of the same nature.

### Culture

#### Religion

Traditionally Imaskari wizards didn't allow their people to worship any deity, for no deity was worthy of the worship of the heady Imaskari from ancient times. Nowadays, religion is more common although the Imaskari keep themselves to the older Faerûnian pantheon by venerating Kossuth, Chauntea, Shar, Mystra and Grumbar. Few Imaskari choose the path of the cleric as a profession, so few temples exist in their realm.

#### Language

Deep Imaskari speak an ancient tongue known as Roushoum which uses the Imaskari script. This ancient language is nowhere spoken outside Deep Imaskari and few outsiders master it. Modern Imaskari have studied Common so to interact with other races more easily. The more adventurous Deep Imaskari venturing outside their own realm seeking new adventures usually pick of two or three Underdark languages, including Elven Drow dialect, Undercommon and Terran.
Great ghul

— The wiki's staff

 **Language(s)** | * Common

**Great ghuls** were cousins of genies who occupied the lowest rung in the hierarchy of the jann.

## Ecology

Great ghuls often performed tasks for genies or helped people if they took an interest.

### Description

Great ghuls had one interesting feature- their feet were always donkey hooves, although they often tried to hide this shortcoming by wearing long robes or boots. Ghuls adored eating the flesh from corpses and then drinking the bone marrow. They often had long hair and bushy eyebrows. They had clawed fingers and well developed muscles. Their white skin was always sticky and cold. Great ghuls knew that their looks were repulsive, so they often tried to hide their ugliness with lush *sarafans* and jewelry.

### Combat

Great ghuls attacked enemies with sharp claws and teeth. Only magical weapons could injure or kill a great ghoul. Great ghuls could use various spells including bestow invisibility, polymorph self, and shocking grasp.Being undead, great ghuls had a special immunity to poison and many mind-affecting spells. They were much weaker during the daytime than at night and could be injured with holy water. Great ghul magicians were much more dangerous than their simple relatives.

### Habitat and society

Great ghuls preferred living in ruins or caves of the high mountains. Thanks to their great strength and claws, ghouls could climb on flat surface to surprise prey. Many great ghuls adored perfume, using its to hide their disgusting smell. Great ghul mages lived in seclusion but most ghouls lived in pairs. They were often found in cemeteries where they fed on corpses. Usually great ghouls women. People were usually afraid of the great ghouls and genies despised them, so they would often conceal their appearance by using spells. They often used their ability to polymorph to penetrate in the city to find food.
Green warder

— The wiki's staff

 **Language(s)** | * Elven
* Common

**Green warders** were plant creatures programmed by elves to guard their woodland secrets.

## Ecology

### Description

Green warders were humanoid-shaped topiary bushes pruned to look like tall elves, but if untended, they grew bushy and scraggly. They bore sharp thorns on their forearms for defense, if needed.

### Behavior

Green warders had limited intelligence and minimal personalities. They were generally peaceful and benign beings and only in extreme circumstances would they shed blood, even if directly ordered to do so.

### Combat

Warders were generally programmed to avoid shedding blood; their purpose was to guard. If intruders approached, they would first raise an alarm and then use their magical powers to confuse the invaders or send them into a deep sleep until elven reinforcements could arrive. If under attack, a green warder would typically flee but if trapped could use its thorns to defend itself.

## History

When the elves left Cormanthor during the Retreat, thousands of green warders were left behind, guarding the old sacred sites. By 1371 DR, however, inhabitants of the Dalelands began noticing green warders on the outskirts of the great forest that were acting far more aggressive than was typical.
Bullywug

— The wiki's staff

 **Alignment** | * Chaotic Neutral
* Neutral Evil
 **Language(s)** | * Bullywi

**Bullywugs** are frog-like humanoid creatures.

## Ecology

### Description

Bullywugs are described as humanoids with the head of frogs. They are usually shorter than a human, with leathery skin and webbed digits. They are very good jumpers, and can jump roughly 30 feet forward and 15 feet vertically.

The average bullywug is smaller than a human, about the size of a halfling.

Bullywugs speak their own language of croacks, staccato notes, and clicks, called Bullywi, and the intelligent ones pick up Aquan, Sylvan, or Infernal.

A bullywug can survive on land and in water; it is one of the water-breathing species and is amphibious. A bullywug must immerse itself in water once per day or suffer dehydration.

### Society

Bullywugs live in primitive groups, hunting and fishing together. The hierarchy is based on strength, with the strongest being the leaders. Bullywugs are very territorial, and mostly will attack anyone who trespasses. Oddly enough, they tend not to fight within the tribe, but rival bullywug tribes will fight with each other. Bullywugs rarely work alongside other creatures since they would rather use them for food or sacrifice. However, occasionally during hard times small groups of bullywugs will latch onto a powerful ally that can help them bring down tougher game.

Bullywugs live in semi-organized communities that are often slightly mobile. They respect no one but those stronger than they are. Bullywug colonies disrupt the natural environment of any land. They will eat off the land until their immense gullets are filled and then they move on.

Bullywugs are known to revere a god named Ramenos, but this deity seems to be more concerned with sleeping than with the welfare of his race. Ancient, crumbling statues of Ramenos can be found in the deepest jungles, great monuments near ruined temples that hint at what was once a mighty deity in some long forgotten time. The great old temples also indicate a time when Bullywugs were less primitive and more organized, capable of building huge monuments of stone.

A particular point of interest involving the species was discovered by Brother Twick of Verdusk, a halfling cleric of Chauntea. It seems that bullywugs are irresistibly drawn to ale and either die or lapse into a coma when they drink it (depending on the amount consumed). Bullywug attacks have become increasingly rare in the lands surrounding the marshes where bullywugs live since those settlements have started keeping a keg of ale ready simply in preparation for attacks from the creatures.
Dryad (D&D)

— The wiki's staff

 **Alignment** | * Chaotic Good
* Lawful Neutral
* Neutral
 **Homeland(s)** | * Feywild
 **Language(s)** | * Common
* Elven
* Sylvan

**Dryads** are fey-maidens who act as the protectors of forests and trees.

## Ecology

### Description

They appear to be beautiful women with delicate features seemingly made of soft wood. Their hair appears to be made of leaves and foliage that changes color as the seasons change. During the spring and summer months, the hair of a dryad is lush and green, while during autumn it turns red and eventually brown in the winter.

## Overview

Dryads prefer to live away from civilization, delighting in the savage wilderness away from those that would seek to cut their trees. They live with respect to nature and will accept the company of those that do so as well. Attractive men who are fond of nature will often be taken in by a dryad to act as both a mate and a guardian.

Dryads are generally benign, and will attempt to warn off intruders. Only those that seem cruel and determined to destroy a dryad’s forest will see the full wrath of these fey.

All dryads are magically bound to a single tree. These trees serve as the dryad’s life force and home. A dryad will fight to the death to protect her bonded tree, as, should the tree be cut or destroyed, the dryad will die soon afterward. A dryad cannot stray too far from her bonded tree without suffering the same fate. If a dryad leaves the vicinity of her tree for too long, she will die. Along with other fey, dryads speak Sylvan.
Human (D&D)

— The wiki's staff

 **Alignment** | * Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* Neutral
* Chaotic Neutral
* Lawful Evil
* Neutral Evil
 **Language(s)** | * Common

**Humans** in Toril are widespread, can be found in most regions and, in general, are fierce and disagreeable, which can sometimes lead certain other races to view them with contempt. They are renowned for their diversity and ambition, and although they lack specialization, they can excel in many areas.

## History

The origin of humanity is something yet unknown. Although the Tel-quessir can claim the primal war between Corellon and Gruumsh for their heritage and the dwarves claim to have been forged from the rocks of Abeir-Toril itself, humans have no unifying creation myth. However, they are certainly an ancient race, having originated since before written records exist and they are frequently considered one of the creator races. More confusing yet is that, while humans indeed are native to Toril they have been found on other worlds as well, with the Mulani standing out as an example of human immigrants to Toril.

Regardless of their precise origins, humans have been undeniably successful. While hardly the only dominant race of Toril, humans are one of them and the most recent to obtain dominance. In spite of this strength, or perhaps because of it, humanity is an eternally fractured and divided race, broken up into over a dozen ethnic offshoots. It is believed that this is in part because humanity, unlike most other races, did not emerge as a whole but rather in several places at once, thereby resulting in its diversity.

## Ethnic groups

### Major ethnic groups

While there are no natural human subraces, planetouched subspecies of humans have arisen in the Realms. These include the aasimars, genasi, and tieflings. There is also great ethnic diversity between humans in different regions.

The following are the most prevalent and largest ethnic groups to be found in Faerûn at this time. These are by far the most common ethnicities to be found within the Heartlands.

* Calishites
* Chondathans
* Damarans
* Illuskans
* Mulan
* Rashemi
* Tethyrians

### Minor ethnic groups

The following are ethnic groups which are either small in number, or who are most commonly found in lands far from Faerûn’s heartlands. In their own distinct regions, they may very well be the major local ethnic people.

* Arkaiun
* Bedine
* Chultans
* Durpari
* Ffolk
* Gurs
* Halruaans
* Imaskari
* Itzas
* Lantanna
* Mazticans
* Nars
* Netherese
* Nubari
* Raumvirans
* Shaarans
* Shou
* Sossrim
* Talfir
* Tashalans
* Tuigan
* Turami
* Ulutiuns
* Vaasans

### Related races

Humans are kin to many races, such as githyanki, githzerai and Imaskari. Additionally, humans have bred outside their race many times, resulting in the various half-human races like half-elves and half-orcs as well as planetouched such as tieflings.
Dao

— The wiki's staff

 **Alignment** | * Neutral Good
* Neutral
 **Homeland(s)** | * Elemental Plane of Earth
 **Language(s)** | * Terran

The **dao** are a variation of genie. Genies from the Elemental Plane of Earth, dao often run gem-mining operations there or on the Material Plane. Here they can especially found in the wild regions of Zakhara.

## Organization

Genies have literally carved out an empire from the Elemental Plane of Earth, called the Great Dismal Delve, based strongly on slave labour. They are ruled from their capital city of the Sevenfold Mazework by their Great Khan Kabril Ali al-Sara al-Zalazil.

## Ecology

### Description

Genies appear as humanoids with bodies that have external physical characteristics that evoke their elemental nature (earth), though some varieties are capable of shape-shifting into another form.

#### Abilities

Because they have powerful supernatural or magical abilities, genies are sometimes called upon or summoned by spellcasters to grant wishes or perform services for them.

### Society

They form their own distinctive societies in their native planes.

### Relations

The individual varieties have differing attitudes towards humanoid races native to the Material Plane.
Norm

Norms refer to the ways in which discourse reinforces ways of being and existing that are symbolic of what the proper ways of doing both of those things is. Norms are often characterized by how the majority exists. For example, in the context of the NASA image in the Halperin article, heterosexuality is seen as the norm because discourses of reproductive futurism have equated humanity as being synonymous with heterosexuality. Anything that deviates from a form of sexual expression not centered on reproductive futurism falls outside of this constructed norm, and in this case, is not a proper way of performing what it means to be human because under the norm humanity’s sole purpose in terms of sexuality is to reproduce (Halperin).  [Satveer]
Amnizu

— The wiki's staff

 **Language(s)** | * Abyssal

**Amnizu** are powerful Baatezu found mostly on the layer of Stygia.

## Ecology

### Description

Amnizu are usually around four feet tall with an elongated, bald head on which lie a mouth full of jagged teeth, a pug-nose, and heavily-browed, large porcine eyes. They have stubby limbs and large leathery wings. If they age without a promotion, amnizu can grow to up to 10 feet tall.

## Overview

Amnizu are aloof, thanks to their position as members of the 'nobility' of the Nine Hells and hateful towards anything short of a Pit fiend or Archdevil as they are the creatures in charge of promoting them to an even higher station.

Amnizu are typically charged with one of three duties, either as guardians of the River Styx, as the generals of mighty armies of Abishai and Erinyes or as the ferriers of new souls into the Hells.
Alkilith

— The wiki's staff

 **Language(s)** | * Abyssal

**Alkiliths** are a type of tanar'ri demon.

## Ecology

### Description

Alkiliths are shivering messes of phosphorescent green corruption surrounded by cracked, leathery coatings, always oozing, secreting, thickening, and breaking open, with dark eye-globes covering their bodies. They are usually the size of a regular human, but they have been known to be able to shape their bodies to fit in cracks that are as small as one inch wide.

### Society

The alkilith is among the demons that disgust and terrify. These shapeless horrors are used by demon lords for assignments in areas that most demons would hesitate to travel to, for alkiliths can survive and even thrive in the most chaotic and hellish and unlivable areas of the Abyss. They are corruption and pollution made hatefully alive, making it easy to understand why they're feared by much of demonkind. Tales claim the alkilith has no limit to its size—travelers of the planes have spoken of alkiliths the size of lakes in the deepest reaches of the Abyss.

### Combat

Even though alkiliths have a gelatinous shape they can move at a decent speed. The alkilith can make fast attacks in combat and in the time where someone might strike once, they can attack four times with their dreaded pseudopods of acidic slime. It's with great pleasure that the hideous alkilith destroys and pollutes nearby environments—they have even been known to ignore enemies just to defile a fresh deposit of water.
Celestial archon

— The wiki's staff

 **Language(s)** | * Supernal
* Draconic

**Archons**, not to be confused with the similarly named elementals, are an elite group of celestials in the service of all that is lawful and good. Archons are wholly good and lawful and are consistently at odds with fiends of any kind, though they particularly despise demons.

## Types

Archons come in many varieties and are typically of a lawful good alignment.

* **Hammer archons**

Celestials who strive to root evil out of its hiding places within the earth. Hammer archons are almost always lawful good.

* **Hound archons**

Canine-headed defenders of the innocent and the helpless against evil. Hound archons are usually lawful good.

* **Justice archons**

Menacing celestials who consider themselves the purest champions of justice in Celestia. Typically lawful good.

* **Lantern archons**

Floating balls of light that give what assistance they can. Usually lawful good.

* **Owl archons**

Airborne scouts, messengers, spies, infantry, and protectors of lesser celestial creatures. Most often lawful good.

* **Sword archons**

Enforcers of the heavenly laws, its forearms can transform into holy flaming longswords. Usually lawful good.

* **Throne archons**

Commanders of the cities of Celestia and the judges of the heavens, occasionally tasking themselves with meting out justice to the particularly vile or corrupt. Almost always lawful good.

* **Trumpet archons**

Celestial messengers and heralds with considerable martial skills. Very often lawful good.

* **Warden archons**

Guardians of the gates of Celestia, and observers of the affairs of the Material Plane. Almost always lawful good.

* **Word archons**

Using the power of truenames, they ensure such words inspire the good-hearted everywhere. Most commonly lawful good.
Half-fiend

— The wiki's staff

 **Alignment** | * Lawful Evil
* Neutral Evil
 **Homeland(s)** | * The Abyss
* Blood Rift
* Nine Hells
 **Language(s)** | * Common
* Infernal

**Half-fiends** are the offspring of fiends who have mated with a creature that is not a fiend, such as a human or dragon.

## Ecology

### Description

A fiend's magical nature allows it to breed with virtually any creature. Spawned deep in the dark, nether planes, these fiendish offspring are abominations that plague mortal creatures. Demons and devils bring their progeny along to the Material Plane and loose them upon the world. Sometimes, however, fiends force themselves on mortal creatures to create evil half breeds. The more depraved creatures are sometimes even willing to participate. Although half-fiend offspring are usually destroyed at birth, some survive to become grotesque mockeries of their mortal parents.

All too rarely, though, one learns from and takes on characteristics of its non-fiendish parents, turning from its evil heritage. No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign it is tainted with evil. Never truly fitting into any mortal society, half-fiends are usually loners. On the lower planes, they are mistreated and derided because of their impure nature. Among non-fiends, they are outcasts, hated corrupters of the natural order. Humanoid half-fiends are sometimes called cambions. They often serve more powerful fiends or lead evil forces on the material plane.

### Combat

Half-fiends are usually clerics of evil deities. Half-fiends attack with aggressiveness and battle lust, using their ability to fly to best advantage by casting spells from the air. They enjoy torturing any enemies unfortunate enough to fall into their hands.
Brownie

— The wiki's staff

 **Language(s)** | * Common
* Sylvan
* Halfling (Formerly)

A **brownie** is sometimes said to be distant relative of the halfling (perhaps half halfling, half pixie), but are smaller and far less common.

## Ecology

Brownies tend to prefer quiet, pastoral areas. They are sometimes said to inhabit houses or barns, and in return, they help the owners out with household tasks - making or repairing small items of leather, metal, or wood, for example. In keeping with their shyness, they only work at night, perhaps in exchange for small gifts or food. They are easily offended, however, and will abandon a house if their gifts are called payments or if they are offered gifts of clothing (no matter how shabby their own clothes are).

If encountered on friendly terms, brownies can often be convinced to help lawful characters. Brownies do not usually carry weapons other than short swords. They have a number of special powers including the ability to cause Confusion and employ other spells of distraction or misleading.

### Description

Brownies appear as small elves roughly one and a half feet tall. They favor brightly colored garments.

### Psychology

Whatever their origin - whether a mixed breed or a type of fey all to their own - brownies are generally friendly to humans and their ilk. However, they are very shy and seldom allow themselves to be seen. The fact that they have exceptional senses in general and are never surprised helps them to accomplish this goal.
Dretch

— The wiki's staff

 **Language(s)** | * Infernal

A **dretch** is the least powerful of demonkind, although still a deadly foe to any mortal creature. While pathetic creatures, they are thoroughly wicked and possess a driving need to cause dismay and ruin. Dretches usually gather in large mobs which they use to overwhelm their victims. Singularly, these demons are rather cowardly.

## Ecology

### Description

A dretch appear to be an ape-like creature with extended forearms ending in clawed hands. They stand about 4 feet tall and weigh 60 pounds.
Bralani

— The wiki's staff

 **Language(s)** | * Celestial
* Infernal
* Draconic

**Bralani** are noble eladrin who hold dominance over the autumn winds. They usher in winter in the great cycle of life, death, and rebirth. They are considered to be the fiercest and wildest of all the celestials, living from moment to moment. Bralani love the chance to compete with others, suggesting tournaments and challenges of both physical and mental skill.

## Ecology

### Description

Bralani appear as pale elves, their skin being a light blue in color and their hair similar to that of newly-fallen snow. In an instant, a bralani can assume the form of a whirlwind of dust and snow.
Bisexual Chic

The term “Bisexual Chic” refers to the romanticizing and trending of bisexuality. The idea that anyone goes and that bisexuality is socially acceptable because it is only temporary or not seen as an actual sexual identification. This is problematic for queer theorists as it delegitimizes the bisexual experience and in many ways is based on the idea of a gender/sexual binary.
Ghost (WoW)

— The wiki's staff

 **Alignment** | * Lawful Neutral
* Neutral
* Chaotic Neutral
* Neutral Evil
 **Leader(s)** | * None
 **Homeworld** | * Azeroth
 **Language(s)** | * Common
* Orcish

**Ghosts** are tortured spirits who writhe in the agony of undeath. Usually unable to realize that they are no longer alive, they roam the trackless wastes between the Twisting Nether and the physical world, seeking release from their eternal suffering. Though they are not necessarily evil, they often hunger for physical contact, often causing great harm to any living beings they touch.

## Overview

Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves. A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.

Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. Often, those who contract the plague attempt to end their own lives rather than join Ner'zhul's armies; this attempt is not always successful and often results in the creation of a spirit which is independent of Ner'zhul's influence, but not completely dead.

Ghosts are often angry spirits, robbed of their lives through circumstance or will. They resemble their corporeal shape, but are completely intangible. These creatures haunt the site of their death or some other location integral to their past and are often violent and dangerous. They hate life, and the feeling of having warmth and hope near them is enough to drive ghost into a murderous frenzy. Because most ghosts are completely insane, it has not proven worth Ner'zhul's time to capture and enslave them for his own uses. Ner'zhul no doubt has some ghosts in his employ — singular creatures that are powerful enough to be useful but not powerful enough to cause Ner'zhul followers any trouble keeping them dominated. These creatures are extremely vengeful, expending their rage upon any opponent they can find and using their ghostly powers to shred any opposition and break any unfortunate soul that crosses their path.
Fomorian

— The wiki's staff

 **Homeland(s)** | * Feywild
 **Language(s)** | * Giant
* Undercommon

The godless **Fomorians** are the "most hideous and wicked of all giantkind." They are hideously deformed and misshapen, but the random positioning of their sense organs gives them keen perception. Fomorians have no loyalty beyond those they fear and seek the enslavement of all creatures, particularly other fey.

## Ecology

### Society

The fomorians, along with their cyclops servants, are the Feydark's greatest organized threat to the eladrin of the Feywild. Harrowhame, Mag Tureah, and Vor Thomil are the three largest domains ruled by ruthless giants, "twisted in body and mind as the result of wielding staggering arcane power." Harrowhame, known for its slave trade, is ruled by King Bronnor who often contracts with the lycanthropes of nearby Brokenstone Vale. King Thrumbolg, the First Lord, reigns supreme over the largest fomorian kingdom, Mag Tureah, which is riddled with myriad portals to other planes. The mad Queen Connomae rules Vor Thomil, where "[c]aptured travelers are forced to perform for her entertainment as poets, singers, actors or gladiators."

#### Myths and legends

Most fomorians believe that the prophetic king of giants will be born as a fomorian and will not realize his destiny at first, but when he does, he will be transformed into a giant larger than any titan, and subsequently transform the entire fomorian race also.

#### Religion

Fomorians primarily worshiped the god Karontor and often performed manual labor for frost giants, hill giants and ogres (especially in the Ice Spires) in exchange for food and lodging of poor quality. Due to their physical appearance, fomorians were only tolerated by these societies. Otherwise, fomorians were usually found in caves, abandoned mine shafts, or like areas, decorated by the half-eaten remains of their last meal, with the strongest fomorian ruling over the rest, and females and children treated no better than slaves. Captives were usually tortured for their captors' amusement, then eaten.

### Combat

The fomorians deformities prevent them from throwing boulders the way other giants do; however, they still wield mighty weapons, usually greatclubs and some wielded arcane magic. Fomorians have only one magic attack today, called evil eye, and the additional ability to deal curse of the evil eye on an enemy.

## History

Fomorians "were among the most handsome of races, possessed of brilliant minds and unrivaled magic ability." However, their greed drove them in a quest to acquire all the magic of the Feywild. The other fey united in defense and defeated the fomorians. As they fell, "their bodies were warped to reflect the evil in their hearts."

Early on fomorians were described as a hideously ugly and grossly deformed type of giant-kin, created when the giant deity Annam All-Father's wife, Othea, had an affair with Ulutiu.
Devil

— The wiki's staff

 **Alignment** | * Lawful Evil
 **Language(s)** | * Infernal

**Devils** are a lawful evil race of fiends who hail from the Nine Hells of Baator, a dominion of the Astral Sea ruled over by the god Asmodeus. True to their alignment, devils are locked into a strict hierarchy which culminates with the Lords of the Nine, the powerful rulers of the Hells.

## Types

* **Baatezu**

This ruling class of devils rule tyrannically over their domains in Baator.

* **Abishai**

Abishai are a subgroup of baatezu created by Tiamat.

* **Imp**

Imps are relatively weak devils typically used as wizards' familiars.

### Other types

* Alu-fiend
* Archdevil
* Cambion
* Chain devil
* desert devil
* Duergar
* Gorechain devil
* Infernal armor animus
* Kalabon
* Misfortune devil
* Shocktroop devil
* Succubus
* Withering devil