Chereads / The dragon's harem / Races of the world, most of them.

The dragon's harem

Alen_Tanor
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Synopsis

Races of the world, most of them.

Common races are the type of people found living all across Alseria, this list doesn't include magical monsters. (Like dragons, and titans…ext)

Humans:

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene, and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

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Human: (Those are approximate measures of the race, each individual is unique. As you can see, humans are the base.)

[Racial strength dice: d10]

[Racial Dexterity dice: d10]

[Racial Constitution dice: d10]

[Racial Endurance dice: d10]

[Racial Intelligence dice: d10]

[Racial Wisdom dice: d10]

[Racial Magic dice: d10]

[Racial Spirit dice: d10]

{A Broad Spectrum}

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 1.5 meter to a little over 1.8 meter tall and weigh from 56 to 113 kg. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

{Variety in All Things}

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

{Lasting Institutions}

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and gnome elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

{Golden Seeds}

Unlike other races, humans welcomes a large number of nonhumans to their societies. Elf, dwarfs, gnomes, even Tieflings…The answer to that lie in the increasing number of demi-humans like half elves, half-dwarves, half-gnomes and half-gnomes.

{Exemplars of Ambition}

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

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Elves:

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

{But why feet?}

Elves use units like feet, arms, hands, pounds, and toes (Inch). Claiming its due to their own advancement and intellect.

{Slender and Graceful}

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

{A Timeless Perspective}

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy

{Hidden Woodland Realms}

Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining)

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

{Exploration and Adventure}

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

{Elf Traits (All elvish races)}

Age:

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Size:

Elves range from under 5 to over 6 feet tall and have slender builds.

[Darkvision]

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

[Keen Senses]

Elves have senses far superior to humans, they can sniff food lacking salt several feet away, hear the whispers behind their backs and tell tales of tastes never known to other races.

[Fey Ancestry]

You have resistance to being charmed and magic can't put you to sleep.

[Trance]

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep

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Elf: (As you can see here, elves are more fragile than humans, but they are more intelligent and dexterous)

[Racial strength dice: d8]

[Racial Dexterity dice: d12]

[Racial Constitution dice: d6]

[Racial Endurance dice: d8]

[Racial Intelligence dice: d12]

[Racial Wisdom dice: d10]

[Racial Magic dice: d12]

[Racial Spirit dice: d12]

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High Elf:

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many regions of the world, there are two kinds of high elves. One type, the Sun elves is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type are the moon elves more common and friendlier, and often encountered among humans and other races.

The sun elves of Alseria (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

[Racial strength dice: d6]

[Racial Dexterity dice: d6]

[Racial Constitution dice: d4]

[Racial Endurance dice: d4]

[Racial Intelligence dice: d10]

[Racial Wisdom dice: d10]

[Racial Magic dice: d 20]

[Racial Spirit dice: d20]

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Wood Elf:

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves, green elves, as well as the forest elves. In Alseria, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.

Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

[Racial strength dice: d10]

[Racial Dexterity dice: d20]

[Racial Constitution dice: d6]

[Racial Endurance dice: d20]

[Racial Intelligence dice: d10]

[Racial Wisdom dice: d4]

[Racial Magic dice: d4]

[Racial Spirit dice: d6]

[Fleet to foot]

Most humans can't outrun a wood elf, they are fast and tireless.

[Steps to dust]

Most human can't catch a wood elf in the forest, they can run fast, hide almost in plain sight and climb three faster than a motivated ape.

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Dark Elf:

Dark elves also known as Drow, deep elves, night elves, and the Dark Ones among orcs, were a dark-skinned sub-race of elves that predominantly lived in the Underground. They were hated and feared due to their cruelty, though some non-evil and an even smaller number of good drow existed.

Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lollh down the path to evil and corruption. Now they have built their own civilization in the depths of the Underground, patterned after the Way of Lollh. Also called dark elves. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They lend to be smaller and thinner than most elves.

[Racial strength dice: d10]

[Racial Dexterity dice: d10]

[Racial Constitution dice: d6]

[Racial Endurance dice: d6]

[Racial Intelligence dice: d20]

[Racial Wisdom dice: d4]

[Racial Magic dice: d20]

[Racial Spirit dice: d4]

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Dwarfs:

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.

Short and Stout:

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 1.5 meter tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges:

Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms:

Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and gnomes frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.

Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Gods, Gold, and Clan:

Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

Age:

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Size:

Dwarves stand between 1.2 and 1.5 meter tall and average about 68 pounds.

[Nightvision]

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 20 meter of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

[Dwarven Resilience]

You have resistance against poison.

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Hill Dwarf:

As a hill dwarf, you have keen senses, deep intuition, and remarkable wisdom.

[Racial strength dice: d12]

[Racial Dexterity dice: d12]

[Racial Constitution dice: d10]

[Racial Endurance dice: d8]

[Racial Intelligence dice: d10]

[Racial Wisdom dice: d20]

[Racial Magic dice: d4]

[Racial Spirit dice: d4]

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Mountain Dwarf:

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration.

[Racial strength dice: d20]

[Racial Dexterity dice: d8]

[Racial Constitution dice: d12]

[Racial Endurance dice: d12]

[Racial Intelligence dice: d10]

[Racial Wisdom dice: d10]

[Racial Magic dice: d4]

[Racial Spirit dice: d4]

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Gray Dwarf:

Also known as Duergar, they are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underground. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it.

Due to their aggressive nature, low trust and unwillingness to get even close to the surface, not much is known about them.

[Racial strength dice: d12]

[Racial Dexterity dice: d10]

[Racial Constitution dice: d20]

[Racial Endurance dice: d12]

[Racial Intelligence dice: d10]

[Racial Wisdom dice: d4]

[Racial Magic dice: d8]

[Racial Spirit dice: d4]

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Gnomes :

A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Vibrant Expression:

A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 0.9 meter tall and weigh 18 to 20 kilogrames. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.

A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Delighted Dedication:

As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see.

Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.

Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Bright Burrows:

Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.

Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.

Seeing the World:

Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions.

Age:

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Size:

Gnomes are between 0.9 and 1.2 meter tall and average about 18 kilograms.

[Darkvision]

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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Gnome:

[Racial strength dice: d4]

[Racial Dexterity dice: d20]

[Racial Constitution dice: d4]

[Racial Endurance dice: d8]

[Racial Intelligence dice: d20]

[Racial Wisdom dice: d8]

[Racial Magic dice: d8]

[Racial Spirit dice: d8]

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Forest Gnome:

Forest gnomes were among the least commonly seen gnomes on Alseria, far shier than even their rock gnome cousins. Small and reclusive, forest gnomes were so unknown to most non-gnomes that they had repeatedly been "discovered" by wandering outsiders who happened into their villages. Timid to an extreme, forest gnomes almost never left their hidden homes.

[Racial strength dice: d4]

[Racial Dexterity dice: d20]

[Racial Constitution dice: d8]

[Racial Endurance dice: d8]

[Racial Intelligence dice: d4]

[Racial Wisdom dice: d20]

[Racial Magic dice: d8]

[Racial Spirit dice: d8]

Extra Small :

Compared with other gnomes, forest gnomes were even more diminutive than, rarely growing taller than 0.76 meters in height or weighing in over 14 kilograms.

Appearance:

Unlike other gnomes, forest gnomes generally grew their hair long and free, feeling neither the need nor desire to shave or trim their hair much, though males often did take careful care of their beards, trimming them to a fine point or curling them into hornlike spikes. Forest gnome skin was an earthy color and looked, in many ways, like wood, although it was not particularly tough. Forest gnome hair was brown or black, though it grayed with age, sometimes to a pure white.

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Rock Gnome:

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the world Alseria are rock gnomes.

[Racial strength dice: d20]

[Racial Dexterity dice: d4]

[Racial Constitution dice: d20]

[Racial Endurance dice: d4]

[Racial Intelligence dice: d8]

[Racial Wisdom dice: d8]

[Racial Magic dice: d8]

[Racial Spirit dice: d8]

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Tieflings:

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.

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Tiefling:

[Racial strength dice: d10]

[Racial Dexterity dice: d10]

[Racial Constitution dice: d12]

[Racial Endurance dice: d12]

[Racial Intelligence dice: d12]

[Racial Wisdom dice: d6]

[Racial Magic dice: d12]

[Racial Spirit dice: d6]

{Infernal Bloodline}

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

{Self-Reliant and Suspicious}

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.

Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling's companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.

{Tiefling Traits}

Tieflings share certain racial traits as a result of their infernal descent.

Age:

Tieflings mature at the same rate as humans but live a few years longer.

Size:

Tieflings are about the same size and build as humans.

[Darkvision]

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 20 meters of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

[Hellish Resistance]

You have resistance to fire damage.

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