Table of Contents

Alvion: Races

The following is a summary of the most common predispositions of each of the races of Alvion. This is more of a catch-all, rather than an authoritative guide on the situation of each race in the world.

The Dwarves

The Dwarves are a proud race who has survived since the dawn of time in the world of Alvion, and they intend to continue to do some, come hell or dark waters. During the Second Age, the Dwarves enjoyed a military and political dominance over the other races of the world, though disaster would strike them during The Sundering, and they are often viewed as one of the races who fell the farthest during this calamity.

Dwarves of the Third Age hide amongst hidden bunkers, known as Vaults, throughout the world. Each of the Alvion: The Noble Houses of the Dwarves possesses and operates one such Vault, and they have endeavored to remain in contact with one another throughout the trials and tribulations of the Third Age. They retain their status as some of the best craftsmen of the world, though in the Third Age the materials to create a coveted firearm are significantly harder to come by.

The Elves

The Elves are another of the oldest races of the world, and have remained aloof and disconnected from the other races due to their disproportionately long lives. Many Elves foresaw the incoming destruction of The Shattering and prepared themselves accordingly, and the shored up wealth and defenses have allowed them to act an an elite social class throughout the land. Elves are most populous in Silverpoint and Hingashi.

Elves who have reached maturity and embraced their immortal heritage are known as siorré (eternal life in Sylvan). This is typically a special coming of age ritual, during which the Elf receives a distinct coloration to their hair, eyes, and sometimes even skin, which is reminiscent of the season in which they come of age.

Gnomes

Gnomes were already secluded from the rest of the conflict-ridden world during the Second Age. During the Sundering of Races, it is believed Gnomes were made completely extinct - wiped out by a world made too big for the little folk. If any Gnomes still exist, they are well hidden in the wilderness and hidden corners of the world.

Goblins

As with all cataclysmic events, Goblins simply rolled with it. The numerous caves and rifts torn into the land during The Shattering created many new suitable warrens for their foul nesting grounds. Goblins live to steal and burn, and it has never been easier to do so. They typically work with other deep-dweller races, such as the Ratfolk, to dig into Dwarven Vaults for looting, killing, eating, and burning.

Goblin blood is known as Goboline amongst Dwarf-kind, and it serves as an extremely flammable and potent fuel source. A goblin nursery is a valuable find for any Dwarvish surveying corp.

Halflings

The tranquil farmsteads of the Halflings, Hobbits, or Little People as they are known were utterly devastated during the Sundering of Races. During the chaos of apocalypse, the fields were burned and looted until nothing remained, and few Halflings survived this experience. Those who did either retreated to the shadows to hide from the big folk, or found themselves bound to enslavement, hopefully not within Hingashi.

Half-Breeds (Half-Elves, Half-Orcs, and others)

The “halfers” as they're called are relatively abundant within Alvion, just below or matching the population of the Humans. Comparatively to others, they were predisposed to fend for themselves during the catastrophes of the Third Age's dawn, and thus have remained more populous than otherwise. They are occasionally subject to stereotyping based upon their parentage, but are otherwise treated as Humans.

Humans

Humans remain active as ever despite the end of the world - you may as well attempt to squish a cockroach in one go. Their fast friendship their ancestral rulers shared with the Dwarves proved to be a wise investment, as a vast portion of the Human populace was granted access to the Dwarven Vaults, where they successfully took shelter from the storms of the world. Humans remain ambitious and adventurous, despite the danger-ridden world.

The Orcs

Orc-kind reveled in the destruction of the world, as their mighty fortress of magic-repelling black granite weathered the apocalypse with surprising ease. Following the end of the quakes, they immediately made for the Human settlement of Kylhelm in the north, in the White Wastes. They laid utter waste, taking whatever and whoever they please, and this complete looting of a civilization brought them much power and wealth. Orcs have somewhat kept to themselves in the Eastern half of the Isles, content to barter with the lords of Hingashi and to contest the beasts of the Black Sea.

Beastfolk

The Beastfolk - Kitsune, Catfolk, Viera, Turtlefolk, and Mousefolk, were mostly wiped out by the The Shattering - their scattered and tribal settlements were no match when the earth itself turned against them. However, certain pockets of them survived, such as the populations within the great city-state of Eastcliff. Unfortunately for them, Eastcliff's ruling aristocracy would swiftly take over, and formed the great city walls to trap the people within their sanctuary. Beastfolk are commonly “taxed” within the walled city of Hingashi, due to their unique ability to bear multiple children at once - far more efficient than Humans, Elves, and Dwarves.

The Lizards

Lizardmen, DragonBorn, and Kobolds were brought together to survive during the end of the Second Age, though their independence would be short-lived. With the resurgence of dragon-kind, these races were either forcefully bound to servitude or willingly pledged their lives to a Sire (a Great Wyrm) to survive. Today they live in clan-like structures, typically led by a Lizardfolk or DragonBorn chieftan who manages the tribe on behalf of a Sire. Seeing an army of scaled warriors bodes very ill for a settlement; it can only mean that a dragon has taken interest, and demands tribute.

The Under-dwellers

There's a saying: “It's dark as rats!”

Few things can threaten the safety of a Dwarven Vault. Those things are called Ratfolk and Drow. Although the old systems were collapsed and destroyed during The Shattering, the New Ways can reach across the world, seemingly defying the oceans and miles of space between points, allowing horrifyingly quick travel by these dark-dwellers. These races often work in a symbiotic manner, where the Rats typically find a point of interest and dig the tunnel, the Drow will launch a true assault seemingly from nowhere, leaving the cleanup to the Rats, where it may then begin again.

Vanimo: Children of Ragnar

Vanimo, known in ages past as a sort of Half-Giant, are the offspring of the Great Spirit Ragnar and his wife Nenda, the spring-daughter. The Vanimo occupy a single location, the aptly named Giant's Point. This fortress along the Semoto Ridge is one of the most developed and fortified settlements of the Second Age, and survived The Shattering with fortitude comparable to the Blackstone Stronghold of the Orcs. Although not great in number, the Vanimo are a proud, warrior-like, and learned folk, who pride themselves on following the Tenants of the Father - a set of commandments left behind by the Great Spirit himself to foster heroism, honor, strength, and learning.

Children of the Spirits

Tieflings and Aasimar are known as Children of the Sun or Moon, respectively. One might refer to a Tiefling as a “Daughter of Solus” or to an Aasimar as a “Son of Luna”. The birth of either is a very rare event and is often surrounded with rituals, festivals, and premonitions. These races are only born to Humans or Elves.

The Forest-Folk

Tylwyth and Treants are a rare sight indeed, and seldom leave the depths of the Sunken Wood. They continue to maintain their secluded and ancient ways of life from the elder days.

The Metal Men

Warforged are truly a relic of the past these days. Forged by the hands of Meracydian wizards during the First Age, a Warforged is now incredibly ancient and likely has replaced their body multiple times. None remain who know how to create, let alone maintain a Warforged, and they are often sought out for their sage knowledge of the past. They are highly respected by Elves, and providing patronage and care to a Warforged is seen as a noble and enviable position of status in Elven society, even though they are more like “pets” in this regard.

The Dead

Revenants and their ilk are most at home within the darkness of The Blight and Hingashi proper. They walk freely amongst the lesser dead without interruption, and find themselves in a privileged position compared to the unfortunate living of the cursed East. Although they remain subservient to the true masters of Hingashi, Revenants enjoy great respect within the Blight, though they rarely leave, as they may find themselves hunted down and slain in the West.