Races of the Wilds of Drûn and the City-State of Thand
Oct 31, 2018 22:53:38 GMT -5
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Post by Hexenritter Verlag on Oct 31, 2018 22:53:38 GMT -5
Races of the Wilds of Drûn and the City-State of Thand
Introduction:
The ‘Wilds of Drûn and the City-State of Thand’ is the core region of my revised ‘World of Skârn’ OD&D fuelled campaign setting. I wanted to keep things to be rooted to the tropes of OD&D for the core races, but I wanted to have an alternate version of Elf & Halfling to add options beyond the traditional versions of those races. Also, since I am a fan of both Orcs & Ogres, I wanted also include alternative Neutrality aligned tribes that are less bestial in appearance.
Note: The first listed name is the tradition D&D/Generic Fantasy name for the given race – except for Hobs, which is short for Hobgoblin and Hobbit.
Dwarf – (Khôss sing., Khôssîm pl.) Dwarfs are mountain dwelling folk who are renowned miners and smiths, they are also well known as warriors. Dwarfs live in clan holds located within one of the many mountain ranges. Each clan is made up of several families that support their ruling clan elders. Both male & female dwarfs serve in the in the Défense of clan holds but their men folk serve as miners and smiths, while their women folk raise their children, run the households, as well as serve as gardeners and gatherers of berries and mushrooms. The men folk will also hunt and fish, though women folk will occasionally join in with both activities.
Dwarfs are known for their well-made armour & weapons that they create; these items often are sold for three times the cost of those made by men. Dwarfs also trade in finally crafted metalwork items and processed ore to Gnomes, Elves, Halflings, and men. Outside gold, much of these items are traded for food stuffs not found in the region as well as fine textiles. They prize sturdy but finely crafted woodwork of gnomish artisans.
Elf – (Ilsuor sing., Ilsuorîm pl.) Elves are forest dwelling fey folk who are renowned archers and warriors, who guard their forest homes from outsiders who would try to encroach upon their sacred forests. Elves live in cities villages built throughout their forest realms with a fortress built around the base of the Heart Tree (Iðal-rond, Wood Heart), their connection to the Fey Lands and magic that flows into their forests. Elves are masterful crafters of armours and weapons that rival even those of Dwarfs own, though they are lighter and more elaborately crafted. The Bows of the Elves are sought after but are never sold to outsiders; they are rarely given as gifts to those given the extremely rare honour of the title – Elf Friend (Ûlm Iluorîm).
Elves are well versed in Fey magic, a brand of nature-based magic only Druids can tap into if not of fey blood. An Elf who loses their connection to the Fey Lands via exile or by some other means loses their ability to use fey magic or pass into the Fey Lands. They must learn arcane magic if they want to be able to use any magic. Elfin families are small and a loss of a member from either death or exile is mourned greatly. If an Elf Forest loses its Heart Tree through its destruction, the surviving Elves will take a seed from the tree to grow a new Heart Tree elsewhere in another untouched forest. A Heart Tree lost via corruption, will drive High Elves (Ard-Ilsuorîm) mad and they’ll turn into Dark Elves (Ûk-Dûr Ilsuorîm, ‘Unchained Elves’) or Mad Elves (Rhûk Ilsuorîm) by other elves.
There are five subspecies of Elf Kind:
• Ard-Ilsuorîm (High Elves) – These are the tall (5 ½’ to 6 ½’) fair skin and haired fey nobility, who rule all Fey Kind both in the Fey Lands and Skârn. They never leave their forests unless in the direst of occasions, their first change is the Défense of the Heart Tree and the fey kind dwelling within their forest borders. They serve also as the spiritual leaders of the fey community and perform the religious rites for them. They dress in whites, gold, light blue or grey clothing. Their hair ranges from golden to auburn in coloration, while their eyes range from blue to green.
• Iðal Ilsuorîm (Wood Elves) – These are the common elves that are occasionally spot beyond the borders of their forest realms as merchants, envoys or on quests for their folk. The Wood Elves are shorter than their high elfin kin, standing 4 ½’ to 5 ½’ tall, with chestnut complexion and hair that ranges from green to orange to red like the leaves as the season changes, during winter it is a brown colour that shifts back to green in spring. Wood Elves dress in greens, browns, and rust colours; they often incorporate leaf designs into their armour and clothing.
• Og-Iluorîm (Half-Elves or Rhûl Iluorîm – Tainted Elves by High Elves) – Half Elves are very rare, but are common in communities where Unrooted Elves dwell. Half Elves that are not the child of an Unrooted Elf can tap into the fey magic and can become either druids or rangers; they also look more like their wood Elf kin as well, while those of Unrooted Elves look like their elfin parents. Unlike their elfin kin, Half Elves can grow facial hair, usually cut into trimmed goatees. Those Half Elves of wood Elf blood will if they become Druids or Rangers adopt a similar dress to their Elfin kin; while otherwise they dress like the local human community they dwell with.
• Ûk-Dûr Ilsuorîm (Unchained Elves) – These are the corrupted and mad former High Elves whose Heart Tree was corrupted and twisted by dark magic. They have lost their connection to the Fey Wild and have been infected by the corruption of their Heart Tree, a corruption that has transformed their forest and all those fey who dwelled within it. Their hair turns black, and eyes turn red, while their skin becomes chalk white. They are a cruel people who spend their drastically shortened lives in service to Chaos and seek to infect other Heart Trees as theirs was. They dress in black clothing and armour decorated with spikes and death motifs. They delight in torture and death; they take slaves to serve as menial labor but prize non-Dark Elves slaves so they can torture them until they too go mad and lose their connection to the Fey Wilds. Chaos aligned to their core.
• Vôs Ilsuorîm (Unrooted Elves) – These are exiles and former Wood Elves who have had their connection to the Fey Lands severed either through exile or the corruption of their Heart Tree. Their hair turns black, and their skin turns white but with blue highlights, while their eyes turn violet or blue grey in coloration. Unrooted Elves will often wear clothing in the style of the humans with which communities they dwell among. Though longer lived than men, Unrooted Elves live far shorter lives than their kin. They can no longer use fey magic and must learn arcane magic if they desire it. Their music and dance are often tinged with a deep sorrow that speaks of their loss. They often adventure and explore the world that is now their home. They can be thieves, warriors, wizards, or warrior-mages.
Gnomes (Khôssar sing., Khôssarîm pl.) – The Gnomes are the hill dwelling kin of Dwarfs and live much like their Dwarf cousins. The only differences are that Gnomes are shorter, with longer beards and are tinkers. They also like to craft labour saving devices like the printing press, steam powered and clockwork technology. They are renowned wood workers and textile artisans. They often trade their woodwork, steam technology to their Dwarf kin in exchange of refined ore and weapons and armour.
Goblins (Rhûr Saar sing., Rhûr Saarîm pl. – Tainted Goblins) – Goblins are the corrupted and twisted mirror of Halflings who were closer tied to the Heart Tree of their forest and were warped by its corruption. Goblins now live deep underground and will raid the surface at night. Many a Dwarf hold has been lost to hordes of Goblins and Hobgoblins. Goblins are stupid viscous creatures that delight is creating traps and poisons. Not much else is known about their cultures. Chaos aligned to their core.
Halflings (Vôr Saar sing., Vôr Saarîm pl. – True Goblins) – Halfling’s dwell in isolated vales near Elves and Gnomes, though they do live near to neighboring human communities that border these wild borderlands. Halflings look like short men but have short, pointed ears and dwell in holes in hills in their vales. Halflings are fey touched folk and cannot use arcane magic but can use fey magic. They are also stealthy and skilled at bows and slings. Halflings are wonderful farmers, fishers, and cooks. They are renowned for their ciders, meads, and pickled vegetables, as well as their pipe weed.
Halflings rarely leave their communities on adventures, though they will leave to trade with men, Gnomes, Elves and Dwarfs. All Halfling merchants are skilled warriors, who carry a bow or sling with them.
Hobgoblins (Rhûr Khôss sing., Rhûr Khôssîm pl.) – Hobgoblins are not true Goblins but corrupted Dwarfs, who are far more militant in culture than Goblins. They look like a beardless cross between a Dwarf and Goblin. They lord over the Goblins with an iron fist, though Goblin communities are chaotic cesspools, those ruled by Hobgoblins are far more ordered if only barely. Hobgoblin culture is a darkened mirror of Dwarf culture. They hate Dwarfs as do Goblins over all peoples and will attack them on site and often fight to the death. Any Dwarf captured by Hobgoblins is tortured slowly until they go mad or die. Chaos aligned to their core.
Hobs (Vôs Saar sing., Vôs Saarîm pl. – Unrooted Goblins) – Hobs are related to Halflings but are corrupted and often dwell among men in small communities in the poorer sections of town or in isolated communities near swamps. Unlike their Halfling kin, they have green complexions with larger pointed ears. It is said they are a product of magical experiments between Halflings and Goblins or the corruption of the Heart Trees in the regions they used to dwell in. Though very similar to Halflings culturally, they are far more adventurous and intrigued by arcane magic and human cultures, so much so they often adopt the culture and dress of the human community in which they dwell.
Hobs are renowned fishers, smokers, and distillers, they are also well known for the cultivation of various narcotic pipe weeds and psychedelic mushrooms. Unlike Halflings, Hob women folk make up ¾’s of their population and often take up prostitution in human communities to support their broods if they cannot find a husband able to marry and support them. Polygamy is common in Hob communities for this reason. Hobs love to use magic to enchant the labour-saving devices that Gnomes design and will often go into business with Gnomes to create magically enchanted devices for both Dwarfs and men. They will often trade with Elves for Elfin silk cloth to make specialty clothing for human upper classes who prize their strong but fine construction. High end brothels often buy these items as well for their prostitutes to appeal to their wealthy clients.
Humans (Çârn sing., Çârnîm pl.) – Humans are common in the region but are generally kept in check by their inhuman neighbours. Humans are diverse peoples who vary in appearance based upon where their tribes initially developed. Those who are native to the northern region of Khaladon (Anthorîm) have pale complexions and hair on average. That said, there are other humans who dwell among them, some are slaves, while others are formally nomadic tribes that settled within the region or people of mixed heritage.
• Vôr Anthorîm (True Anthor Folk) – The Vôr Anthorîm is the native peoples of northern Khaladon, who are named after their former Empire of Anthor and before that the Anthor tribal confederacy. They comprise the bulk of the human population and ruling class of the various city-states of the region, including the peoples of Thand. They are pale skinned and haired peoples, with a long history as warriors though while under Šamadî dominion they discovered a talent with arcane magic. Vôr Anthorîm dress in a more conservative manner often adopting a similar style to that of the local Dwarfs of who were their historical allies. Women braid their hair in a Dwarf fashion, while men will often grow their beards long and braid them. Clothing is well made but has a simple elegance much like those of Dwarfs. They favour swords, axes and Warhammers as well, plus have begun using crossbows designed by Dwarf artisans.
• Sen Anthorîm (Low Anthorîm) – The Sen Anthorîm is the mixed blood former slave caste of the fallen Empire of Šamad who dominated much of the Khaladon continent. They are derived from Anthorî, Haklôrî, Šamadî and the various tribes of Jandigar brought north as slaves by the Empire of Šamad. Their complexions range from light mocha to a chestnut coloration, their hair ranges from straw blonde to black, from straight to fuzzy curls. The Sen Anthorîm makes up the bulk of the poor labour class and a growing minority of both the merchant and soldier classes. The Sen Anthorîm population continues to grow as slavery is still legal in most of the realms of Khaladon, but the Thandish have limited them to the role of domestic labour and gladiatorial slaves. These slaves can earn their freedom and citizenship through saving money to buy both and show they have properly assimilated into Thandish culture. Clothing is more varied than those of the higher classes, though merchants have begun to emulate those styles. Loose breeches and tunics hang to mid-thigh, often with slits on their short sleeves and lower sections of their over tunic while their under tunic instead has long sleeves. Warriors often wear sleeveless tunics during summer if practical with their armour. Short swords, daggers, hand axes, maces and bows are common weaponry among soldiers and adventurers.
• Haklôrîm – The Haklôrîm are barbaric semi-nomadic tribes of the Haklôrî tribal confederacy. They are a diverse people who are native to the Steppes of Haklôr east of the Crooked Spine Mountains. Once the old Šamadî Empire fell and the city of Raxar fell to goblins the Haklôrîm poured through the Raxar Pass and into lands beyond conquering much of central Khaladon. Haklôrî mercenaries, slaves and merchants now dwell in the region in growing numbers. Their complexion ranges from bronze to tawny in coloration and their hair ranges from black to various shades of brown, they have almond shaped eyes. Though some of the tribes civilized others continue their nomadic lifestyle moving north, south, and further west.
• Jandagarîm – The Jandagarîm are a diverse people ranging from tribes of hunter gatherers to citizens of their own great civilizations. Most Jandagarîm are derived from slave stock brought north from the south, though a growing number of merchants are being seen from the more civilized parts of Jandigar. The Jandagarîm slaves are often darker in complexion, with skin tones ranging from deep ebony to mahogany in coloration, with black hair that is often extremely curly. Jandagarîm from more civilized cultures range from mahogany to walnut in coloration. Those who are slaves are forced to adopt the host culture to assimilate, while the merchants and mercenaries of Jandigar still embrace their ancestral traditions.
• Šamadîm – The Šamadîm are the remnants of the old imperial ruling and merchant class that held dominion over the imperial possessions of the north. Many were enslaved and became part of the admixture that would become the Sen Anthorîm peoples; those who did not meet that fate were forced into a nomadic lifestyle and now wander Khaladon in clan-based caravans either by wagons or river boat flotillas. They are looked down upon by most people, those who are born via illegitimate relations with host cultures are relegated to the slums often as orphans and those who survive often run Thieves’ Guilds and their women folk often work in prostitution or textile production as they cannot get work as domestic help. Both City and nomadic Šamadîm will support each other in trade and protection. Nomadic Šamadîm decorate their wagons and boats with elaborate carvings and enamelling, that speak of their ancestral heritage. They are served by witches that deal with their spiritual and mundane needs and act at advisers to the Clan elders and as seers. Šamadîm have deep mocha coloration and black hair. Those who are mixed blood city dwellers range in complexion from light mocha to mahogany, with hair from auburn to black, straight to frizzy curls. Though city dwelling Šamadîm dress in similar fashion to the host community, they wear a lot of bright colours and silver or gold jewellery.
Ogres (Vorg sing., Vorgîm pl.) – Ogres are tall brutish humanoids who are not very smart. They are greedy, suspicious of others and voraciously hungry much of the time. Neutral aligned Ogres often raid for cattle to eat, often requesting food stuffs and alcohol in tribute to keep from raiding. While Chaos aligned Ogres eat flesh of sentient beings – though they prefer Dwarf and Gnomish flesh the most. Ogres never use magic of any kind and love to fight among themselves for sport and entertainment. Ogres often live-in ruins or caves in hilly or mountainous regions. Ogres are said to be half trolls who survived to adulthood or were products of breeding experiments of a magic-user.
Orcs (Graal sing., Graalîm pl.) – There are four subspecies of Orcs within the world of Skârn and they are:
• Vôr Graalîm (True Orcs) – True Orcs are feral elves who were warped during the age just prior to the Gods War. They are a barbaric tribal people who hold combat, strength, and honour as virtuous and weakness, cowardness and betrayal to be mortal sins. Their complexion ranges from grey to muddy brown to olive green, with black hair universal, though certain tribes’ dye or bleach their hair. Tattoos, piercings, and scarring are important to Graalish culture. Both male & female Vôr Graalîm engage in smithing, hunting and war. Slavery is practiced with human males being used as general labour and farming, while females are used for domestic labour and as concubines, though female Graal will take both female and male human lovers, males must prove to be strong and vigorous. Orcs can only become druids, Rangers or Witches, if not warriors.
• Og Graalîm (Half Orcs) – Half Orcs are the product of a mating between True Orcs and humans, they look more manlike but are more able to resist disease and share their orcish parents’ coloration. Those raised amongst human communities can become magic-users and can cast arcane magic. Like their orc kin they often become druids and rangers if raised among them, though both can become witches.
• Drôjj Graalîm (Boar Orcs) – Drôjj Graalîm are corrupted Graal, who have been warped into a porcine like Graal. They are gluttonous and thrive of rape and violence and will eat any captive that dies during their horrendous captivity. They cannot use magic of any kind and fear powerful magic-users. Drôjj Graalîm often live-in ruins or caves. Chaos aligned to the core.
• Trôjj Graalîm (Goat Orcs) – Trôjj Graalîm are fit and strong Graal with goat like heads and semi-goat like legs. They have fur on the necks, heads, loins, and thighs, but smooth skin elsewhere. Though like the Drôjj Graalîm the Trôjj Graalîm thrive on rape and violence and will eat their dead; they often enslave captives and trade them to other chaotic aligned peoples or creatures for things they need. Trôjj Graalîm can learn magic and become witches. They live in hidden woodland villages often built within old ruins using the walls as a barrier. Chaos aligned to the core.
Trolls (Zhôrm sing., Zhôrîm pl.) – Trolls are related to Ogres but are far more bestial in nature. They crave only death and food. They will take alcohol and cattle as tolls of the bridges or passes they guard, often living in caves or ruins near their tolling place. Treasure is often spread throughout their caves as if garbage amongst the debris of bones and rent clothing that carpets their lairs. Chaos aligned to the core.
Introduction:
The ‘Wilds of Drûn and the City-State of Thand’ is the core region of my revised ‘World of Skârn’ OD&D fuelled campaign setting. I wanted to keep things to be rooted to the tropes of OD&D for the core races, but I wanted to have an alternate version of Elf & Halfling to add options beyond the traditional versions of those races. Also, since I am a fan of both Orcs & Ogres, I wanted also include alternative Neutrality aligned tribes that are less bestial in appearance.
Note: The first listed name is the tradition D&D/Generic Fantasy name for the given race – except for Hobs, which is short for Hobgoblin and Hobbit.
Dwarf – (Khôss sing., Khôssîm pl.) Dwarfs are mountain dwelling folk who are renowned miners and smiths, they are also well known as warriors. Dwarfs live in clan holds located within one of the many mountain ranges. Each clan is made up of several families that support their ruling clan elders. Both male & female dwarfs serve in the in the Défense of clan holds but their men folk serve as miners and smiths, while their women folk raise their children, run the households, as well as serve as gardeners and gatherers of berries and mushrooms. The men folk will also hunt and fish, though women folk will occasionally join in with both activities.
Dwarfs are known for their well-made armour & weapons that they create; these items often are sold for three times the cost of those made by men. Dwarfs also trade in finally crafted metalwork items and processed ore to Gnomes, Elves, Halflings, and men. Outside gold, much of these items are traded for food stuffs not found in the region as well as fine textiles. They prize sturdy but finely crafted woodwork of gnomish artisans.
Elf – (Ilsuor sing., Ilsuorîm pl.) Elves are forest dwelling fey folk who are renowned archers and warriors, who guard their forest homes from outsiders who would try to encroach upon their sacred forests. Elves live in cities villages built throughout their forest realms with a fortress built around the base of the Heart Tree (Iðal-rond, Wood Heart), their connection to the Fey Lands and magic that flows into their forests. Elves are masterful crafters of armours and weapons that rival even those of Dwarfs own, though they are lighter and more elaborately crafted. The Bows of the Elves are sought after but are never sold to outsiders; they are rarely given as gifts to those given the extremely rare honour of the title – Elf Friend (Ûlm Iluorîm).
Elves are well versed in Fey magic, a brand of nature-based magic only Druids can tap into if not of fey blood. An Elf who loses their connection to the Fey Lands via exile or by some other means loses their ability to use fey magic or pass into the Fey Lands. They must learn arcane magic if they want to be able to use any magic. Elfin families are small and a loss of a member from either death or exile is mourned greatly. If an Elf Forest loses its Heart Tree through its destruction, the surviving Elves will take a seed from the tree to grow a new Heart Tree elsewhere in another untouched forest. A Heart Tree lost via corruption, will drive High Elves (Ard-Ilsuorîm) mad and they’ll turn into Dark Elves (Ûk-Dûr Ilsuorîm, ‘Unchained Elves’) or Mad Elves (Rhûk Ilsuorîm) by other elves.
There are five subspecies of Elf Kind:
• Ard-Ilsuorîm (High Elves) – These are the tall (5 ½’ to 6 ½’) fair skin and haired fey nobility, who rule all Fey Kind both in the Fey Lands and Skârn. They never leave their forests unless in the direst of occasions, their first change is the Défense of the Heart Tree and the fey kind dwelling within their forest borders. They serve also as the spiritual leaders of the fey community and perform the religious rites for them. They dress in whites, gold, light blue or grey clothing. Their hair ranges from golden to auburn in coloration, while their eyes range from blue to green.
• Iðal Ilsuorîm (Wood Elves) – These are the common elves that are occasionally spot beyond the borders of their forest realms as merchants, envoys or on quests for their folk. The Wood Elves are shorter than their high elfin kin, standing 4 ½’ to 5 ½’ tall, with chestnut complexion and hair that ranges from green to orange to red like the leaves as the season changes, during winter it is a brown colour that shifts back to green in spring. Wood Elves dress in greens, browns, and rust colours; they often incorporate leaf designs into their armour and clothing.
• Og-Iluorîm (Half-Elves or Rhûl Iluorîm – Tainted Elves by High Elves) – Half Elves are very rare, but are common in communities where Unrooted Elves dwell. Half Elves that are not the child of an Unrooted Elf can tap into the fey magic and can become either druids or rangers; they also look more like their wood Elf kin as well, while those of Unrooted Elves look like their elfin parents. Unlike their elfin kin, Half Elves can grow facial hair, usually cut into trimmed goatees. Those Half Elves of wood Elf blood will if they become Druids or Rangers adopt a similar dress to their Elfin kin; while otherwise they dress like the local human community they dwell with.
• Ûk-Dûr Ilsuorîm (Unchained Elves) – These are the corrupted and mad former High Elves whose Heart Tree was corrupted and twisted by dark magic. They have lost their connection to the Fey Wild and have been infected by the corruption of their Heart Tree, a corruption that has transformed their forest and all those fey who dwelled within it. Their hair turns black, and eyes turn red, while their skin becomes chalk white. They are a cruel people who spend their drastically shortened lives in service to Chaos and seek to infect other Heart Trees as theirs was. They dress in black clothing and armour decorated with spikes and death motifs. They delight in torture and death; they take slaves to serve as menial labor but prize non-Dark Elves slaves so they can torture them until they too go mad and lose their connection to the Fey Wilds. Chaos aligned to their core.
• Vôs Ilsuorîm (Unrooted Elves) – These are exiles and former Wood Elves who have had their connection to the Fey Lands severed either through exile or the corruption of their Heart Tree. Their hair turns black, and their skin turns white but with blue highlights, while their eyes turn violet or blue grey in coloration. Unrooted Elves will often wear clothing in the style of the humans with which communities they dwell among. Though longer lived than men, Unrooted Elves live far shorter lives than their kin. They can no longer use fey magic and must learn arcane magic if they desire it. Their music and dance are often tinged with a deep sorrow that speaks of their loss. They often adventure and explore the world that is now their home. They can be thieves, warriors, wizards, or warrior-mages.
Gnomes (Khôssar sing., Khôssarîm pl.) – The Gnomes are the hill dwelling kin of Dwarfs and live much like their Dwarf cousins. The only differences are that Gnomes are shorter, with longer beards and are tinkers. They also like to craft labour saving devices like the printing press, steam powered and clockwork technology. They are renowned wood workers and textile artisans. They often trade their woodwork, steam technology to their Dwarf kin in exchange of refined ore and weapons and armour.
Goblins (Rhûr Saar sing., Rhûr Saarîm pl. – Tainted Goblins) – Goblins are the corrupted and twisted mirror of Halflings who were closer tied to the Heart Tree of their forest and were warped by its corruption. Goblins now live deep underground and will raid the surface at night. Many a Dwarf hold has been lost to hordes of Goblins and Hobgoblins. Goblins are stupid viscous creatures that delight is creating traps and poisons. Not much else is known about their cultures. Chaos aligned to their core.
Halflings (Vôr Saar sing., Vôr Saarîm pl. – True Goblins) – Halfling’s dwell in isolated vales near Elves and Gnomes, though they do live near to neighboring human communities that border these wild borderlands. Halflings look like short men but have short, pointed ears and dwell in holes in hills in their vales. Halflings are fey touched folk and cannot use arcane magic but can use fey magic. They are also stealthy and skilled at bows and slings. Halflings are wonderful farmers, fishers, and cooks. They are renowned for their ciders, meads, and pickled vegetables, as well as their pipe weed.
Halflings rarely leave their communities on adventures, though they will leave to trade with men, Gnomes, Elves and Dwarfs. All Halfling merchants are skilled warriors, who carry a bow or sling with them.
Hobgoblins (Rhûr Khôss sing., Rhûr Khôssîm pl.) – Hobgoblins are not true Goblins but corrupted Dwarfs, who are far more militant in culture than Goblins. They look like a beardless cross between a Dwarf and Goblin. They lord over the Goblins with an iron fist, though Goblin communities are chaotic cesspools, those ruled by Hobgoblins are far more ordered if only barely. Hobgoblin culture is a darkened mirror of Dwarf culture. They hate Dwarfs as do Goblins over all peoples and will attack them on site and often fight to the death. Any Dwarf captured by Hobgoblins is tortured slowly until they go mad or die. Chaos aligned to their core.
Hobs (Vôs Saar sing., Vôs Saarîm pl. – Unrooted Goblins) – Hobs are related to Halflings but are corrupted and often dwell among men in small communities in the poorer sections of town or in isolated communities near swamps. Unlike their Halfling kin, they have green complexions with larger pointed ears. It is said they are a product of magical experiments between Halflings and Goblins or the corruption of the Heart Trees in the regions they used to dwell in. Though very similar to Halflings culturally, they are far more adventurous and intrigued by arcane magic and human cultures, so much so they often adopt the culture and dress of the human community in which they dwell.
Hobs are renowned fishers, smokers, and distillers, they are also well known for the cultivation of various narcotic pipe weeds and psychedelic mushrooms. Unlike Halflings, Hob women folk make up ¾’s of their population and often take up prostitution in human communities to support their broods if they cannot find a husband able to marry and support them. Polygamy is common in Hob communities for this reason. Hobs love to use magic to enchant the labour-saving devices that Gnomes design and will often go into business with Gnomes to create magically enchanted devices for both Dwarfs and men. They will often trade with Elves for Elfin silk cloth to make specialty clothing for human upper classes who prize their strong but fine construction. High end brothels often buy these items as well for their prostitutes to appeal to their wealthy clients.
Humans (Çârn sing., Çârnîm pl.) – Humans are common in the region but are generally kept in check by their inhuman neighbours. Humans are diverse peoples who vary in appearance based upon where their tribes initially developed. Those who are native to the northern region of Khaladon (Anthorîm) have pale complexions and hair on average. That said, there are other humans who dwell among them, some are slaves, while others are formally nomadic tribes that settled within the region or people of mixed heritage.
• Vôr Anthorîm (True Anthor Folk) – The Vôr Anthorîm is the native peoples of northern Khaladon, who are named after their former Empire of Anthor and before that the Anthor tribal confederacy. They comprise the bulk of the human population and ruling class of the various city-states of the region, including the peoples of Thand. They are pale skinned and haired peoples, with a long history as warriors though while under Šamadî dominion they discovered a talent with arcane magic. Vôr Anthorîm dress in a more conservative manner often adopting a similar style to that of the local Dwarfs of who were their historical allies. Women braid their hair in a Dwarf fashion, while men will often grow their beards long and braid them. Clothing is well made but has a simple elegance much like those of Dwarfs. They favour swords, axes and Warhammers as well, plus have begun using crossbows designed by Dwarf artisans.
• Sen Anthorîm (Low Anthorîm) – The Sen Anthorîm is the mixed blood former slave caste of the fallen Empire of Šamad who dominated much of the Khaladon continent. They are derived from Anthorî, Haklôrî, Šamadî and the various tribes of Jandigar brought north as slaves by the Empire of Šamad. Their complexions range from light mocha to a chestnut coloration, their hair ranges from straw blonde to black, from straight to fuzzy curls. The Sen Anthorîm makes up the bulk of the poor labour class and a growing minority of both the merchant and soldier classes. The Sen Anthorîm population continues to grow as slavery is still legal in most of the realms of Khaladon, but the Thandish have limited them to the role of domestic labour and gladiatorial slaves. These slaves can earn their freedom and citizenship through saving money to buy both and show they have properly assimilated into Thandish culture. Clothing is more varied than those of the higher classes, though merchants have begun to emulate those styles. Loose breeches and tunics hang to mid-thigh, often with slits on their short sleeves and lower sections of their over tunic while their under tunic instead has long sleeves. Warriors often wear sleeveless tunics during summer if practical with their armour. Short swords, daggers, hand axes, maces and bows are common weaponry among soldiers and adventurers.
• Haklôrîm – The Haklôrîm are barbaric semi-nomadic tribes of the Haklôrî tribal confederacy. They are a diverse people who are native to the Steppes of Haklôr east of the Crooked Spine Mountains. Once the old Šamadî Empire fell and the city of Raxar fell to goblins the Haklôrîm poured through the Raxar Pass and into lands beyond conquering much of central Khaladon. Haklôrî mercenaries, slaves and merchants now dwell in the region in growing numbers. Their complexion ranges from bronze to tawny in coloration and their hair ranges from black to various shades of brown, they have almond shaped eyes. Though some of the tribes civilized others continue their nomadic lifestyle moving north, south, and further west.
• Jandagarîm – The Jandagarîm are a diverse people ranging from tribes of hunter gatherers to citizens of their own great civilizations. Most Jandagarîm are derived from slave stock brought north from the south, though a growing number of merchants are being seen from the more civilized parts of Jandigar. The Jandagarîm slaves are often darker in complexion, with skin tones ranging from deep ebony to mahogany in coloration, with black hair that is often extremely curly. Jandagarîm from more civilized cultures range from mahogany to walnut in coloration. Those who are slaves are forced to adopt the host culture to assimilate, while the merchants and mercenaries of Jandigar still embrace their ancestral traditions.
• Šamadîm – The Šamadîm are the remnants of the old imperial ruling and merchant class that held dominion over the imperial possessions of the north. Many were enslaved and became part of the admixture that would become the Sen Anthorîm peoples; those who did not meet that fate were forced into a nomadic lifestyle and now wander Khaladon in clan-based caravans either by wagons or river boat flotillas. They are looked down upon by most people, those who are born via illegitimate relations with host cultures are relegated to the slums often as orphans and those who survive often run Thieves’ Guilds and their women folk often work in prostitution or textile production as they cannot get work as domestic help. Both City and nomadic Šamadîm will support each other in trade and protection. Nomadic Šamadîm decorate their wagons and boats with elaborate carvings and enamelling, that speak of their ancestral heritage. They are served by witches that deal with their spiritual and mundane needs and act at advisers to the Clan elders and as seers. Šamadîm have deep mocha coloration and black hair. Those who are mixed blood city dwellers range in complexion from light mocha to mahogany, with hair from auburn to black, straight to frizzy curls. Though city dwelling Šamadîm dress in similar fashion to the host community, they wear a lot of bright colours and silver or gold jewellery.
Ogres (Vorg sing., Vorgîm pl.) – Ogres are tall brutish humanoids who are not very smart. They are greedy, suspicious of others and voraciously hungry much of the time. Neutral aligned Ogres often raid for cattle to eat, often requesting food stuffs and alcohol in tribute to keep from raiding. While Chaos aligned Ogres eat flesh of sentient beings – though they prefer Dwarf and Gnomish flesh the most. Ogres never use magic of any kind and love to fight among themselves for sport and entertainment. Ogres often live-in ruins or caves in hilly or mountainous regions. Ogres are said to be half trolls who survived to adulthood or were products of breeding experiments of a magic-user.
Orcs (Graal sing., Graalîm pl.) – There are four subspecies of Orcs within the world of Skârn and they are:
• Vôr Graalîm (True Orcs) – True Orcs are feral elves who were warped during the age just prior to the Gods War. They are a barbaric tribal people who hold combat, strength, and honour as virtuous and weakness, cowardness and betrayal to be mortal sins. Their complexion ranges from grey to muddy brown to olive green, with black hair universal, though certain tribes’ dye or bleach their hair. Tattoos, piercings, and scarring are important to Graalish culture. Both male & female Vôr Graalîm engage in smithing, hunting and war. Slavery is practiced with human males being used as general labour and farming, while females are used for domestic labour and as concubines, though female Graal will take both female and male human lovers, males must prove to be strong and vigorous. Orcs can only become druids, Rangers or Witches, if not warriors.
• Og Graalîm (Half Orcs) – Half Orcs are the product of a mating between True Orcs and humans, they look more manlike but are more able to resist disease and share their orcish parents’ coloration. Those raised amongst human communities can become magic-users and can cast arcane magic. Like their orc kin they often become druids and rangers if raised among them, though both can become witches.
• Drôjj Graalîm (Boar Orcs) – Drôjj Graalîm are corrupted Graal, who have been warped into a porcine like Graal. They are gluttonous and thrive of rape and violence and will eat any captive that dies during their horrendous captivity. They cannot use magic of any kind and fear powerful magic-users. Drôjj Graalîm often live-in ruins or caves. Chaos aligned to the core.
• Trôjj Graalîm (Goat Orcs) – Trôjj Graalîm are fit and strong Graal with goat like heads and semi-goat like legs. They have fur on the necks, heads, loins, and thighs, but smooth skin elsewhere. Though like the Drôjj Graalîm the Trôjj Graalîm thrive on rape and violence and will eat their dead; they often enslave captives and trade them to other chaotic aligned peoples or creatures for things they need. Trôjj Graalîm can learn magic and become witches. They live in hidden woodland villages often built within old ruins using the walls as a barrier. Chaos aligned to the core.
Trolls (Zhôrm sing., Zhôrîm pl.) – Trolls are related to Ogres but are far more bestial in nature. They crave only death and food. They will take alcohol and cattle as tolls of the bridges or passes they guard, often living in caves or ruins near their tolling place. Treasure is often spread throughout their caves as if garbage amongst the debris of bones and rent clothing that carpets their lairs. Chaos aligned to the core.