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Chapter 2: The Races

As cohesive as the planet Everden is in


its greenery and deep blue seas, it is
Aligatorian
also broken up into an immense diversity Physical Description
of races, cultures and creatures found
throughout the planet. Many know but These beast-like creatures are humanoid
still many unknown. alligators, much taller than the average
humanoid. They usually grow to around
This chapter is accompanied by a brief 200 cm, their tallest being about 270 cm.
overview of the known races, what their
physical descriptions are, a bit of their Some aligotarians are born with pure
lhistory, society and feelings toward white eyes, often regarded as a sign of
others. strength, endurance, and the will to
protect amongst other aligotarians.

They usually have dark green scales on


their back, arms, and tail. Their belly,
hands, and lower jaw are covered in
white scales.

They usually reach adulthood at the age


of 25, and become old at 180 years.
Healthy aligotarians can live up to 225
years.

History

Born in the swamp lands, most of their


kind, in their sentient beginning,
worshiped the river god Sobek.

After many years of peace, other


humanoids began to slowly drain and
impose on the aligatorians natural
habitat.

For survival, they were forced to retreat


further into the swamps, and lost their
original homes, as well as the ways of
life of when they served their god of the
river.
Society Apeling
They can be strong-willed, loyal, and Physical Description
prideful of their people; they respect
those exude courage and loyalty and Apelings are slightly smaller than other
don't take to friendship easily. Since the humanoids, but are still medium. They
ancient times when they lost their orignal usually have more defined muscles than
home, they've been wary about "sharing" monkeys, though they are still rather
things. slender, keeping a very athletic
appearance.
Aligatorians usually live in marshes and
swamps, sometimes rivers if they are Fur colors include black, brown, red,
outcast. They don't like big homes that orange, and grey. White fur is usually a
were inherited as much as they prefer "sign" of inherent greatness. Apelings
living life through self-achievement. They age fast, reaching full adulthood in only
do, however, have respect for kings and 12 years.
local governments.
Although apelings only have a slightly
Due to being aquatic, many aligotarians longer lifespan than humans, their active
need to drink lots of water or be able to nature and lifestyle mean they burn
submerge in water at least once a day. through their years faster than a human,
This keeps the aligotarian healthy, and putting their average lifespan at 100
gives them energy. years. Few careful and quieter apelings
may live to see 150 and usually hold
They have a naturally comedic, and roles as tribal leaders and chiefs.
talkative nature. Sharing stories of your
battles and achievements impress them Despite ageing fast, apelings do not feel
the most, as they can be blunt at the the usual effects of old age until months
beginning of a conversation, or when before their death, many still adventuring
they are interrupted. within the last year of their life.

History

Apelings are said to be a direct


descendants from a long forgotten
Mountain God.

This God was extremely joyful and filled


with pride, but one day when the
mountains began to crumble the god
was challenged by an unknown astral
treat. This challenge would see the
disappearance of the Mountain God, but
an influx in similar lesser creatures
known now as Apelings.

Society

Apelings are extremely confident,


headstrong, and upbeat. Their boastful
presence might dismay common folk and
be found disrespectful by upper class
citizens, however; apelings hold a firm
Badgerfolk (Ianthinarum)
loyalty to those who have proven Physical Description
themselves.
Badgerfolk are humanoid, bipedal
Apelings usually live in small, closely badgers that are usually slightly shorter
held tribal communities. Entire nations or than other humanoids.
cities of apelings are few and far apart.
Leadership roles are often held either by They have short legs, usually a coat of
the elders or by the most personally black and white fur, dark eyes, and sharp
accomplished, however, leaders noses.
generally don't have much power as
many apelings prefer group decisions Although most badgerfolk live in the
over the decisions of one individual. In mountain areas of the Free States, many
the traditional sense, apelings do not choose to live in other places, or as
have "families" and usually have an "all nomads.
kin are family" mentality.

Apelings found outside the normal


communities either from being banished History
or simply wanderlust have an easy time
adjusting to the "easy" life of cities. In the past, all badgerfolk lived in a large,
Finding work in such places comes easy subterranean territory named Teldard
due to the general truthfulness and raw underneath the Twin Mountains.
strength of the race. Though work as
teachers in any form meets a swift end, Some citizens wanted to build a more
due to a simple disinterest in treading structured society of wide tunnels, roads,
the same old beaten path. and buildings; others favored their small
dens and independent lives. The conflict
Most apeling adventurers tend to be rose to a point where the territory split in
more independent than their kin at half.
home, but still hold on a lot to their sense
of family and loyalty. Naturally energetic The more independent, primitive folk
and overtly eager, spending their time lived in the north; the more progressive
standing still is against their nature. in the south. Between this clash of
traditions were people that didn't care for
either side.

Society

The life in the subterranean territory


Teldard now is split depending on where
you live.

The north only occasionally has any


overground establishment, mostly huts
selling small goods, necessities and of
course Mr. Suthon who owns the
weathered tavern the Last Drop on the
northen road towards Sútfold.

In the south is the bustling city


Fogbottom both above and below
ground. that they possibly can.

It has modest but detailed buildings and While other societies have improved
markets for trade and commerce and is their technology with metal, bullywugs
commonly known as the Badgerfolks still use simple weapons and armor,
home town. however they use them more effectively
than most races do.

Society

Bullywugs live in a system of aristocracy,


trying to please their superiors
constantly.

Bullywugs either move through the ranks


by murdering their rivals, or presenting
gifts to their superiors, and they always
introduce themselves with grand titles.

They only have three ranks in their


society: the leader, the superiors, and
the inferiors. Most bullywugs are in the
inferior class, though some do reach the
superior class.

Bullywugs do not typically kill other


races, preferring to capture people and
bring them to their leaders. The leaders
have giant inferiority complexes, desiring
Bullywug to be respected and feared by other
races, allowing them to be easily
Physical Description flattered.

Bullywugs are shorter stout creatures, As such, most races pity the Bullywugs,
appearing like humanoid frogs or toads. even when they are rude, some
Bullywugs can find homes with the
They are between 4-5 feet tall, and can kinder races, and are ignored by the
have blue, yellow, green, gray, or red more hostile ones.
skin. They can have red, gold, bronze,
orange, or silver eyes, which are very
large and above their heads. They
sometimes have black spots on their
skin.

History

Bullywugs are a race that has lived in the


swamps of the world since age-old
history. They have lived in a foul
aristocracy, fighting over ranks and
appealing to their superiors in any way
Bearfolk The Strange Experiences table suggests
a variety of memories a friendly bearfolk
Physical Description might share.

Bearfolk have thick fur, long snouts,


massive paws and a musky odor that
makes them stand out in any crowd.
Bearfolk usually stand well over 180 cm
tall and often weigh upwards of 160 kg.

Like regular bears, bearfolk may choose


to put on extra weight and hibernate for
months at a time if they so desire. The
color of their coat usually depends on
the region they inhabit, and most are
either black, brown, or white.

History

Bearfolk typically lived alone in the past,


seeking out company only to mate and
raise children, or to defend their territory,
this was until the mighty chief Kidas First
Tooth united the clans and cleared out
the monster infested roots of the world
tree Sútfold.

The city, surrounded by the cold north


and major stone walls are now home to
both bearfolk and many other races
seeking shelter from the harsh tundra.

Society

To most outsiders, bearfolk tend to come


off as standoffish or asocial, but any
friendships they do form are fiercely
defended. Likewise, while many bearfolk
try to avoid conflict and have been
known to walk away from fights, the
aftermath of a bearfolk being stirred to
violence can be disturbing.

Many attribute this to the fact that


bearfolk, who usually grow up without
much company, simply aren’t well
adjusted to most social environments.
This is corroborated by the stories
bearfolk themselves will tell to those they
befriend.
Durulz islanders had been defeated and the
Durulz claimed the world tree Winter’s
Physical Description Crest as there home.

The Durulz resemble the ordinary duck


in their often white feathered bodies and
soft orange beaks. Some differences in Society
coloration can occur, ranging from
Bitterness is an armour. All Durulz live
brown, gray, green and black. However
with the feeling that they are considered
these rare examples and individuals are
a joke, the lowest of the low and it has
often shunned by the Durulz society and
formed a palpable cynicism and
become outcasts. Although having wings
bitterness in their hearts concerning
the Durulz cannot fly.
many of the other races.
Durulz are medium sized humanoids and
Durulz find it useful to be able to shield
mature at the same rate as humans do
oneself from their probable jibes and
and can live up to 75 years. Any that
condescension by going into every
manage to survive to 50 years old can
situation with a shade of negativity
be considered to be an ‘elder’ in the
covering their interactions.
Durulz community, earning the right to
complain incessantly and judge Being a Durulz is hard but it makes them
everything he witnesses. harder. If adversity and challenges
strengthen those who can overcome
them, the Durulz are probably the
History strongest race to be found – even if no
one would ever believe it.
The Durulz truly feel cursed by the gods.
It’s said that through a series of In later years they have advanced in
decisions in ancient times; the Durulz fell technology and industry, even begun
from the sky forever after an influential trade with species outside Everden.
god found their stubbornness annoying The advancement in industry has
and took their wings. however begun to strain the natural
resources of the Darkmoor forest and
The Durulz where ridiculed by the whispers of war and expansion has been
birdfolks and laughed out from their heard in the court of Winter’s Crest.
homes in the trees. Giving birth to a
hateful feud that still are very real to
present day. Even so however, the
Durulz refuse to fold.

After the ostracism from birdfolk society


the Durulz spread out across the lands
of the world to survive. They are
survivors and pragmatists to the
extreme, knowing that if they let their
guard down for a second that something
in this age would swallow them up –
perhaps literally.

After many years spread apart a young


Durulz by the name of Satine united the
Durulz in a war effort of claiming an
island in the far northeast called
Darkmoore. After a bloody conflict the
Evolland
Physical Description Society

Evolland, also known as oogama in their Evolland are belligerent creatures with
native tongue, are enormous toad mild cases of scopophobia. Instead of
creatures that stand taller than the reacting with fear, they do so with rage,
average man. picking fights left and right with those
they think are staring at them.
They have long and agile tongues which
they use to catch other creatures to eat. Outside of their natural habitat by
Their mouths are able to expand up to streams and rivers, evolland are fairly
half their own body's height, allowing solitary. Within their own element,
them to swallow a good deal of evolland live in damp caves by water
creatures. sources and fiercely guard their territory.

They are able to stand on their hind legs They live in groups that commonly
and walk like other humanoids. Their interchange members when mating
breath is a strange, rainbow colored seasons come, which is a time of great
substance that can induce sleepiness in bellicosity. The largest male evolland
whatever organisms breath it in. usually gets his pick of a choice female,
Mimicking other humanoids, they are though females are known to wander on
known to wear clothes and even use their own in search of mates.
weapons.
Evolland are fairly fond of sports like
wrestling, which they use to show off
during mating. Otherwise, they hunt
History other creatures along the waterfront, like
snakes, rats, and even larger
It is said that evolland originate from land humanoids. Due to their belligerent
to the east, where primal energy and attitude, evolland are highly antisocial.
arcane influences mix and alter certain
creatures over time.

In their original tongue, evolland are


called oogama, meaning "giant toad."
They are said to come about when an
unnaturally long lived toad of 100 years
or more has accumulated an excess of
magic and primal energy.

This in turn changes them from a normal


animal into something more of a spirit or
graduated creature of sentience.

Evolland were introduced to the rest of


the world over the course of seafaring
expansion. While they initially lived like
brutes in forests and terrorized those
who crossed their rivers, eventually, they
sought to get out of their metaphorical
well.
Folivoran History

Physical Description Folivorans have persisted over great


stretches of time by being extremely laid
While passing through a folivoran back and not taking up very much space.
settlement, most outsiders will never
notice the small creatures clinging to the Their levity and natural gregariousness
branches. means that they have very few enemies.
Folivorans typically own nothing of value
Since they move so slowly and blend so and subsist mainly on the broad leaves
well into the leaves, they seem to fade of their jungle homes.
into their surroundings. A typical folivoran
is only 60 to 90 cm tall, but their arms Slow and majestic, they lounge about
are incredibly long for their size. and bask in the tropical sun, sleeping
most of their lives away. However, the
Their fur can vary from a dark gray to a occasional folivoran isn't content to
light tan in color and their large eyes and simply stay put.
characteristic facial markings make them
particularly adorable to behold. Some
folivorans move so rarely and so slowly
Society
that they have moss growing on them,
giving them a greenish hue. .Most folivorans are incredibly kind to all
that they meet.
Folivorans are naturally slothful
creatures. They lead a very laid back Their community based lifestyle has
lifestyle. Their jungle homes are filled to given them a sense of connection to
the brim with the leaves that are their each other and to the world around
food source, and they never need to them, including those that are a part of
work hard to keep their needs satiated. that world. They easily make friends with
Never needing to venture far means that others and are generally fairly talkative.
families stay close by each other, and
birth rates are fairly low. Once a folivoran discerns that you are a
good, trustworthy person, they will
It is not uncommon for a folivoran first quickly decide you are fast friends.
born to be welcomed by parents aged 50
or older. Folivorans are fiercely loyal to their
companions. They will go out of their
A folivoran's lifespan is not measured in way to help someone they are close to,
years, it is measured in activity. The deeming that friendship worthy of their
more active a folivoran is, the shorter lifetime's limited activity.
their lifespan. The most sedentary
folivorans have been known to live to They have a strong sense of doing what
more than 170 years old, while the most is right to help others in need, and will try
active have been observed to die of old to make each action they take really
age in their 60s. count.
This often pushes a folivoran to be more One thing folivorans are not big on
thoughtful, careful and less hasty in their however, is physical contact that they
everyday decision making, since every don't initiate. Because they are so
action they take now, is one less they naturally cute, the most common
can take later. reaction other humanoids have to them
is to reach out and cuddle them.

To a folivoran, this is a major offense.


They view themselves as a proud and
wise people, not cute and cuddly.
Treating a folivoran this way can cause
Felis
them to go into a rage, the one time their Physical Description
actions aren't always carefully
considered.
Felis are often underestimated due to
They almost always regret it afterward, their short stature and cuddly demeanor.
but that doesn't stop it from happening Felis come in all shapes and colors.
again the next time.
They can grow to be up to 90 cm tall and
Some folivorans aren't content to stay in often vary in their weight due to differing
their leafy homes.They have an itch to habits. Felis range from the fiery gingers
see the world and to do more good than to the cool calculating cerulean blues.
they can at home. These folivorans have
decided to make their limited actions in The differing subspecies of Felis all have
life really matter. their own quirks, but as a species overall
Since they know that each expenditure they are known as intelligent and gifted
of energy directly shortens their lifespan, adventurers.
they try to make the most impact they
possibly can. This drives those folivorans Felis live up to 450 years of age. It is
to become great adventurers, world whispered that they possess nine lives
renowned heros who never do things and, by some forgotten curse they burn
half way. They make the most of their through each life every 50 years. This
lives in as impactful a way as possible. has led many Felis adventurers to set
out on a quest to seek an end to their
curse and restore the race's full life
span. Even with their supposed cursed
nine lives the average Felis outlive most
beings on Everden.

This longevity gives them a larger


outlook on life. Felis live their lives with a
good sense of magic. Most Felis are
able to sniff out a wizard in the room full
of pointy hat waring humanoids. Other
races often connect the Felis´ innate
magic sense as being tied to their origins
of being used to aid wizards with spells
as conduits of natural energy. It has
however never been confirmed that the
Feliz ever had any kinship with familiars.

History

Each breed of Felis has their own clan


which they are extremely proud of. This
pride often leads to scuffles and contests
for pride of oneself and their clan. There
has always been a healthy rivalry among
the different breeds of Felis in the Free mothers will choose a child from the litter
States. Some rivalries end in brawls and and tutor them personally. After the clan
other end with shame and loss of mother passes the chosen child will take
respect. up the role.

Often, individuals will be challenged to


single combat for their honor, and on the
rarest of occasions, the honor of an
entire clan.

Society

Once the Felis came into existence the


original elders of each clan decided that
they needed a land they could call home,
a Shorthair, named Max, found the
Emereld Coast and the Great Sunrocks.
These massive rocks soak up sunlight
and retain the heat even throughout the
nights and winters. Sunning on these
boulders is a common trait that all Felis
love.

Venturing to Sunrock Village to receive a


piece of the Sunrock is an honor all Felis
seek to earn. Each clan overseen by an
Elder resides in the Sunrock village.
These Elders have the last say in
conflicts between clans and the species
in general, but events hardly get that far.

The clans are spread across the entire


land area called the Free States and
beyond.

The Felis clans are overseen by a clan


elder who is elected by the clas as a
whole. The elder doesn't have to be
elderly to achieve the title, but those who
take the mantle young are seen as
inexperienced. Usually the clan elder
resides in Sunrock Village to coordinate
with other clans.

Ranked below the elders, in name only,


are the clan mothers. Clan mothers are
those who manage the clans home
affairs, organize quests, determine
occupations, and just about everything
else. While elders are elected, clan
Gakhai liking to the bearfolk and badgerfolk of
the north, a liking that is mutually shared.
Physical Description
Bearfolk and Gakhai typically enjoy
Gakhai are half-boar half-giant sparring together, not to the death, as
humanoids, which resemble humanoid they both know they can improve from
boars. one another.

They are roughly 240 cm tall, and have


coarse, thick fur, that can be black, dark
brown, white, or dark red. They have
large white tusks on their faces, and
have small black or amber eyes.

They have naturally muscular builds, and


weigh around 90 - 120 kg.

History

Gakhai are said to be the descendants


of a long-forgotten tribal god, who
roamed the open fields of the Silvermist
Steppe and held back the great serpents
of old stemming from the waters of
Caramore.

True or not they dwell in many harsh


regions; including the Silvermist Steppe,
that most races would have a hard time
calling home. The Gakhai do not back
down from hardship and are always
ready to fight against superior enemies.
Gnoll
Physical Description
Society
A gnoll looks much like a humanoid
Gakhai society revolves around each hyena and shares many traits with the
member of a tribe providing for animal. Gnolls are strong, tall, and lean
themselves and their immediate family. and covered with a thick coat of fur,
which generally ranges from light to dark
The sick are rarely cared for, except by brown. Depending on the clan, this might
particularly benevolent gakhai, and be a uniform color, or broken up by
children must look after themselves once stripes or spots.
they reach maturity.
Though they are not obligate carnivores,
There is no leader in a tribe of gakhai, it is not uncommon for gnolls to subsist
they simply respect one another and live solely on meat. Like the hyenas they
by simpler codes of respect. resemble, gnolls possess strong jaws
and powerful appetites, and are capable
Gakhai are outsiders to most of the of consuming almost every part of their
world, and many races do not even know prey, including teeth and bones.
of their existence. However, they have a
History across as uncouth or menacing.

Widely reviled as savage stalkers and The rare gnolls that see fit not to make
merciless marauders, the collective conflict with their neighbors are
identity of the gnolls is nonetheless as nevertheless likely to remain wholly
contentious a subject among scholars as aloof; the hyenafolk seldom mingle with
it is among the gnolls themselves. other humanoids, and in such
engagements often prove reluctant to
Though they are commonly known for show much in the way of hospitality.
their feral instincts and relentless
brutality, so too are gnolls both naturally Many gnolls are notably unsettled by
adaptable and aggressively loyal to their strange folk, and those who show
packmates. anything less than antagonism towards
outsiders often still regard them with
Given substantial purpose to set aside some degree of contempt or suspicion.
their typical mistrust, the fearsome and
lawless hyenafolk can make for lifelong Even most gnoll clans are instinctively
companions, fiercely devoted in their hostile to each other, though in no small
found kinship and prepared at all times part due to their competitive nature. This
to viciously defend it. aggression usually extends to all other
gnolls, making it highly difficult and often
Fierce and feral, gnolls are true dangerous for any gnoll to seek out a
creatures of the wild; they oft prove new pack.
uninterested in conquest and very
seldom seek fortune or glory.

Instead, gnolls are driven by instinct and


impulse; they revel in the thrill of the hunt
and often take great pride in their
predatory nature. They tend to seek out
means of proving their worth to their
allies and, being boastful scavengers,
often commemorate their successes by
claiming trophies, be they simple
mementos or the bones of their foes.

Society

Due to their determined and impulsive


nature, the hyenafolk are rarely ever
known for their decorum. They tend to
be blatantly direct in their speech,
choosing not to waste time with spoken
pleasantries or other such civilized
courtesies.

Though they are instinctively social


creatures and are typically quick to pick
up on the conduct maintained by their
companions, so too can the gnolls'
intimidating presence and naturally
dominant temperaments make even their
most well-intentioned behavior come
Geitlan Society

Physical Description A hardy race, Geitlan take pride in their


autonomy and close-knit communities.
Geitlan, known to many as Goatfolk, are
a race of half-human half-goat These communities, however, are small
humanoids similar to Satyrs or Minotaur. and nomadic in nature. They usually
build temporary shacks on remote
They have goat-like heads, complete mountainsides, moving on when its
with horns and rectangular pupils. Their scarce resources are depleted. Because
entire body is covered in coarse fur that of this many remote mountainsides have
comes in many different patterns and large random patches of vegetables that
colors. have adapted to thrive in the cold,
descendants of the crops Geitlan have
They have humanoid torso and arms, planted in years past.
but their legs are bent backwards and
end in cloven hooves. Many have a short
stubby tail, but it is not uncommon to
lack one.

History

Most Geitlan stay within their small


communities, becoming farmers,
weavers, or hunters. Occasionally,
however, there comes one who longs for
more.

Geitlan make strong adventurers, taking


advantage of their natural hardiness and
force of will. It can be difficult to track a
collective history of the Geitlan, as they
have been separated into nomadic
groups as long as anyone can
remember.

Most simply resort to tracking the


accomplishments of well known Geitlan
and mentioning their home tribe in
passing.

One such member is Deimos. He led an


incredibly daring and surprisingly
successful assault against the legions of
the Underdark, saving the city he had
called home for the last 30 years. It is
said that he later became king of said
city, ushering in a time of peace and
prosperity but if that’s true both Deimos
and the location of the city has long been
forgotten by history.
Goren merely being that who has been able to
most consistently procure gemstones to
Physical Description feed either themselves or their tribe.

Gorens are small reptilian humanoids, This causes many shifts in leader over
being roughly 60 - 90 cm tall with hard time, making a tribe's values and
shells on their back, small tails, and morality change very rapidly based on
rough natural armor on their arms. leader.

Their scales can be golden, silver, green, Gorens are disliked by the rare nothics
black, or a deep red, while their eyes can and kobolds alike, the former because
be the colors of rubies, amethysts, they feel as if they have some rivalry,
emeralds, or topaz. and the latter because it reminds them
too much of the bad in themselves.

Aside from this, the Badgerfolk and


History Bearfolk especially hate them, due to
their consumption of minerals all the
As the story goes, centuries ago there time, indirectly undermining and
was a tribe of kobolds, known as the endangering the mining operations in the
Gemgorgers, which were known for north.
being exceptionally cunning and greedy.

They stole from everyone that came


within a few miles radius of their territory,
striking fear into even the hearts of
dragons, something practically unheard
of for kobolds to do, until eventually they
had amassed a hoard of gemstones and
gold larger than even the wealthiest of
dragons.

One fateful day, the tribe stepped


outside their boundaries, and attempted
to steal from the gods themselves.
They failed horribly, overestimating
themselves with their large quantities of
arrogance, so the gods placed a curse
upon them; They were to be turned into
creatures with shells and even smaller
stature, forced to live underground
forever.

Or so the story goes. Question is if the


Gorens themselves even care or, for that
part, remember their history.

Society

Gorens, being originally kobolds, live in


their tribalistic styles of society that they
once had, though augmented. They are
known for their gluttony, with the leader
Grung All grungs secrete a substance that is
harmless to them but poisonous to other
Physical Description creatures. A grung also uses venom to
poison its weapons.
Grungs are aggressive froglike
humanoids found in rain forests and Grungs are always on the lookout for
tropical jungles. They are fiercely creatures they can capture and enslave.
territorial and see themselves as Grungs use slaves for all manner of
superior to most other creatures. menial tasks, but mostly they just like
bossing them around. Slaves are fed
Adult grungs usually stand at mildly poisoned food to keep them
approximately 90 cm tall. Males are lethargic and compliant. A creature
generally smaller than females. afflicted in this way over a long period of
time becomes a shell of its former self
They resemble small humanoids with and can be restored to normalcy only by
strong toad or frog-like legs that ends in magic.
webbed feet. Their torsos and heads are
less amphibian and more humanoid. Being amphibious, grungs require water
to live; any grung that fails to immerse
They have muscular forelimbs and their itself in water for at least 1 hour during a
hands have opposable thumbs. These day becomes quite exhausted.
creatures stand upright erect and moves
about in quick, short hops. Unlike frogs Green grungs are the tribe's warriors,
and toads, however, grung are incapable hunters, and laborers, and blue grungs
of long leaps. work as artisans and in other domestic
roles. Supervising and guiding both
groups are the purple grungs, which
serve as administrators and
History commanders. Red grungs are the tribe's
scholars and magic users. They are
Due to their aggressive nature and superior to purple, blue, and green
disapproval of other races, very little grungs and given proper respect even by
about the grung history is known. They grungs of higher status. Higher castes
seem to be indigenous to the tropical include orange grungs, which are elite
rainforest of Ferngully and are believed warriors that have authority over all
by scholars to be the first peoples to lesser grungs, and gold grungs, which
make the Boroni Wild their home. hold the highest leadership positions. A
tribe's sovereign is always a gold grung.

A grung normally remains in its caste for


Society life. On rare occasions, an individual that
distinguishes itself with great deeds can
Grung society is a caste system. Each earn an invitation to join a higher caste.
caste lays eggs in a separate hatching
pool, and juvenile grungs join their caste
upon emergence from the hatchery.

All grungs are a dull greenish gray when


they are born, but each individual takes
on the color of its caste as it grows to
adulthood. From lowest to highest caste,
grungs can be green, blue, purple, red,
orange, or gold.
Harengon They still show a loving friendliness
whenever they meet someone of their
Physical Description own kind on the road and they are
almost always enthusiastic about making
Harengons are bipedal, with the new contacts with other races.
characteristic long feet of the rabbits
they resemble and fur in a variety of All in the name of adventure.
colors. They share the keen senses and
powerful legs of leporine creatures and Some say that harengons can’t be
are full of energy, like a wound-up trusted because of their jittery nature and
spring. some of the more paranoid races even
go so far as saying that the harengons
Harengons are blessed with a little fey actually are agents sent from the Feywild
luck, and they often find themselves a to map out and undermine the political
few fortunate feet away from dangers structures of Everden.
during adventures.
Hogwash is what others think.
Although a creature of the Feywild,
harengons are classified as humanoid. If there even was any truth behind these
This sets them apart from many of the rumors, it would probably be an
other races in the multiverse. uncertainy whether even the rabbitfolk
themselves was aware of the role
they’ve been sent to play. Only the future
will tell.
History

Harengons originated in the Feywild,


where they spoke Sylvan and embodied
the spirit of freedom and travel.

In time, these rabbitfolk hopped into


other worlds, bringing the fey realm's
exuberance with them and learning new
languages as they went.

It is unknown exactly when the first


harengon appeared in Everden. In
modern days, they are a fairly common
sight in larger cities, although they rarely
find themselves settling in one place for
a long time and it is even more unusual
for a harengon to engage in local politics
or major conflicts of a political nature.
Hence, they prefer to move through the
Free State and the Cresent
Commonwealth.

Society

As the free-thinking adventurers they


are, it has been proved unusual for
harengons to travel in larger groups.
Houndfolk they are found of is within the
settlements of other races, acting in a
Physical Description wide range of roles.

Endlessly variable, constantly adaptable, A houndfolk remain closely linked with


houndfolk have been shaped by their their adopted society, taking on a new
entwined history with other races until job but behaving in much the same way
little trace of their wild ancestry remains and with much the same group of
— although all houndfolk still think of friends.
themselves as related to the wolfkin, to
some extent. Their sense of home is usually defined
by the company around them rather than
The houndfolk are divided into three a place, and houndfolks are comfortable
groups; big, regular and small. travelling widely as long as they have the
constancy of friendship.
Houndfolks are inexhaustible sources of
energy, devotion, and love. When a Gifted with an unusual intelligence in
houndfolk makes a friend, it has made a seeking out adventure they seek
friend forever. adventure for many reasons. Their
instinctive urge to support and assist,
coupled with the ability to reflect on the
world in deep terms can be more than
History enough to lead a houndfolk from the
warmth of a home into the wider world.
Houndfolks are naturally loyal to those
they consider part of their pack. As a
companion they are excellent guards
and amazing hunters — so they’ve been
trusted companions for ages.

Whether they have been at the side of a


ranger, calmly stalking a moose, or
helping a wizard select the right herb for
a magical brew, the houndfolks have
always been there to help. It’s in their
nature.

While they can be ferocious fighters


when cornered, they are usually kindly
creatures. Houndfolk are fiercely
protective and devoted to helping those
they have chosen as their kin.

That’s the big thing about the houndfolk;


they choose who they love very quickly
and it takes an awful lot to change their
minds.

Society

Houndfolks have the capacity to make


their homes almost anywhere they
choose, but the most common places
Kuo-Toa The mental oppression they suffered at
the hands of other races has broken the
Physical Description already-simple minds of most kuo-toa
and as a result madness are a common
Kuo-toa are normally 150 cm tall and ailment amongst their kind.
weigh approximately 70 kg. Contrasting
with their paunchy shape were their Kuo-toa are not all necessarily evil, but
arms and legs, slender and lithe despite within their repressive theocracy,
their relative shortness. At the end of common kuo-toa did not possess
each limb are broad, distended and anywhere near enough willpower to
partially webbed hands and feet. Each oppose the ruling castes.
extremity have three main digits and one
opposing digit at its end. Topping their While the bloodthirsty rulers of their kind
bodies are bullet-shaped, piscine heads commonly fit the loathsome image their
hosting a mouthful of sharp teeth and a kind invoke, the silent majority of them
pair of bulging silver-black eyes capable lack the same cruel zeal, conforming to
of independently swiveling to observe a peer pressure and fear of abuse more
situation. than anything else. These common kuo-
toa are more neutral than the nobility
Their bodies are covered in gray scales and when separated from these
with yellowish undertones in males, societies, kuo-toa can adopt
which could vary in pigmentation based philosophies such as pacifism.
on their emotional state, such as a dark
red when angered and a ghostly white
when terrified.
Society
Coating their rubbery skin and piscine
Kuo-toa societies are oppressive feudal
scales are a layer of slippery slime that
theocracies ruled by a Vi-Poolgol, which
give their bodies a glimmering sheen.
translated to "priest-king", and nine
Normally the only clothing that they wear
Oorg-Poolgoopan, also known as
are leather straps to hold their gear since
"priest-dukes".
their slime makes conventional armor
and leather highly uncomfortable. The priest-dukes forms a religious
governing body known as the Sunken
They do have a fondness for
Council, which exercise complete control
accessories of bone, shell, and gems.
over the citizens' lives.
A light stench of rotten fish are
constantly exuded by their bodies. Each council member dictate a different
element of kuo-toa society, with dukes
for fishing, trade, war, agriculture,
History mining, pilgrimage, sacred sites, slavery,
and child-rearing.
Kuo-toas are extremely suspicious, as
well as duplicitous, betraying trust for
their own benefit so long as they believe
they could do it successfully. They are
easily willing to turn in family members
they suspect of crimes to community
officials, and as such are normally
perceived as cruel monsters by most
other races, but this isn’t entirely
accurate.
Kipir nests) made of wood, also
interconnected with walkways.
Physical Description
Kipir who no longer have a twin or their
An evolved form of a winged owlbear twin’s egg never hatched, tend to be
variant known as a Kipine. Having shed groomed for leadership roles. Three of
their 'monstrosity' rating for a smaller them are elected to be the tribe’s rulers,
form and a more civilized lifestyle. and lead until they die or choose to
Pronunciation: Kih-PEER retire. The rest make up the “Council of
Ones”, to aid the rulers.
Kipir stand about 195 cm tall, and lithe
like the elves. They are just as happy All of them wear a necklace. They make
walking on their talons as they are flying. and decorate their own as part of a right
of passage. They tend to make it to fit
Their tough hides are covered in thick their chosen occupation. For example,
fur, black or brown. On their faces, they the warriors have a thick heavy necklace
have feathers instead of fur, generally which holds their shield. The leaders
white. On their heads, they have antlers. each wear one of "opulence” that gets
They have mouths, not beaks. Their handed down from leader to leader.
eyes are almond shaped, with a black Some like to decorate their necklaces
iris. The pupils glow faintly in the dark. with shiny trinkets they have found here
and there.
They have dark grey wings, resembling
those of a wyvern. When crossing their The kipir are adept with their claws and
arms, the wings cover their bodies like a talons. They make pottery and weave
cloak. Their triangular ears come out baskets, make colored dyes and
next to the horns. They can, and brushes, which they trade with other
generally, do, dye their fur and wings races.
various colors, just for fun.
They go to towns and cities two times a
month for trade. While uncommon, kipir
are not unknown in Everden nor in a
History place like Humblewood. If visiting a new
city they tend to stay to themselves.
Just as with many other races in
Everden the history of the Kipir are They have a rich oral tradition, but no
relativly unknown and scholars advocate written language. Their language is a
that not even the Kipir themselves series of growls and chirps, tweets and
remember where their history began. coos. But many of them do tend to learn
common.
It seems as they’ve been around for at
least a couple of hundred of years
according to the documentation of the
Avium. But being a flying creature not
officially excepted by the birdfolk one
can never know for sure how accurate
this documentation is.

Society

They live in tribes, either in a tree house


village, interconnected with walkways, or
mountainside nests (like giant swallow
Lochatah Society

Physical Description It is easy to unintentionally offend a


locathah as they have many unwritten
They have fine scales covering their rules of etiquette. If approached by a
bodies that range from olive green to creature wielding a weapon, a locathah
ochre in color although their stomach will always either flee or engage in
scales instead range from sea green to combat. They do not like to be touched
pale yellow. by other species, interactions with others
are always done at a distance. They
They have fish-like heads with large commonly lead creatures unfamiliar with
eyes, either all-black or all-white (which their territory by their wake-currents.
is viewed as a good omen), toothless
mouths and small fins where ears would They are hunter-gatherers by nature,
normally be. Instead of hair, they have a which has led many to believe them no
dorsal fin and flukes. more than simple barbarians. The
locathah simply pay those with this
attitude no heed.

History Most locathah live in communal tribes.


Those of 100 members or less are
Just as with locathahs on other planets usually simple hunting parties,
they’ve also been dealt a bad hand in dominated by males, but in larger tribes,
terms of their racial history on Everden, they prefer a matriarchal chieftain. The
having been enslaved by nearly every chieftain lays a multitude of eggs that are
aggressive race of the sea, especially by cared for by the rest of the tribe. Kelp
the kuo-toa and ixitxachitl. Although farms and hunting territory are defended
there are still some locathah slaves zealously and religious ceremonies to
dotted around the deeper oceans, most their creator-god Eadro are kept totally
are now free and living in more shallow private, but otherwise, locathah are
waters as nomads. welcoming of strangers.

The reason for their enslavement, in


their minds, was that their enemies took
advantage of periods when the locathah
were at odds with their allies or each
other and thus, fragmented. As such,
they now live in tight-knit communities
and, if others prove to be their allies, the
locathah will prove firm in their
allegiance, trying everything in their
power to keep such alliances together.

Despite said history of slavery, even


when treated with the utmost cruelty,
they do not harbor angry or vengeful
feelings towards their former captors,
though they will do anything within their
power short of threatening harm to their
fellows to escape if enslaved by
someone else. They don't believe that is
shameful to be enslaved, but it is to do
nothing about the situation.
Lizardfolk on whether or not it is good to eat. If it is,
it quickly get their attention; if not, it is
Physical Description ignored.

Lizardfolk are semi-aquatic reptilian Lizardfolk can often become distracted


humanoids. Their skin are covered in at the appearance of food, even if they
scales and varies in color from dark are in combat. They are easier to parley
green through to shades of brown and with after a meal, and a hungry lizardfolk
gray. are completely obstreperous.

Taller than humans and powerfully built, Lizardfolk can be highly dangerous when
lizardfolk are often between 180 and 210 provoked. However, they are not
cm tall and weighed between 90 and inherently evil; they are simply savage
110 kg. Lizardfolk have non-prehensile and have a hard time fitting in with the
muscular tails that grow to 90 cm in civilized world. Those that venture into
length, and these are used for balance. towns or cities are often alarmed,
They also have sharp claws and teeth. frightened, or offended by the
environment. Few try to adapt, let alone
Although non-reptilians struggle to tell assimilate into the planetary societies.
the difference between males and Instead, they feel their part is to learn
females, lizardfolk can easily distinguish about "softskin" ways and in turn show
themselves. them how "real people" live.

Lizardfolk got to keep their skin relatively Lizardfolk females lay clutches of eggs,
moist and needs to wet their bodies from which their young hatch. The eggs
regularly if they are in dry climates. For are kept well protected in the tribe's lair.
this reason they are particularly fearful of The life of a hatchling is especially hard.
desert landscapes. Lizardfolk reaches maturity within five
years of hatching.

As lizardfolk age, their bodies slow


Historia down. Most lizardfolk over the age of 60
spend their days laying on warm rocks in
Lizardfolk themselves believe they were the sun. Although lizardfolk age much
one of the first humanoid races on both the same and have a similar lifespan to
Everden and in the entire Kapitolium. humans—the oldest reach 80 years of
Connected together planet to planet by age—it is rare for lizardfolk males to
their god Essylliss who later lost its place grow old as they usually die in combat
to the god Semuanya. long before.

In their story, lizardfolk had dwelled in


the swamps since the beginning and that
all the civilized races outside had
evolved from weak lizardfolk who could
not endure their harsh life and left the
swamps.

Society

Lizardfolk has no interest in money or


jewels. They also do not value
accumulating knowledge if not practically
useful. They largely value things based
Loxodon Society

Physical Description The world is a simple place to a loxodon.


They speak in casual absolutes - right
Loxodons are a race of elephant and wrong, virtue and depravity - leading
humanoids. They are known as some to wonder whether the loxodon
formidable warriors - they're tough as mind can even perceive subtle shades of
tanks, surprisingly quick on their feet, grey. Debate with a loxodon therefore
and tireless in battle. Loxodons' beliefs borders on uselessness: their minds are
are straightforward, earnest and, above made up quickly, and no amount of
all, unswerving. discussion will alter their path; and they
will bring their full bulk and prowess in
They are about 210 cm tall, elephants combat to uphold even a newly formed
value wisdom and peace over opinion. Matters of loxodon rules and
everything, and do not consider their religion, known collectively as the
kind to reach adulthood before the age Modest Truth, are passed from
of 60. generation to generation, and accepted
with seemingly little deliberation.
Loxodon are also extremely loyal and
can be quite fearsome when they or their Loxodons are naturally confident, almost
friends are threatened. Although they are naively so; they regard any challenge as
very large and strong, they are known to an opportunity to test themselves,
be skilled artisans, especially when it prevail, and prove their personal skill.
comes to stonework.
Their inbuilt armament and natural ability
with weapons gives them good odds
against any threat, and leads to an
History almost unbreakable resolve toward
challenges in general. Their plans and
As with so many other races on strategies toward these challenges can
Everden, the history behind the Loxodon be simplistic at times; as they can't (or
is not always crystal clear. Many of the choose not to) see the intricacies and
races of this planet; often beginning as details of a problem that some other
nomadic tribes, have not kept written races perceive, loxodons tend to favor a
documentation of their individual and head-on, even brute-force approach to
shared history with others, in any form succeed in any situation.
but an oral one. This is also true with the
tribes of the Loxodon that roam the Many loxodons go out of their way to
shores of the Bleakwood Borderlands. seek out difficulty and strife, believing
that any chance to test their will and
According to the Loxodons, they have virtue is a gift.
been present on Everden for many
thousands of years; although their
ancestry is believed to come from
beyond the Material Plane. It is hinted
that their presence here is because of a
blessing from ancient gods, saving the
Loxodons from a horrific fate in their
home plane of existance.

For the Loxodon themselves, the


important story is not about where they
came from, what matters are where they
are going and the teaching they carry
with them today.
Mammothodon numbering over one hundred individuals
commonly seen.
Physical Description
Today however many only know about
Mammothodon are massive, woolly their existance through legends, as they
ancient relatives of Loxodons. They have not been seen anywhere close to
typically stand between 270 cm to 330 civilized society in hundreds of years.
cm tall, with thick, shaggy pelts.

Unlike their plains-dwelling cousins, they


have reduced ears to better acclimate to Society
extreme cold weather. Their trunks
Mammothodon live in tribal units called
typically measure around 150 cm long
herds, lead by a female leader, or
and are remarkable in their dexterity and
matriarch, which is typically the oldest
sensitivity to smell.
and wisest female in the group. Herds
Mammothodon abide strictly to herbivory commonly number between ten and
- they have two sets of molars on both twenty individuals but it is not uncommon
top and bottom jaws that are constantly to see gatherings of hundreds of
replaced throughout their lifespan to Mammothodon in the spring thaw.
cope with the strain of chewing plant
Their society is based on nomadic
matter. Their hands consist of a rather
Clanhood: settling in place to place for
large palm with four short, stubby digits
some period of time, and then migrating
plus a thumb. As such, they are not very
to another one. Most clans don't like
efficient at wielding dexterous weapons.
strangers, as they are not willing to trust
Their feet consist of four nails, are round so easily. Besides the herds and clan
in shape, and have thick padding on society, it is usual to see solitary
their bottoms that cushion their steps - Mammothodons, normally male ones,
this padding can also detect low-pitched that for some reason left their lands and
frequencies and allows the clans to live alone.
Mammothodon to communicate via
Infrasound, which sits just below the
human range of hearing.

Eye color appears to be limited to warm


brown, like Loxodon. Typical fur colors
include grey, brown, and black, though
white-fur individuals are known to exist,
even being quite uncommon. The fur
also can tell the location where the
Mammothodon is from: Black ones tend
to be in mountainous cold regions, Grey
and White ones tend to be on Arctic
regions, and brown ones tend to be on
steppe biomes with grasslands and hills.

History

Mammothodon are nearly as old as the


frigid taiga and artic they call home.
Thousands of years ago they trekked the
land in great numbers, with herds
Manidae today, the manidae have trouble
sleeping in large cities, preferring instead
Physical Description to sleep in the outskirts.

Covered in a thick layer of naturally scaly Nowadays, the manidae are solitary
or segmented armor, the massive form creatures.
of a manis is truly a sight to behold.
Standing about 180 cm tall, and
weighing between 130 kg and 160 kg, Society
the manidae are known for their long
noses, short tails, and round bodies. Although the manidae rarely seek out
each others´company, they make friends
Their eyes, solid black, seem small in with other races quite easily. Most
relation to the rest of the head, and while people would probably refer to the
some manidae lack visible ears, the manidae as "matronly", and it would be
ones that don't have a very keen sense and apt description. They are staunchly
of hearing, manidae skin tends to be loyal to their friends, often showering
brown, tan, or gray in color, although them with compliments or small,
some manidae also appear black, white, handmade gifts.
or pink.
The manidae are peaceful in nature,
resorting to violence only when
absolutely necessary. They're much
History
more likely to attempt to deescalate an
Long ago, the lands were dotted with tiny adverse situation with words or
manidae villages, hidden deep within the thoughtful actions than by point of a
wilds. The inhabitants of these villages blade.
were renowned for their hospitality. and
often opened their homes and hearts to
passing strangers. Unforntunately, this
meant that the manidae were easy
targets for bands of thieves and
marauders, despite their general lack of
valuable posessions. This problem was
exacerbated by the ever-expanding
"progress" of other humanoid societies,
which began to make their way further
into the wilds.

As a peace-loving and trusting people,


the manidae lacked the ability to
adequately defend themselves from the
encroachers, and tried in vain to adapt to
this new, violent way of life. Eventually, it
grew to be too much, and the villages,
one by one, disbanded. The manidae's
deeply spiritual connection to the earth
prevented them from living happily in the
larger settlements of other races. Even
Minotaur Society

Physical Description Labyrinthine patterns are important to


minotaurs, and these decorations appear
A minotaur combines the features of a on their clothing, armor, and weapons,
human and bull, with the build and and sometimes even on their hides.
musculature of a hulking humanoid, but
Each pattern is particular to a clan, and
with cloven hooves, a bovine tail, and,
the pattern's size and complexity help
most distinctive of all, a bull's head.
minotaurs identify family allegiance and
Fur covers a minotaur's upper body, caste. The patterns evolve through the
coarse and thick on the head and neck, generations, growing more expansive
gradually thinning around the shoulders based on clan members' deeds and a
until it becomes humanlike hair over the clan's history.
arms and upper torso. The thick hair
turns shaggy once more at the
minotaur's waist and thickens around the
loins and legs, with tufts at the end of the
tail and around the powerful hooves.

Minotaurs take pride in their horns, the


sharpness, size, and color of which are
related to an individual's place in
minotaur society. Fur and skin coloring
runs from albino white to coal black,
though most minotaurs have red or
brown fur and hair.

History

Minotaurs embody the tension between


civilization and savagery, discipline and
madness, for they stand in two worlds.

Tugged towards violence but bound by


conscience, numerous minotaurs are
driven to rise above their dark impulses.
Such a minotaur seeks the balance
between the monstrous and the refined.
Innumerable minotaurs give in to the
temptations staining their souls and find
themselves thralls to Baphomet, The
Horned King.

Minotaurs must struggle to become more


than the beasts they resemble or else
succumb to the demonic brutality they
despise.
Mousefolk access to protection in both the world
tree and in the surrounding villages.
Physical Description
This caused the mousefolk to migrate
Reaching a little over 60 cm tall, the west and eventually establish what is
Mousefolk often go unnoticed in their today the Free State.
day to day activities. Their diminutive
stature and quiet demeanor make the
Mousefolk inoffensive to most, granting a Society
certain detachment from the major
conflicts and strife of the age. Their fast The Mousefolk are a resourceful and
metabolisms and quick feet give the tenacious race. Mousefolk settlements
Mousefolk a slender build, usually can be found in the most unlikely and
weighing around 11 kg. inhospitable of places.

Mousefolk fur color ranges from white to They tend to build homes in the dark
tan to brown or black, with various shadows and forgotten corners of the
patterns passed through heredity. They world, such as city slums, deep forests,
take care to groom and clean their fur, as scorching deserts, arctic tundras, or port
it represents their family and community. cities in exotic lands; or planets.
A Mousefolk's eye color is either red or
The Mousefolk aren't typically farmers,
black. Mousefolk like to wear
instead preferring hunting, trade, and
comfortable dark colored clothes that
craft to meet their needs. Mousefolk
allow for discretion and a wide range of
caravans are not an easy target for
movement.
bandits, guarded by skilled archers
The concept of personal wealth or glory within and a bristling wall of oak and
doesn’t pervade through Mousefolk steel without.
culture, most actions taken are for the
Mousefolk families extend beyond blood
good of the community rather than the
ties, an individual's entire community is
self. Any wealth or resources gained are
treated as kin. Mousefolk settlers will
utilized for the betterment of the group.
seek out other colonies, and new
Some Mousefolk, however, use their
warrens will arise within close proximity
natural abilities for personal gain. These
to each other. These communities will
individuals tend to be outcasts or black
eventually grow and merge, the
sheep of the clans.
members of each becoming kin to the
other.

History

Early in Everden's documented history,


known through the Avium, a conflict
erupted between the mousefolk and the
birdfolk. Unlike the other races in
Humblewood; who later came to
conclude a peace treaty with the birdfolk
despite their inhospitable attitude, the
mousefolk refused to yield to the
birdfolk's demands in order to gain
Naga Society

Physical Description Because of the flexibility their species


have in regards to reproduction, the
Nagas resemble giant snakes with concept of mates hold far less
heads having a humanoid resemblance. importance among nagas compared to
They typically range from 300 to 600 cm other creatures.
in length and weighs around 91 to
They are known to eat the flesh of
230 kg.
humans, orcs, and other humanoid
There are many subspecies of Naga. races.

The Southsea Nagas on Everden in


particular have found an unusual
History connection with the abyssal areas of the
ocean and its secrets, and have cut their
Nagas were created by the sarrukh in ties with the god who once created them
the early days of the Kapitolium solar and the gods that came after, to now
system as a servitor race to be placed seek knowledge and power for
on many different planets. themselves.
They were created by magically
interbreeding powerful serpents with the
natural intelligence and inquisitiveness of
humans. In their capacity as servitors
they served the sarrukh as guards,
researchers of magic, and explorers of
uncharted lands; and planets.

The first nagas to be created were water


nagas, who were bred for the purpose of
exploring the vast lands and oceans.

Over time, the nagas helped the sarrukh


to establish the foundations of magic in
the kingdoms of Mhairshaulk,
Isstosseffifi, Okoth.

From what the early bits of history can


tell, a great calamity shook the very
foundation of Realm Space, rendering
these Kingdoms scattered and almost
forgotten.

On Everden most scholars are oblivious


to the true alien nature and history of
these monstrous creatures.
Odobenidoid (Walrusfolk) It's difficult to return to such a hard life
after experience what the south can offer
Physical Description in both resources and shelter.

The Odobenidoid (pronounced "oh-doe- Leaving the north is frowned upon, but
ben-id-oid"), sometimes referred to as honorable walrusfolk can receive a
walrusfolk (or more offensively, as reluctant pass if they finish their year's
tuskers), resemble humanoid walruses. work early and muster the resources and
a boat to leave by themselves; a difficult
They have a mostly humanoid body task to be sure, but walrusfolk are raised
shape, but are quite large, bald, and in difficulty.
blubbery. The males tend to have bristly
mustaches and larger tusks, but Less honorable walrusfolk slip away
otherwise the distinction is very subtle. from their trading crews leaving lethal
slack for the rest to pick up. These
walrusfolks are not welcomed back to
the cold north and are often arrested as
History
soon as they would dare return.
While life is rare above the ice of the Alongside other races, the walrusfolk
Thesden Tundra and beyond, their is a can sometimes be perceived as lazy, as
world teeming with food just beneath. those who have left the cold north often
Every walrusfolk learns a role to help the take their lives with a sigh of relief.
tribe hunt these underwater resources, This misconception is usually quickly
dispelled when they decide to do
wether it be sailing, spearing, fising, or
something, stubborn and hard working,
navigating. Each member of a walrusfolk no goal is too difficult to achieve if you
crew must fulfill their role to attain decide to achieve it.
precious resources: meat, fish oil,
crystals. The walrusfolk are welcoming in their
encounter with other races and have no
The walrusfolk and their tribes has problem establishing new friendships,
inhabited these northern regions of but they have a natural disposition to
Everden for generations and their erupt in anger if they are exposed to
obvious injustices.
common history is recorded through an
oral tradition, through stories, legends
and myth.

Walrusfolk adventurers are rare as few


ever leave the north. Every person is
needed to carry their own weight and
more.

Society

Adventurers come only from the traders


who sail south for supplies unavailable in
the tundra. These traders get a taste of a
world much bigger than their isolated
home and in some cases that is enough.
Owlin Society

In general, the owlin blends in wherever


Physical Description
they go in Everden, and has an easy-
Owlin are an owl-folk, or humanoid going attitude that is inviting and
sentient owls, that are distant relatives of pleasant.
the giant owls who reside in the Feywild.
They like to make new contacts and are
Unlike their Everden cousins, the birdfolk not difficult to become friendly with,
race Strig, who are much more muscular however, there is always a twinkle in
and wide, the Owlin race are neat, agile their eye, an element of ingenuity and
and more prone to wielding magic than cunning that probably would make the
their cousins. most law-abiding citizen raise an
eyebrow.
The general appearance of the Owlin are
mostly the same as with the Strig, with a The owlin lives as much for the coming
feather-colorations ranging from light adventure as for the opportunity to root
brown, dark brown, grey, black, white out old, forgotten knowledge and gladly
and burgundy. tell tales from their homeplane, from the
Feywild.
Like owls, owlin are graced with feathers
that make no sound when they move or
fly, making it easy for them to sneak up
on people.

They are often mistaken for their Strig


cousins and might often abuse this
confusion to their own gain.

History

Similar to the harengon, owlins tend to


travel Everden alone, seeking out
knowledge and adventure wherever they
may roam.

Also similar to the harengon is that the


history of the owlins are quite unclear.

They seem to just have found their way


to Everden one day and after some
exploration some of them decided to
stay. Unlike the harengon however as a
race from the Feywild, the owlins has
much more of a clean reputation, if this
has been earned or is just an effect from
them resembling their Strig cousins is
debatable.
Pandalii welcomed the pandalii with open arms.
The two races have since always walked
Physical Description side-by-side.

The Pandalii, sometimes referred to as Society


pandafolk (just like their cousins),
Unlike its calmer cousins, the pandalii
resemble both a humanoid cat and a
likes excitement and adventure, and
small bear.
rarely sits still more than necessary.
They have a mostly humanoid body They can be fierce and hot-tempered,
shape except a large tail, and are quite but have learned from their previous
muscular for their small build. They experiences of war to avoid fighting if
range to about 100 cm and weigh up to possible. However, they defend their
50 kg. A pandalii reaches adulthood at friends to the last breath and won’t stand
the age of 5 and can become about 50 idle if a fight is unavoidable.
to 60 years old.
There are pandalii out there whose thirst
for reparation and revenge has caused
them to break away from the Greenwood
History society and choosen a more violent path
such as bandits, pirates or more shady
During the same era as when the professions.
xiopans were a nomadic people, there
was a large kingdom in the Feywild In either circumstance if you win a
where the pandalii had their home. pandalii's loyalty and trust, you have a
friend for life.
They were a proud race that worshiped
the archfey Prince Hyrsam, and were
explorers of both the Feywild and the
Feydark alike.

Over time, however, strife flared up


between the pandalii and the fomorian,
resulting in a full-scale war that lasted for
several years. During the last battles,
before the fomorians broke through the
boundaries of the kingdom and
destroyed the homeland of the pandalii,
a great betrayal came to light. A betrayal
that led to the death of King Telor and a
deep wound in the heart of the pandalii
people. The war had been staged by
Prince Hyrsam himself for his own
pleasure and to spread unfavorability in
the Seelie Court.

As the homeland was on fire, the


pandalii fled through the Feywild in
search of a new home and eventually
met the xiopans, who in their kindness
Porcein It is however known that for a long time
the porcein has been present in the
Physical Description Crescent Commonwealth helping to
shape it into the trade route it is today,
The Porcein are a race of pig people and establishing both successful trade guilds
distant cousins of the Gakhai. and craft guilds that has spread across
the continent.
While they are typically on friendly terms
with earthbond races, the porcein are Many younger porceins also enlist on
usually perceived by the birdfolk with merchant ships as mechanics or
slight disgust due to personal differences deckhands.
in social mores (or the lack thereof).

Porcein have a culturally high tolerance


for dirt and behaviors most find rude. Society:
This is in part because porcein actually
Porcein are often seen as rude, but in
have very sensitive skin, which often
truth their social standards are just not
leads to an avoidance of direct sunlight
as high as others. They are not
and baths.
malicious, and often become quite
Note that they are not filthy only dirty. embarrassed if these cultural differences
are addressed.
Porcein at their full height stand from
about 150 cm tall, though they usually Porcein love to eat, and often reject
have terrible posture and hunch over standards of beauty set by other
making them seem shorter than they humanoids. In their eyes, bigger is
are. usually better.

Their skin tone ranges from a pale pink Smaller and more personable than their
to a light brown, and some have fine larger cousins, teacup porcein politely
body hair throughout their bodies reject the lower standards of their
regardless of gender. brethren and immerse themselves in the
finer culture of humanoids. Their bodies
Males are usually bald, but not all. Hair are more nimble, and because they are
color ranges between blondes, browns, so small they are often viewed adoringly.
and black. Like Gakhai, porcein do not
have humanoid feet and instead have
hoofed toes. An underweight porcein is a
rare sight, and most try to maintain a
"pleasantly plump" figure.

History

Everden's history does not tell whether


the porcein ever was a part of the
gakhai, and encounters between the two
races seem to be taken only with a shrug
in modern times.
Ratfolk
Physical Description Society

Ratfolk society is similar to what one


Ratfolk are very small humanoids, with
would expect in a more honorable
the absolute tallest of their race being
thieves' guild; Pickpocket from those
just about120 cm tall, and the heaviest
who have more than they need, never
about 40 kg.
steal from another from the group, and
They have either sleek or rough fur, never travel without an accomplice.
which can be white, black, grey, or,
These three unwritten rules have
rarely, green. Their eyes can be brown,
allowed most ratfolk societies to prosper
red, white, or black. They have a long
as places of prosperity, at least for those
tail, about half of the height of their body,
who live there. The leader of a ratfolk
and small claws, with large teeth.
society is called the Highwhisker, and
Despite the general similarities, the they oversee similarly to a king, though
ratfolk have no relationship with neither the ruler is decided every three years by
the mousefolk nor the jerbeen, and are a contest to see who the best thief in the
at first glance larger and slimmer built land is.
with longer snouts.
Ratfolk are typically not seen as the
most trustworthy by most races, due to
their reputation of pickpocketing even
History those that they invite into their home,
however their ability to procure the most
Ratfolk have always been a neutral expensive items and reagents in the land
nation, preferring to dabble in makes them a necessity for most trade
commercial affairs compared to nations to trust.
militaristic ones.

They originated in the depths of the


Underdark, a race that would seem to go
extinct, for while other races had
aggression, brute force, and magic, the
ratfolk only had cunning and the ability to
flee.

However, despite the odds, their


excellent fleeing abilities allowed them to
survive in the brutal Underdark, until one
day, they eventually escaped to the
surface. On the surface, the ratfolk did
not believe they would be able to fight
with the surface-dwellers. So, instead
they became merchants, tradesmen, and
artisans, giving what other races
needed, provided they had the right
price.
Rhoxodon forget their grief and turn to that of
simple, plodding animals.
Physical Description
Those who had lost the most in their
Rhoxodon are a race of humanoid rhinos numbers, like the black rhoxodon, were
that stand on their two hind feet. Their adamantly opposed to giving up their
thick, leathery armor-like skin tends to be sentience, as they wanted to remember
colored by hues of browns and greys, their dead with dignity and pray for
which varies from subrace. It has slight vengeance. Eventually, there was about
hairs that are scratchy like stubble and a third who wished to become simple
very short. animals. The shaman prayed to their
highest deity and cast a permanent spell
Their eyes tend to be black brown and on those who consented, turning them to
amber in color and are very small. Every regular rhinos. The remaining rhoxodon
rhoxodon typically has a primary large scattered across the land in look of
horn and a secondary horn behind their shelter and strength.
primary on their snout, except for the
greater one horn subrace. Females
usually have smaller horns. Their head
Society
shapes are just a bit flatter than a typical
rhino, with their eyes more closely set Rhoxodon are a nomadic race in small to
towards the center, rather than on the mid-sized groups. They are no longer led
side, allowing them frontal vision. by a king as a united nation but under
several shaman tribe leaders.
Their bodies appear deceptively flabby
and out of shape but they are actually Rhoxodon are well-versed craftsmen
quite toned in muscle as a race. Their despite looking like simple brutes. They
arms and legs end in humanoid hands have traded prior with the Badgerfolk so
with nubby, thick keratin nails. They also some might be adept at forging. Others
have a small thin tail with whisk like hairs are skilled weavers of colorful tribal
that are mainly for swatting about in the tapestries. Rhoxodons, however, are not
heat. firm believers in armor, as that is
cowardly to them since they have their
armored skin.
History

Rhoxodon are a race of nomadic


peoples flung across the swamp fields,
higher mountain steppes and tundra
terrains.

According to their history, there were


once no rhinos, only rhoxodons. Many
rhoxodons in their early history suffered
at the hands of other races for a long
time, especially the gnolls. Their leader,
a shaman by the name of Hozkah, heard
the cries of his people. He gathered the
rhoxodon and asked if they would like to
Salamander literally see or tangibly touch rather than
theory concepts to construct their lands
Physical Description and adapt their living conditions
accordingly.
Like their cousins the Lizardfolk, the
Salamander is humanoid in structure Many salamanders live in underground
and scaly in texture. Their spines and cities and rely on their kin they send on
scales are slightly more tempered than pilgrimages to return with knowledge and
their forest and cave brethren. new technology for their lands to thrive.

With their long tails and nasty bites, Salamanders have a wild variety of
these creatures can leave a heavy personality and connections based on
impact on the world around them. They their successful pilgrimages and the not
exist as a subrace of elemental from the so successful.
respected elemental planes, giving them
They tend to be wizard students or
different atmospheric species based on
squires for knights as they are eager to
where they live.
learn and desperate for a better life for
their homes.

History

Salamanders are naturally spawned


from the elemental planes and have
since scattered into the Material Plane
one mander at a time.

Naturally hated by their cousins the


lizardfolk and lizardmen, the half raced
elemental creatures live in seclusion of
the other atmospheres. Natively living in
the deserts, this is not always possible.

Most Salamanders also mingle with


society to obtain a better living for their
race and not have to fear war with their
cousins.

Many Salamanders also have innate


spellcasting with their elemental
bloodline and become mages to hide
their ancient savage nature.

Society

Salamander society is mostly ancient


and primitive in its minimal technology.
Though very adaptable, Salamanders
mainly use the knowledge that they can
Selachian (Sharkfolk) outside world. Selachians tend to delve
into the darkest parts of the ocean,
Physical Description hunting in packs to track down and kill
larger prey and targets.
Selachians are large, brutish humanoids,
with the upper body of a shark, with Each family of Selachian is considered
humanoid arms and legs. their own house, which they show from a
combination of scars, typically in a
They are larger than most humanoids, symbol or letter, such as a V slash on
ranging from about 180 cm tall, and they their shoulder to show they are in house
are very muscular, weighing around 180 Venus, or a scar shaped like a knife to
kg. show they are in house Slash. The
eldest and strongest Selachian is the
Their skin can vary in color, due to how leader of each house, and the other
many sharks there is, but they typically Selachians listen to their orders.
have a white underbelly, with a grey or
ocean blue back. They possess no hair Selachians are disliked by merrows,
at all. lochatah, kuo-toa, kancirin, and illithids,
for separate but similar reasons. All of
this hatred has led them to have a lot of
History hostility towards other races, but they
have a very close kinship with the
Selachian are distant cousins of the Sahuagins.
Illithids, being offspring of a terrifying
mating process of a (short-lived) peace
agreement between the Sahuagin and
the Kancirin.

Selachians grew to be more close to


Sahuagins in nature, causing the
Kancirin to break this treaty, and launch
attacks to try and exterminate these
creatures, before they could ruin the
reputation of the graceful Kancirin.

However, the Selachian did not just


survive, but they thrived and spread
through out the Kapitolium in the thrill of
combat and blood, allowing them to gain
the trust of the Sahuagin, and survive.

Society

Selachians settlements are built in coral


reefs, rocky coats, or underwater cliffs
bordering a deep abyss. Selachians care
little for the passage of time, often living
for years without interacting with the
Sahuagain hunts are often so savage that they can
leave an entire ecosystem ravaged in
Physical Description the process. Thus, the seafloor near
their dens are always barren of life.
The sahuagin, a wicked being with the
the build of a human and the features
and the savagery of a shark, live
Society
beneath the waves and defend their
territory against anything that would get Strength in numbers applies best for
in their way. sahuagin. Their size is certainly bigger
than a kobold, making them more
Sahuagin are usually green-skinned,
deadly. This is, however, a foil for their
with scales like that of a fish covering
inherent selfishness. Each sahuagin acts
their body. Like fish scale colors, it is
on their own self-interest. However, as
darker colored on the back and lighter on
they all seem to think alike, their actions
the belly. Many sahuagin have dark
make them seem like they coordinate as
markings early on, but these generally
well as a school of fish. Within a pack of
fade with age.
sahuagin can be as many as thirty to
Sahuagin are highly piscine humanoids, fifty. They can easily swarm and
with webbed feet and hands, gills, and a overwhelm the hull of a midsized ship.
finned tail. They also have webbing
where ears would be on most
humanoids as well as down their spine.
Their eyes are said to glow in the murk
of the deep where they lurk ad hunt.

History

Sahuagin are creatures as old as time,


existing from when the ocean was a
primordial place, and proto fishfolk swam
among them. None were so vicious as
the sahuagin, who were the hyenas of
the deep. Unlike the giants like a
plesiosaur, sahuagin did not need size to
gain ground in an underwater scuffle.

They know no honor, and so swarm any


enemy as one. None could withstand
their attacks in numbers, as they were
like piranhas. They dominated even
large enemies, knowing no fear of death.

Eventually, they carved out their own


place in the ocean's depths, a place
where no other creature dare treads for
fear of these pack hunters. Sahuagin
Scuirian People laugh at this so-called blessing,
as this form severely diminished the
Physical Description scuirians' strength and size. It also had
given them a mental propensity towards
The scuirian are a very easily spottable curiosity and leaping before looking.
race. They resemble humanoid squirrel- However, the scuirians took this in stride
like beings that have either bright and continue to be guardians of the
orange, shimmering grey, or glossy black forest, even though they often act as
fur. Large pointed ears protrude from the solitary agents not in cahoots with the
top of their heads and are often crested political ideals of other races.
with tufts of fluff. Their tails alone are
usually larger than the majority of their One of the plus sides of this form is that
small bodies. they are indeed nimble. Their numbers
have also greatly increased due to
While normal squirrels have a poorly enlarged litters.
formed thumb on their paws and
therefore need both hands to grasp
something, the scuirian have fully
Society
prehensile hands. Their arms are rather
short in comparison to their long body. The scuirian communities are tight-knit
and very much bound to their duties as a
Many of them don the attire of warriors,
race of land protectors. Most of the
usually armor and such. They wear their
scuirian population is based around their
battle scars proudly.
tree cities deep within forest inhabited by
Their size is small, a scuirian never others and in coniferous dwellings where
becomes larger then 120 cm and can they can survey the forest.
live up to about 60 years.
They mainly stick to themselves, with
only a few ever growing into the
independent phase to leave home and
History travel. They are built around a loose
regiment of militaristic activity in their
The scuirian are a race of forest-dwelling cities, always on guard for evil creatures
humanoids from times when Everden that might harm the land.
and the forest was still young. They
once served as protectors of the entire Their forms as these furry, adorable
continent, from the far west to the cold creatures have often fooled many a foe.
north and were one of the new lives to Due to their aid in many battles against
have sprung from the warmth bought yikarian and lizardfolks in the southern
from the Plane of Fire. forest, they have earned the respect and
alliance of the very tiny elven community
Due to their devout faith to the land, The that can be found on Everden.
god Ratatoskr wanted to give them a gift
that would aid in their work. He settled They put full faith in nature gods like
on the idea of speed and decided that Eldath, Ratatoskr and Chauntea, though
squirrels were the fastest in the land. they also respect the Seldarine.
And so the humanoids turned into the
scuirians. This cuteness factor also aids any who
decide to strike out on their own. Most
humanoid races have heard of scuirians
and are very welcoming of their race.
Saurian
Physical Description
Scuirian weakness is their hyperactivity,
which is known to guide their actions and The saurian are not to be confused with
emotions to polarized ends. They mean lizardfolk. They are said to have a much
well often, but can sometimes go too far. more humanoid appearance and a long
curled up tail. According to history they
Despite their jitters, scuirian are not
come in the colors: red, green, blue, and
flighty. They believe in holding the line
purple.
for others, surrendering only for the good
of the group. As such, they make They also do not have fins like lizardfolk
stalwart and steadfast allies despite their and are said not to like to swim very
appearance. often. According to the Avium, they had
an advanced knowledge of steam and
Due to their diminished strength,
the use of poison.
scuirians have learned to rely on other
tactics to defeat enemies. In their home Having tongues that ccould elongate to
territory of the woods, they often employ up to 5ft that could deliver a sharp and
traps, as a kobold would. precise blow, which slowly poisoned the
victim until they died or found a cure.
On the road, they are usually much more
Not much else is known about this
cautious, particularly in unfamiliar
ancient species.
settings like bustling cities or waterside
coast towns.

History

The saurian are a proud reptilian race,


they made astounding advanced
technologies and used to produce the
smartest minds in the ancient days of
Everden. This was until they were
attacked by the other amphibious
creatures, like bullywugs and lizardfolks.

Records states that they feared how


other civilizations would steal their grasp
of magic and technology, so they hid
away and let their paranoia get the better
of them. They have not been seen for
eras but rumors say they are still out
there.

Society

Little or none is known about the Saurian


society; if there even is one.
Tortle Society

Physical Description Most tortles had the notion of having


their houses on their backs, which mean
Tortles are reptilian-looking humanoids that they rarely felt homesick or the need
with large shells on their backs that are to lay roots in any single place. They are
capable of containing their entire bodies. eager to learn new customs and find
beauty in the most ordinary things.
They have leathery skins that vary Despite spending much of their lives
between olive-green to blue-green hues. isolated, tortles like to form strong
The dorsal portion of their shells is friendships.
usually darker than their skins, while the
ventral portion is lighter, usually with Tortles only reproduce near the end of
yellowish tones. their natural lifespans. When their young
hatches from their eggs, they spend the
Tortles rarely ware any clothing, favoring remainder of their lives sharing all their
instead belts and harnesses to carry life experiences with whoever wants to
their belongings. They have little listen and teaches survival skills.
tolerance for cold, and usually migrate
away from temperate areas when winter Young tortles would become orphans
approaches. after about one year, by which time they
were expected to be able to fend for
Although generally poor swimmers, themselves.
tortles are capable of floating on water
and could hold their breath for over an Usually keeping to themselves, they tend
hour. Their high buoyancy granted them to live alone, but keeping in close
the ability to cross swamps, mud, and contact with their nearest community.
quicksand with little difficulty.

History

Tortles are common in the southern part


of Everden, along the Crescent
Commonwealth and beyond. Tales tell
that tortles even migrated afar the know
border of the Southsea and even further
away past the Material Plane.

They can often be found as crew


members on ships, trading vessels and
even pirate ships.

As for the recorded history according to


the tortles themselves they find that
history doesn’t really matter. It’s much
more important what you make of the
time you have among the living.
Wolffolk (Ulvaki) In time, their hunger for revenge and
battle was saturated and the strife was
Physical Description directed inward, toward the clans.

Wolffolk look humanoid in their general A few clans found to continue following
shape and build. They stand around 150 Father Fenrir, heading north beyond the
cm tall, with male wolffolk being a few Thesden Tundra, while the majority of
cm taller. They are not very muscular, the clans found peace of mind in Mother
but have a lean build. Diana’s teachings.

They have wolf-shaped heads, with low However, this was thousands of years
hanging tails that match the fur that lines ago and times are changing. The winds
their bodies. The fur on their bodies in the north speak of unrest, but the
tends to be a bit thicker than other enemy has yet to make itself known.
beastfolk due to their acclimation for
northern climates. Their fur color is
various, but generally turns grey as they Society
get older.
Wolffolk are contemplative and careful in
Wolffolk like quality clothes that are well- their speech. They really do look before
maintained and free of blemishes. Even they leap, and it is not unheard of for
those who live solitary lives keep their people to seek out wolffolk for advice, or
clothing in good order and actually view even to hire them for such a function.
those with soiled clothing with mild Though they rarely accept it, wolffolk do
disdain, viewing orderly apparel as the enjoy any kind of mental challenge, be it
first step to perfecting the self. magic, politics, inventions, or math
Wolffolk are most strongly affiliated with equations.
the Bearfolk and most of them make Though quiet in speech, wolffolk are not
their home in Sútfold, though a afraid to speak their mind when it is
respectable number of wolffolk can be needed. They simply wait for the right
found in the Free State and as far moment, when they know their words
southeast as the Greenwood. and ideas will have the most value. It's
not uncommon for people to quiet
themselves to allow a wolffolk to speak.
History

The Wolffolk have been wandering on


Everden's soil since its early beginning
and perhaps that's exactly why they tend
show up where things happen.

It is said that the wolffolk once were


slaves to a race now fallen out of history,
or that were driven to the brink of
extinction, fleeing deep underground.

It was through their faith in Father Fenrir


and Mother Diana that the heroes of old
rose and liberated the clans.
Xiopan (pandafolk) heard their grief and bestowed upon
them the knowledge of the four dragons,
Physical Description giving the xiaopan a way to master the
ways of chi, the mystical energi that
Hailing from the far off jungles and deep resides in all living things.
within the mountains in several places
throughout both the Material Plane and The Xiopan of today are exceptional
the Feywild, comes a large society of the warriors and defenders of peace.
race know as xiaopan, or ”pandafolk”.

Xiopan are bearlike beings capable of


Society
standing bipedally like a humanoid,
allowing them to reach tall heights. The xiopan are herbivores, and take
great pride in cultivating the earth they
Their bodies are covered in a pattern of
live on and call home.
black and white fur. Their face is usually
white with round black ears and black From the days of old there are four
circles around their eyes. Unlike the clans: Tianlong, Fuzanglong, Dilong and
typical panda, they have fully prehensile Shenlong. Each clan has its elder and
paws with an opposing thumb. Portions each elder has representatives
of their fur can also grow longer to make throughout the xiopan society.
things like whiskers and beards.
On Everden, in the Greenwood, empress
Despite their large size and powerful Xianzi Mistsong sits as the leader of the
stature, the xiaopan are remarkably kind world tree, Telperion, and as defender of
and social creatures. Some xiopans the Greenwood Expanse.
even travel to far off lands and join long
adventures for the simple reasons of The xiopan can be fastidious about their
making friends. training, but are generally laid-back.
They enjoy slow meals where they can
forget about hardship and problems,
preferring to spend time socializing with
History
others. They value friendship and
The pandafolk are a peaceful race relationships greatly, and are always
dwelling amongst the bamboo forests on willing to help a comrade in need. To
mountains throughout the Greenwood some xiopan, friends are as simple as
and in parts of the Feywild. those willing to break bread with them.

They were originally nomadic, travelling


as the groves of bamboo rose and fell.
However, with the wisdom endowed to
them by the god Loong, they learned to
cultivate their own crop and so settled in
fertile valleys on many different planets.

However, being docile and a bit roly-poly,


they were ill-equipped to face the
predators and other threats which would
often be found on new worlds.Their god

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