The world of The Lord of the Craft contains a multitude of races that you can play as. Some, such as the Human, Dwarven, Elven, Orcish, and Halfling races, are playable once you join the server. Others, such as Kharajyr, and the Orcish Olog subrace require an application to play as.
- 1 Human
- 2 Dwarf
- 3 Elf
- 4 Orc
- 5 Other Races
- 6 Hybrids
- 7 Shelved Special Races
- 8 Creature Application
Humans, known collectively as Mankind, (Common: Humanity; High Imperial: Orenia) is the most dispersed and numerous race within the mortal realm and amongst the fellow Descendents. Claiming original kith and kin to Horen, the first King of Man, Humanity has become one of the most influential body throughout the known world, holding dominion over their cousin Elves countless times in their history and establishing one of the largest, most successful empires in recorded time: the Holy Orenian Empire. Predominantly following the Canonist faith, with numerous others practicing traditional pagan or the Qali-dominanted Iman al-Rashidun, humanity is known for its delving and meddling ambition and short life-spans, stretching typically around 100 years. The modern domain of mankind has traditionally been ruled by a single monarch, either in Imperial style as the Holy Orenian Emperor or as the widely considered lesser title as King of Oren. There are four different variations of Humans:
Heartlanders reside mostly in urban locations, like big cities and towns. They tend to be more sophisticated than other Human sub-races, especially in the upper eschelons of the Heartlander society. Most men would be trained in combat, whilst women often find themselves in domestic roles. Nobility is considered an important part of Heartlander culture, due to this there is often an established hierarchy. Cultures such as those of former Salvus, Renatus, Auvergne, Savoy, Courland and Seventis can all be considered Heartlander cultures.
A proud and hardy race, Highlanders are the branch of Humanity that dwell in the rougher corners of the world. Often found braving the elements in the far north, or battling threats on the frontier. Some of the toughest and most rugged heroes of Humanity have emerged from the ranks of this proud people. Highlanders are typically larger than their fairer cousins due to the harsh constraints of their homelands only allowing the strongest to survive. It is not unusual for highlanders to sport copious amounts of facial hair, with some Highlander cultures regarding this as a symbol of masculinity. Highlanders are fair skinned with hair color ranging from blond to dark brown, and though rarely, some Highlanders have been known to dye their hair as a ritual for battle. Highlanders usually display brash and aggressive personalities that are likely a result of the highly warlike and hierarchical societies from which they originate. Highlanders typically follow the standard aging of descendants of Horen, not living far beyond eighty (80) years of age naturally, yet the oldest reaching a hundred and fifty (150). Due to the harsh lifestyle of the Highlander people they often meet death earlier than others. The Highlanders experience the same curse as the rest of the progeny of Horen, with very short lives.
Any human that is not of the Heartlands or the Highlands—which is to say, any human from a far-off or exotic land—is called colloquially a "Farfolk". As such, they have various different shades of hair, skin, and eyes, and have numerous sub-cultures relating to the lands they originally hailed. Peoples from nations as diverse as the Sons of Karaman, Kadarsi, Mèllè, and Li-Guo all fall under this category.
Adunians are a half breed descended from a tribe lead by Harren, the son of Horen, and Sarai, the leader of a group of elves known as the Mali'Dun (this means Adunians are part-elves, though not all half-elves are Adunians, only the ones descended from those specific groups). The Adunians once occupied a mountain range on the Northeast coast of Aegis, but their rule was overturned in fourth century and they were banished across the sea. The Adunians settled a small continent to the Northeast of Aegis called Al'Ildic, where they thrived until the Undead Invasion in the fourteenth century which almost vanquished them from existence. Survivors fled back across the sea to Aegis and integrated themselves with human society. Several attempts have been made to reunify the Adunians since, such as Artorus Elendil's Orenian duchy "Westfall" (originally owned by the Vivyaen family), and his grandson Lachlan's "Kingdom of Adunia." Adunians have been split since, being around the map, notably in Oren and Al'Faiz (Both Arcas) However, as of recently, attempts are being made to unify the race once again.
Dwarves (Dwarven: Dwedmar; Raevir: Dwarfskis; Batavian: Dwergen; Elvish: Bortu; Blah: Stowts) are a descendant race and the sons of Urguan. Although thought to be native to the Aegisian city of Kal'Urguan, it is often debated that their origin lies in the Hall of Urguan, an ancient ruin hidden in the fallen continent of Athera. Birthed as eight Elder Clans, the dwedmar have endured through their fruitious lines, also forming various lesser clans throughout their history. Dwarfkind is governed by the Kingdom of Kaz'Ulrah.
Despite being known for their short stature, Dwarves have cemented themselves as one of the more formidable descendants, being the only nation that has withstood Orenian imperialism and expansionism. Urguan has never been conquered or owned by an outside entity and are known for defensive innovations in response to greater numbers.
Dwarves reside in grand underground settlements, large metropolises dug into caverns and mountains that serve both as steadfast fortresses and trade hubs. The use of settlements built above ground has lessened considerably since the Siege of Indagolaf, a battle in which Urguan managed to force a bloodied stalemate against adverse numbers using advanced defensive techniques. It was then widely believed by the conglomerate of Indago Stormhammer and succeeding administrations that it was both far more resourceful and practical to make use of mountain holdings.
Akin to the orcs of Krug, Dwarves have fashioned their society and culture off of honor, loyalty and valor. Dwed society is comparable to orcish culture in its ideals but sways further towards Oren in its development. From these ideals, they’ve spawned a militaristic and entrepreneurial civilisation that follows the morals of The Brathmordakin, the only recognised dwarven religion.
Mountain Dwarves (Agnarum Dwedmar) are a strong and hardy race of Dwarves which call the vast mountain ranges of the world home, often creating sprawling mountain fortresses and cities that loom over the worlds beneath them. For a Mountain Dwarf the fresh air of a mountain summit is the smell of home, the snows from the thin-aired heights a welcoming sign of hospitality. Mountain Dwarves prefer an axe in hand over hammer or sword and find that mining is not something that comes easily to them, preferring to be in the skies rather than the ground. You can always find a friend in a Mountain Dwarf with an offering of ale.
Cave dwarves (Umgorum Dwedmar or Cave Dwarves) are a subtype of Dwarves whose blood roots all the way from Urguan himself. Their prowess in mining and mineral research is legendary and well known, often proven by their cities, which are carved from the bellows of the mountain. Unlike Mountain Dwarves, Cave Dwarves are rarely trusting of other races, and usually despise them or just work with them professionally. That doesn't make them un-social, as Cave Dwarves are just a spirited as their brethren, although they keep it within Dwarves and their clans. Many of these Dwed are often in the higher positions of the Kingdom or in the depths of their grand mines, as they are not usually the ones known for adventures outside of the deep stone homes and delves they inhabit. Of course, this means that their tunnels and excavations below ground are even more glorious than some structures that Elves or humans may build over centuries.
Forest Dwarves are truly the most unique of the Dwarves, often not even living in their lands but rather living in solitude in forests or even with other races and groups such as elves and druids. This has made some of then highly dislike the other Dwed, which is sometimes mutual, but more often they have at least some friendly connections with the Grand Kingdom of Urguan. Seeing a forest dwarf in the Dwarven legion is not as rare as one may think, and tales oft speak of heroes with Forest Dwarf origins.
They are often travelers, roaming forests months upon months, meaning that they tend to have learned the ways of the forest and can navigate through them with more ease than any other Dwarven sub-race, and even those from other Descendant races. Despite this, their Dwarven honor and dignity still shine, as does their greed, which in contrast to their cavernous brethren, sometimes goes in directions which are not gold related.
Dark Dwarves were originally born from the unlikely union of dark elves and the various dwarven sub-races. They have a skin color ranging from ashen grey to coal black, eyes that seem to glow with a fiery hue and any hair colour native to the dwarves. Dark Dwarves delve in the depths of Dwarven holds to tend their forges and to study the alchemical and arcane arts.
The general build and body shape of a dark dwarf hinges greatly on their ancestry. Those with the blood of mountain Dwarves tend to be stern and taller than their cave-related brethren, whereas forest-descendants are usually thinner and lighter footed. Unique to them, Dark Dwarves all have skin color ranging from ashen grey to almost obsydian-black. Their hair may be of any color, though black and red are the most frequent. What sets dark Dwarves apart from their kin is their eyes. They all have fiery eyes ranging from the shades of bright flames to as dark as cooling magma. Though their eyes radiate a slight glow, nothing else is special about them and they lose their glow as soon as the dwarf dies.
Elves, also known as Mali in the Elven Language, are the swift footed and keen-eyed inhabitants of many different terrains, cultures, and races. High Elves live chiefly in their Silver City, Wood Elves in the trees within their forests, Dark Elven have caves and other underground places for their homes.
The elves are the longest lived of all the races, some living well over a thousand years. Although they are the longest lived, they have the least new births out of all the races as a result of Iblees' curse, only reliably fertile for the first five centuries of their lives and with Elfesses only capable of conceiving ten to fifteen years after their last birth. This makes pregnant Elfesses a very rare sight. It is also very unusual for more than two siblings to be seen growing together in the land of the elves, as elves mature quicker than some of the shorter lived races, reaching the fullness of puberty in about two decades.
The most diverse of the elven sub-races, the Wood Elves, are a people closely tied to nature. They live in the eastern part of the Arcas, in The Forest Realm of Irrinor. The wood elves are also known as the Mali'ame, which means "Elves of the Forest" in the ancient tongue. This is obvious enough, as Wood Elves are happiest within the wilds, and it was in the deepest forests of the ancient world in which the race was born. Their name in the Common tongue- Wood Elves, likely comes from an old mistranslation from interaction with humans, but it is a name many Wood Elves have embraced with pride, as it conveys the humble, earthy nature of their people.
Wood Elves are known for being mysterious, expressive creatures, unlike their High Elven cousins who act reserved and proper. Mali'ame excel in naturalistic practices such as hunting, tree-farming, and druidry. The best archers and bowmakers in the world are wood elves.
The High Elves are the tall, fair-skinned children of Malin. The majority of them call themselves the Mali'aheral, or "Blessed Elf" in ancient Elven, as they believe their heritage makes them the 'highest' of the races. This name later evolved into 'High Elves' in common speech. Many believe the 'High' stands for their proud and obnoxious treatment of all others. The culture of the High Elves is based upon racial purity above all else as they despise interbreeding with other subraces. 'Pure' Mali'aheral, or those who are 100% of High Elven blood, are referred to as Mali'thill to further distinguish between High Elves who are pure and those who are not. Most Mali'aheral live within the nation and lands of Haelun'or. Other High Elves who are either not regarded pure enough or do not belong to Haelun'or are also found throughout the lands.
High Elves are especially famed for their pride, their ambitious practice of the sciences and arts, and their acquired skills in magic. It is often assumed that High Elves consider all races beneath them. This is only partially true, as most High Elves are likely to hold impure High Elves in low regard and generally ignore other races.
The Dark Elves are the dusky skinned children of Malin. In ages past they were called the Mali'ker by their High Elven cousins, meaning Dark or Night Elves, but are known as Dark Elves in Common speech. Physically, they tend to be slightly taller than Wood Elves but shorter than High Elves, and are the most muscular of the Elven sub-races, though still frail in comparison to the other Descendant races. Their skin tone usually ranges from a light gray to jet-black, and their hair varies from pale white to silvery or dark hues.
The Dark Elves are a passionate, spiritual group, with their culture based around expression and their roots stemming from devotion to family and worship of the Ancestors. While the High Elves are reserved, Dark Elves are almost their polar opposite - as shown from the way they dress and speak, everything comes from the heart of a Dark Elf. However, though a Dark Elf may favor action over inaction, their centuries of experience still guide them away from acting rashly or foolishly.
Orcs are the descendants of Krug, native to the former War Nation of Krugmar of Aegis. The Common term "Orcs" refers to the natural, strong and honorable descendants of Krug. Legally, however, an Orc can be a citizen of any race that has earned his place among the Orcs of the Iron Uzg.
No race is more adapted to the harsh deserts and its predators than the muscular Orcs. Masters of combat and wrestling, these often seven-foot high goliaths can destroy most prey with their bare hands. To an Orc, the most important thing is the hunt and the protection of his tribe and clan. For that reason, they do not intermix well with foreign cultures. They have a mutual enmity and respect for the Dwarves because of their ferocity and strength. However, they think less of other other races simply because they’re not strong enough. Where other races establish cities and build monuments to their predecessors, Orcs establish tribes and build mighty clans around the mythic figures of the Spirits and their Ancestors. Orcs tend toward nomadic life, and what villages they do choose to establish are usually built from the ruins of other cities, swallowed and spat forth by the drifting dunes of the desert.
Although Orcs can naturally live longer than Humans, their warring lifestyle often ends them before their natural lifespan. The oldest Orc to ever live was Craotor of Clan Lur, who died of old age on the turning of his four hundredth year (one-thousand Orcish seasons). Orcs are just as prolific as Dwarves and Humans, but their children have the shortest period of puberty of all the Descendant races, sometimes reaching full adulthood in only twelve years. Orcs are also the most likely of their brothers to cull their own, whether purposefully leaving the incapable behind in the desert, or removing the weak through ritual trials. However, the strength of the clan is paramount in an Orc's eyes, and they will defend their young and wise to their very last breath - even if only to provide enough time for the wise to show the young how to best attack after their elder clansmen have fallen.
Goblins are fickle creatures, the smallest and most unique Orcish sub-race. Their meager strength and size sets a peculiar dynamic within the War Uzg, an entire bloodthirsty subrace of Goblins lacking the strength to often succeed in direct conflict has warranted Goblins to instead use their extraordinary intelligence to construct machines of war and tinkered tools to aid their brethren and themselves in battle. Often bullied by their kin due to their lack of strength, the ever-resilient Goblins stand stalwart with their kin, aiding in the Uzg's otherwise cumbersome wars with their grand assistance through crafts of war.
This is not to say Goblins do not battle in wars, while the weakest, Goblins are no less bloodthirsty than their kin and revel in the heat of battle with their brethren; though their lack of size usually displaces them to the backline.
The direct opposite of the small and intelligent Goblins, Ologs are extremely large and extremely dumb. This relegates them to mostly raw muscle roles within the Uzg, whether it be warring, guarding, or even menial labor.
As they are currently a Special Race, Ologs require a CA (Creature Application) to play. More information can be found in the section below.
Halflings are a short, stout people of Aegis. None is known of how they came to be, but it is believed they are a hybrid of Humans, Dwarves, and other races. Because of their short height of about 3 feet, Halflings are often called Half-men. They are well-known for being peaceful people, and live in small isolated villages, and live in houses called burrows. Halflings are well known as farmers, smokers, and drinkers. They hold some of the best parties known to the four races full of booze, games, and dancing. Many Halflings prefer a simple life isolated away from civilization, but a select few live in cities and towns. Halflings have a reputation for being docile and peaceful, often staying out of politics and warfare. Still, they can be surprisingly dangerous when provoked.
These races cannot be chosen as soon as someone creates their Persona. They require a Creature Application (CA for short) to be approved by the Lore Team in order to play as any of these races.
Take Note: Kharajyr and Ologs are the only races that you can apply for immediately with a CA. All others must be created in roleplay and then applied for. Never assume your character to have a general knowledge of anything listed below, shelved or playable. It is best to learn about rarities such as these in roleplay.
The Kharajyr, or simply Kha, is a race of digitigrade humanoid creatures sharing many biological traits with that of felines. They are covered from head to toe in fur with hair colour depending on one of the four subraces: the Kha'Pantera, a black-furred sleek being with a history in mastering the art of stealth; the Kha'Tigrasi, with its fur pattern being that of a tiger's, this Kharajyr is notably the more muscular, broad and tall; the Kha'Cheetrah, the smallest and fastest of the Kha with a light spotted coat; and finally the Kha'Leparda which is the jack of all trades but master of none, being the average on all Kharajyr aspects. The Kharajyr are the creations of the Daemon Metztli, and are the result of many failed experiments when the Daemon combined the being of humanoids with Ocelots - despite this, the Kharajyr as a culture fiercely worship the Daemon as a Goddess.
Kha'Leparda The most generic of the four subraces, the Leparda has not been seen to excel particularly in one specific area, but are more likely to practice in multiple. They are a light brown colour and have many spots covering their fur, or sometimes rings.
Kha'Cheetrah The Cheetrah is fast and tends to be more golden in colour in contrast to their Leparda kin. They also have spots spread amidst their fur, but find themselves to be far more formidable sprinters, or even climbers. Notable Kha'Cheetrah have mostly been warriors or hunters. However, there has never been a single Kharajyr whose occupation was bound by their subrace alone.
Kha'Pantera The most intriguing to look at, the Pantera are the only Kharajyr to naturally and normally carry a black or dark fur colour. This Kharajyr is noted for its capabilities in stealth and thievery, considered the best among the subraces.
Kha'Tigrasi Perhaps the mightiest of all of the Kharajyr, the Tigrasi is known for it's strength in battle and in pride. No other Kharajyr can naturally match the capabilities of a fully fledged arsenal that is the Tigrasi.
Ologs are a subrace of the Orcs. Also known as Orogs or Ogres, Ologs are the largest of the orcish subraces. Huge, dull-witted towers of flesh, fat, and muscle, Ologs are the most slow-witted and primitive of the Orcish subraces. As a result, these remarkable warriors are often entirely dependent on their Orcish kin for places to stay, or orders to follow in times of peace. While impressive by all physical means, Ologs lack of any appreciable mental capacity inhibits them from pursuing non-combative hobbies, their short attention spans further crippling any such opportunity. As a result, in times of peace (as rare as they may be) Ologs are restrained to hunting and guarding, with little room to perform other tasks well. Ologs do however, grasp rudimentary honor, and will listen to their Wargoth,Rex, or some orc/higherup.
Generally, Ologs are aggressive towards all non-Orcs, that coupled with their lack of intelligence makes them a frightful encounter for non-Orcs, as they are extremely proficient fighters, and lack the reasoning and foresight to not act upon their first instincts.
Sorvians are a race of created servants sculpted out of mud and clay. They are sentient, but spend their lives serving their masters, even after their master's death. They are made of a wooden skeleton, a clay shell, and a porcelain mask.
Anthroparions are homunculi- the pinnacle of all alchemical creations, artificial life from naught. Lesser anthroparions are weak and small, little more than a novelty- but greater anthroparions are far grander, and of more sinister design. Greater anthroparions require a CA to play, lesser anthroparions cannot be played by anyone other than the owner.
Sprites are mischievous beings, usually only found in the fae realm. A number have grown lost from their native forests and wound up trapped in the mortal plane. They are fickle and hard to find creatures, unaware of the terrors of the descendant realm.
Sentient creatures of varying makeup forged with a combination of powerful voidal magics. They are capable of the use of magic themselves and are known to posses surprising degrees of intelligence above that of their Golem counterparts.
Epiphytes are descendants that have fallen next to a fae plant, and become part of the plant themselves. Their souls are intact, but their bodies have been replaced with plant matter. They are reborn every so often, and gain more of their mother plant's features.
Golems are sentient magical constructs powered by a core of varying nature. They are extremely naturally powerful, being constructed of stone, quartz or another material of that nature. They operate with absolute loyalty to their identified master, or Impera.
Animati are those unfortunate souls who have bound themselves willingly to clockwork creations. They have become automatons of sorts, forgoing a natural death to become an undying, inorganic constructs.
Creatures born of dragons, of a natural or corrupted nature who possess innate magical fire and shape-shifting capabilities.
Mysterious and shrouded often in sadness, these lost souls are known to haunt and roam aimlessly the mortal world. They come in a variety of colours with a variety of capabilities and magics.
Strange and frightening creatures of an unknown nature. The specifics of these creatures is scarcely known.
Similar to Ghosts, yet different in many ways, Gravens lack the sentience that is generally displayed by Ghosts. Their existence is often one bound to a singular task or duty, forced to be in limbo until eternity unless their goal is completed or they are destroyed.
A being which has reached the pinnacle of mysticism, Wights are a product of Dark Magic, viewed as a creation of darkness and evil. When a mystic becomes a Wight, they gain both the vast advantages and disadvantages from hovering in the realm of the undead.
Strange and frightening creatures who hide in plain sight. Information about them is scarcely known and they are referred to as Vampires in folklore.
Siliti are also known as vampires, and they are also as scarcely known as Strigae. They are said to hold a deep connection to Pale Blood Magic.
By making a Hybrid Descendant, you are damning them to two of Iblees’ curses. All Hybrids will be subject to both curses of their parents, regardless of how much they may try to breed it out or make it less intense. It will always remain as strong as ever, even if that Descendant is only one quarter of a race; the curses cannot be suppressed. Even more so, the curses are the same for the Hybrids than they are for the normal races. They seem to interact negatively together, each growing stronger and damning the Hybrid for their full lifetime.
A Half-Elf will suffer full sterility. Unlike the touch-and-go infertility of the elves, Half-Elves will be fully sterile and incapable of conceiving children for their entire lifespan. A Half-Human will suffer an even shorter lifespan, living only to a maximum of 120 years before withering away from old age. A Half-Dwarf will suffer an intense greed, even more so than the usual gold. Even sharing among close friends and family would be difficult for them, leading to them growing snappy and isolated from others. A Half-Orc would have an even more intense bloodlust, going into a frenzy twice as easily and twice as soon as a full Orc might. Additionally, because Hybrids must be two or more of these things, they are damned to two of these curses.
A Hybrid will always exhibit the shorter of the two lifespans of the Descendant races they originate from. For example, A Half-Elf and Half-Orc would only live for the 400 years that an Orc would live. This is particularly bad for Half-Humans, given their curse still stays, living only up to 200 years at maximum. For whatever the Hybrid’s races of origin are, take the shorter lifespan and roleplay that as the lifespan.
The physiology of Hybrid races ranges from moderately abnormal to absolutely uncomfortable. Each race tends to vary greatly in build and physiology, so some Hybrids exhibit particularly strange bodies or traits. For instance, Half-Orcs will exhibit a hunched back and somewhat misshapen bones. For the strength of a Hybrid race, the Hybrid is always as strong as their weaker half. For instance, a Half-Orc and Half-Human would only be as strong as a Human. The same can be said for height; the shorter height range is always taken. A Half-Orc and Half-Dwarf would be within the Dwarven height range.
Below, examples can be found for how the different races intersect and interact to form the Hybrid races. Each one has its own unique traits as a result of the combination of their races, and the full weight of both races needs to be considered when choosing to roleplay a Hybrid.
A Human/Elf Hybrid would exhibit both of the curses of Humans and Elves. The Hybrid would live for 200 years at maximum, and would be infertile for most of their life until becoming fully sterile at 150. Additionally, there are some unique physiological details for the Human/Elf Hybrids. Between all the Descendant races, Humans and Elves are the most similar to each other. As such, the differences are minor. The Hybrid would have ears longer than a Humans but shorter than an Elves. Additionally, some strange mixing of human and elf features would be prominent. An Elven eye color mixed with a Human hair color, a Human body with the softer facial features of an Elf, etc. The full details of this are up to the player of the Hybrid.
A Human/Orc Hybrid would exhibit both of the curses of Humans and Orcs. The Hybrid would live for 120 years at maximum, and would exhibit orcish bloodlust. They would be suffering from anger issues and bouts of raging attacks for the full duration of their shortened lifespan. Additionally, there are some unique physiological details for the Human/Orc Hybrids. Humans and Orcs exhibit extreme differences in physiology. This is less so for Humans and Goblins, but is very much so the case for Humans and Uruks. Ologs cannot produce half breeds. Human/Goblin Hybrids will have a relatively normal bone structure, but will have skin tinted between Human flesh and an “unnatural” Goblin color. Small tusks are common as well, though these do not always fit comfortably in their mouth. Human/Uruk Hybrids will have a more struggling physique. Their bone structure is a strange mix of that which is Human and that which is Uruk. This leads to a slouched and hunched posture the majority of the time, misshapen limbs, and strange bulky skulls. They gain no strength from this, only as strong as their Human half. Painful malformities, aching bones, arthritis, and many other conditions are common among Human/Uruk Hybrids. The skin tone would be tinted between Human flesh and an “unnatural” Uruk color. Larger tusks are common as well, though not as large as an Uruk’s. These tusks, too, tend to fit uncomfortably in the Hybrid’s mouth.
A Human/Dwarf Hybrid would exhibit both of the curses of Humans and Dwarf. The Hybrid would live for 120 years at maximum, and would exhibit intensified greed. They would suffer from intense greed, selfishness, and an unempathetic outlook for the full duration of their shortened lifespan. Additionally, there are some unique physiological details for the Human/Dwarf Hybrids. Humans and Dwarves exhibit some major differences in physiology, primarily in build and height. The bone structure of the Hybrid would be a strange mixture of the taller and more lithe Humanity with the shorter and more bulky Dwarves. This would be less pronounced than that of the Human/Orc Hybrids, but would still be present. Blocky and flat faces, arms or legs too long, and many more traits are common. They gain no strength from their more bulky Dwarven half, only as strong as a Human would be. Additionally, painful malformities, aching bones, arthritis, and many other conditions are common among Human/Dwarf Hybrids. Their features would still be rather mundane, a strange mixture of both Human and Dwarf features.
An Elf/Orc Hybrid would exhibit both of the curses of Elves and Orcs. The Hybrid would be mostly infertile for their entire life, and they would exhibit intensified bloodlust. They would be suffering from anger issues and bouts of raging attacks for the full duration of their life, additionally fully sterile and unable to have birth children. Additionally, there are some unique physiological details for the Elf/Orc Hybrids. Elves and Orcs exhibit extreme differences in physiology. This is less so for Elves and Goblins, but is very much so the case for Elves and Uruks. Ologs cannot produce half breeds. Elf/Goblin Hybrids will have a relatively normal bone structure, but will have skin tinted between Elven flesh and an “unnatural” Goblin color. Small tusks are common as well, though these do not always fit comfortably in their mouth. Additionally, ears longer than a Goblins but shorter than an Elves will be present. Elf/Uruk Hybrids will have a more struggling physique. Their bone structure is a strange mix of that which is Elf and that which is Uruk. This leads to a slouched and hunched posture the majority of the time, misshapen limbs, and strange bulky skulls. They gain no strength from this, only as strong as their Elf half. Painful malformities, aching bones, arthritis, and many other conditions are common among Elf/Uruk Hybrids. The skin tone would be tinted between Elven flesh and an “unnatural” Uruk color. Larger tusks are common as well, though not as large as an Uruk’s. These tusks, too, tend to fit uncomfortably in the Hybrid’s mouth. Additionally, ears longer than an Uruks but shorter than an Elves will be present.
An Elf/Dwarf Hybrid would exhibit both of the curses of Elves and Dwarves. The Hybrid would be mostly infertile for their entire life, and they would exhibit intensified greed. They would suffer from intense greed, selfishness, and an unempathetic outlook for the full duration of their life. Additionally fully sterile and unable to have birth children. Additionally, there are some unique physiological details for the Elf/Dwarf Hybrids. Elves and Dwarves exhibit some major differences in physiology, primarily in build and height. The bone structure of the Hybrid would be a strange mixture of the taller and more lithe Elves with the shorter and more bulky Dwarves. This would be less pronounced than that of the Human/Orc Hybrids, but would still be present. Blocky and flat faces, arms or legs too long, and many more traits are common. They gain no strength from their more bulky Dwarven half, only as strong as an Elf would be. Additionally, painful malformities, aching bones, arthritis, and many other conditions are common among Elf/Dwarf Hybrids. Their features would still be rather mundane, a strange mixture of both Elf and Dwarf features. Ears longer than a Dwarves but shorter than an Elves would be present.
A Dwarf/Orc Hybrid would exhibit both of the curses of Dwarves and Orcs. The Hybrid would experience both greed and bloodlust. They would suffer from intense greed, selfishness, and an unempathetic outlook. They would also suffer from anger issues and bouts of raging attacks for the full duration of their life. Additionally, there are some unique physiological details for the Dwarf/Orc Hybrids. Dwarves and Orcs exhibit extreme differences in physiology. Although both are bulky in build, they are built differently to accommodate for their vastly different heights. As such, the bone structure of a Dwarf/Orc Hybrid is more malformed than any of the other Hybrids. This is less so for Dwarves and Goblins, but is very much so the case for Dwarves and Uruks. Ologs cannot produce half breeds. Dwarf/Goblin Hybrids have a more mundane bone structure, but the differences in bulk lead to some strange barrel-chested Hybrids with arms too small or too large. The Dwarf/Goblin would have skin tinted between Dwarven flesh and an “unnatural” Goblin color. Small tusks are common as well, though these do not always fit comfortably in their mouth. Dwarf/Uruk Hybrids stand with Dwarven height, but with the larger and malformed bone structures of an Uruk. A strange mixing of features, misshapen bodies, long arms, bone spurs, and many other physiological anomalies are common among Dwarf/Uruk Hybrids. More than any other Hybrid, Dwarf/Uruk Hybrids suffer from a wide collection of physical conditions. Intense osteoarthritis, rheumatoid arthritis, osteoporosis, osteopetrosis, and many other bone conditions would be common. They would be in no way handsome or good-looking, features being at best a horrible mixing of squashed jaws, misshapen noses, and unnaturally large heads. Even the healthiest Dwarf/Uruk Hybrid would only be as strong as a human, given the sheer differences in physiology from their originating races.
Shelved Special Races
These special races cannot currently be applied for as they are hard or soft shelved. Under certain special circumstances (such as events) they may be temporarily playable.
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