Various monster races can be found throughout the continent. Not all monster races arose naturally; it isn't quite known how the Vargr arose from the outcast Vang they once were, and the Harpies were created by the Izul.
Monster species can all be identified relatively easily. Even humanoid monsters possess non-human traits - the most common being some kind of ears, scales for those that are scaled, or, indeed, being half a horse or spider. Such things are hard to miss.
The Izul are long extinct, rendered undone by the failure of a great magic ritual intended to ascend them; instead, the gods were banished, and the continent plunged into an age of strife and sorrow. Their magic and technology, far beyond even the current species' best, is incredibly rare and valued highly, even the partial fragments that are all that has survived the passing time.
All monsters that use claws, bite or talon weapons have an unbreakable monster weapon that does not take up an inventory slot, this being their, well, claws, fangs, or talons. However, other monster weapons will break, as they are either caused by magic, steel attachments, etc. Most monsters have some kind of innate weakness, but also unique strengths. Monsters who gain a second monster weapon category through promotion do not obtain a free innate weapon. Alas.
Monster weapons can be slotted into the normal weapons triangle. For the purposes of the weapons triangle:
Fangs count as swords
Claws count as axes
Talons count as lances
Click on the species name to obtain class details.
HarpiesHarpies are an all-female race found throughout the land, under the rule of their Matriarchs. Harpies can become matriarchs through a specific magic ritual, closely guarded, that allows them to lay fertile eggs. Towards the end of their life, they will choose a successor. Harpies have wings instead of arms - this means they're incapable of wielding weapons like swords, instead relying on their mighty taloned feet. Some focus on becoming ever deadlier with their talons, while others learn to use powerful bows to attack enemies from afar.
Their relatively small frames, however, mean they can't wear much armour at all. To deal with this, they hunt prey and foes both in packs, routing targets from cover before going in for the kill. Harpies tend to wear light, simple clothing - stuff that isn't encumbering and can be relatively easy to put on with their surprisingly dexterous talons and flexible legs.
Harpies are encouraged by their matriarchs to spread out and earn worldly experience, and can often be found working throughout the land as messengers, scouts and couriers. Once, a great number of magic towers called the Skyway maintained a network of favourable winds to assist them, but such things went into ruin long ago during the Age of Blades. The Harpies, unlike most other races, still hold a fondness for the Izul, who were their parents, in a way.
Harpies tend to enjoy bright colours and shiny things, with a small tendency to hoard such items. This occasionally gets them in trouble.
Harpies have a innate weakness to Wind, even when grounded.
Lacking distinct family lines, Harpies tend to be named after distinctive physical or personality features, as the Izuli way, and indeed their names may change if they change a great deal.
Example Harpy names: Bright-Feathers-On-Wing, Mother-One-Eye
VargrThe Vargr (or Vargar for singular) are humanoid creatures, capable of shifting between wolf and humanoid forms. In human forms, they tend to have distingushing features, such as canine ears. They are also known as werewolves.
The Vargr appeared during the Age of Blades and Claws. During those dark times, a group of the Vang were forced into the mountainous wasteland known as the Barrens by their enemies. With no food or shelter, the humans who were to be Vargr could do nothing but die, or so it seemed. Perhaps the God of Wilderness and Civilisation took pity on them, for fifty years later, the Vargr emerged from the Barrens as creatures capable of shifting between wolves and men, having tossed away human civilisation. Vargr attacks grew so bad the city of Arinna built a series of castles along the border to intercept packs coming to prey on the lowlands.
An uneasy peace exists between the Vargr and the Vang, with only recently Vargr being allowed to openly leave the Barrens to settle elsewhere. The Vargr still remember the Vang who forced them into the Barrens, and the Vang remember the fearsome packs that once prowled the night, but the bloody times were mostly ended by the Vargrian Accord thirty years ago.
Horses are terrified by the Vargr, and have been known to throw their riders at the scent of the werewolves. It was this that made the Vargr so effective when they assisted the Vang in the wasr against the Liberty Union's forces thirty years ago, as their heavy cavalry had been a cornerstone of their strategy.
Centaurs have a deep enmity for Vargr, who preyed on their herds for many years.
They tend towards having white, brown, black or grey hair, with slitted pupils. Vargr tend to have more doggish traits than they would like to think, often being excitable and enjoying pats. Few would admit this, however, and someone treating them like a family pet may find themselves with a few more toothmarks than they had previously.
Vargr's furry hides have given them an innate weakness to fire.
Vargr, in their long seperation from the Vang, have their own naming system.
Example names: Garm, Hela
SpiderpeopleA spiderperson (also commonly known as Bael, Arachnids, or just as Spiders) is a duality between spider and human, and innately magical. They can choose to focus on their humanoid nature, utilising a primal yet effective magic, or embrace their predatory existence, being able to transform fully into giant, deadly spiders. In humanoid forms, all Spiders have four eyes and fangs, and tend to have grey, chitinous skin.
The majority of Spiders live in Culri's Forest, though some live in the woodlands near Fort Sen or scattered forests through the land. They can be split into Fringewood and Deepforest clans. Fringewood clans may talk and trade with careful outsiders, and even leave the forest. Spiderperson silk is highly valued for its quality and strength, and Spiders tend to have made their own clothing. A Spider giving another person (rather than trading) a gift of their own silk has great import among Spiders.
Deepforest clans are hostile to all they meet, and only a rare fool would attempt diplomacy - and only the rarest would succeed. Spider curses, from which Ailments are derived, are potent and rare, and greatly valued by dark magicians. The Deepforest clans, having retreated far into the endless trees during the Age of Blades and Claws, have retained secrets the rest of the world has lost... but perhaps such things are best forgotten.
Spiderpeople all have a weakness to Fire.
Spider names are derived from a long-lost language.
Examples: Larini, Araneidae
DragonsDragons are born (or hatched, rather) humanoid, with wings, patches of scales, and pointed ears. They become progressively scalier and tougher as they age, with an innate grasp of fire magic. Finally, the most powerful dragons transform into the great fire-breathing beasts of lore. A dragon can live for hundreds of years, and this shapes their thinking - they tend to be highly patient, willing to wait a long time if it serves their goals.
The Dragons once ruled over an empire of lesser races. The Draconic Empire was destroyed during the Age of Blades, and the Liberty Union founded in its place is not welcoming to their kind. The only city that remains under the control of the dragons is the city of Drakstadt - or, as it is more widely known, Freeport. Small dragon families can also be found living in the Barrens, or among the Lamia in the great desert. Many hold a deep grudge towards the Liberty Union and especially their Wyrmslayer Legion.
Dragons tend to favour impressive but practical clothing - many wear armour, despite the natural protection of their bescaled skin. They have bold hair and eye colours, often matching or close to the shade of their scales.
Like their bestial cousins, wyverns, dragons have a weakness to thunder, and anti-wyvern weapons work equally well on the hide of a dragon. Wyverns are a distant relation to the dragon, much as monkeys are to men. To call a Dragon a wyvern is a terrible insult.
Dragon names tend to be short and powerful.
Example Dragon Names: Skala, Mächtig
CentaursCentaurs - half human, half horse - roam the plains in a nomadic lifestyle. They rarely settle in one place. They have some similarities to the Arachnid people, in that respect, but centaurs have a surprisingly adept grasp of metallurgy - and are, perhaps, somewhat less likely to try chewing on any visitors. They are capable herders, each tribe having a herd of aurochs that is their primary source of food, milk, and hides. Centaur families have a strong emphasis on bloodline, with most centaurs able to recite five generation's worth of parentage. This can take a while.
Centaurs live mostly in the Plains of Aren, up to the mountainous territory of the Barrens and down to the farmlands around Perpinion. During the last war, both sides had tribes fighting for them, either for coin, old alliances, or simply the opportunity to defeat a rival tribe.
Centaurs tend to be relatively seriously-natured, with a keen appreciation for craftsmanship and skill. Those who can earn their friendship, however, find them to be dependable and loyal allies. Unlike most monsters, centaurs do not have claws or fangs - instead they rely on sturdy steel to defeat their enemies.
Centaurs have an old enmity with the Vargr, who creep down from the Barrens to prey on their herds.
All centaurs always count as mounted, and thus are vulnerable to anti-cavalry weapons. They cannot dismount.
All centaurs can canto.
Centaurs tend to be named after their ancestors. Their names may be very long.
Example names: Camilla, Petronio
LamiaLamia are the third race with humanoid torsos on inhuman lower halves - in this case, that of a giant snake. They tend to have some scales on their upper body and face as well, but it varies from Lamia to Lamia. Their scales are often some kind of yellow or red, to blend in their desert homeland.
Lamia are desert-dwellers, with a natural leaning towards light magic. Their scaly bodies can glide through sand without difficulty, and they have little difficulty navigating in sandstorms. However, they deal poorly with the cold, being cold-blooded. Despite sharing scales, Lamia have no relation to Dragons. Despite what one may expect, Lamia do not have a poisonous bite.
The Sardan and Lamia have a close relationship, and indeed, the laws of the Sultanate hold no difference between them. They are rare outside the Atorian desert, but some can be found, having migrated to the Liberty Union or Freeport. A rare sight in Vang, due to the low temperature.
Lamia families tend to be large. A single clutch of eggs may be as many as ten lamias, though the harshness of the desert - preying feral wyverns, desert raiders or simple lack of supplies and water - may mean less survive to adulthood.
Dance is very important to the Lamia. All Lamia are taught to dance as part of their adolescence, and ritual dances to honour the gods or celebrate are regularly conducted.
Lamia have a small propensity to hiss their 's's. They favour similar clothes to Sardan, modified to fit their snaky frames.
All Lamia spend no additional movement on sand tiles and sandstorms do not affect them.
Lamia names are often taken from Sardan.
Example names: Raamiz, Ghamina