Shadows in the mist

Shadows in the mist

Races

      There are several races in the eternal realm and each has its unique characteristics and attributes.





  • Wood Elves

        
            Wood elves strongly prefer art such as music and poetry. As part of their unusual traditions, wood elves have several unique practices and beliefs. Tattoos are common among the wood elves, who often enchant the markings with power. They also believe that infants, members of their race might have the call of a spirit animal. These animals are believed to provide spiritual guidance and protection. Young chosen wood elves must discover their own spirit animal by attending a ritual involving spending hours in an enclosed area filled with burning herbs. During this time, he or she is expected to have a vision of the spirit animal that will accompany him or her for the rest of his or her life.

            Wood elves have been known to help lost adventurers, though usually such  "help"  involves capturing the intruders, magically altering their memories, and setting them free some distance away from their homelands. When wood elves themselves require help from outside, they will reluctantly seek it, sometimes even allowing visitors into their hidden sanctuaries. As a general rule, wood elves do not trust anyone but will reward those who earn their respect with lifelong friendship or even gifts such as ritual tatoos or a spirit companion.

         Although a proud people, wood elves feel that compassion is a greater virtue than strength and wood elven realms are less concerned with expansion than they are with maintaining amiable relations with their neighbors. Wood elves are organized into scattered, carefully concealed villages united under a elven Lady or Lord and parralel with a gerontocratic hierarchy composed of village councils consisting of the most distinguished families' eldest members. These councils are often advised by local druids, whose influence plays no small part in wood elven politics and who frequently serve as the webbing that bind any number of villages together as one realm.

          Are excellent craftsmen, but they prefer tools that can be assembled or deconstructed at a moment's notice, often resulting in a primitive or even crude aesthetic, though elven tools are no less effective in overall use. Weapons in wood elf society tend to be those than can be created with the need for metal, a resource that is available with refinement. Bows, swords, spears  are common weapons, as are clubs, daggers and knives. Some prefer to wear hide armor but most are content to use their innate agility or various forms of camouflage as their primary defense.
          Wood elves are among some of the world's finest carpenters and stoneworkers, masters in the crafting of bows and arrows as well as in leather tanning. Wood elves have even developed a number of specialized arrows, including those that fly further than usual as well as some that are used as signal devices. So carefully guarded are wood elven crafting secrets that even experienced fletchers from other races have difficulty emulating wood elven designs. Wood elven leather armor also often doubles as camouflage, disguising a wood elven hunter from potential enemies. Wood elven crafting often looks surprisingly elegant.


              While wood elves feel that is best to make a minimal impact on their surroundings, the race has no particular aversion to meat-eating and are passionate hunters. Many hours of the typical wood elf's life is spent on the hunt, which is both a practical activity and a pleasurable one. Most of the time that wood elves are not hunting they are enjoying themselves at ease within the highest branches of their forest homes. Wood elves do not, however, commonly keep pets, but instead form bonds with local wildlife in a manner similar to that of a ranger.

             Of all the humanoid races the ones most familiar with the wood elves are the humans who often live within the vicinity of the fey. Still, few humans have ever actually met a wood elf and when they do it is often largely by chance. However, when meetings do occur they are largely friendly and wood elves see themselves as allies and teachers of humanity, rather than as rivals. Wood elves are quickly coming back into contact with the Civilized world. Although they are reluctant to allow others into their lands, wood elves understand that times are changing. If they are to survive as a people, it may be time to change.


  • Humans


        Their constant thirst for knowledge and power has led them to prosperity and secured them a polace in annals of history. Exemplars of vitality and aspiration.

          Humans are generally neutral to most species, though even the best tend to be somewhat wary of strangers, and at worst, humans can be raving xenophobes. Once they become accustomed to an individual or culture, they tend to adopt a stance that assumes that said culture has always been part of their own. Inclined to fear most creatures, humans tend to panic easily and usually lash out violently at those they feel are responsible. Unlike on other worlds, even the most isolated human hamlet will not be bigoted against other humans because of skin color or appearance; on a world with dozens of non-human species, racism is a pretty dull pastime, while specism is far more interesting.

       Humans are usually about 5-6 ft. tall, and weigh about 100-200 lb., with a slight bias towards lesser weights. They have varying skin colors, from pale and tan to true ebony in color, while their hair can be black, red, brown, white, gray, or blond. Humans may have eyes of several shades, including those of blue, green, brown, red, hazel, black, and yellow; spellcasters open have a violet or orange sheen on their irises, which becomes pronounced when casting spells.

         Humans survive in a wide range of habitats, and can be found in tundra, desert, forest, city or even on the waves.


        Humans are described as adaptable, versatile, and ambitious. A daring race, humans are likely to champion causes for the sake of the cause itself. They are capable of great good and terrible evil. Humans also have a broad range of physical characteristics, being short or tall, slim or fat, with dark or light coloring, various skin tones from albino white to coal black and everything in between. All of these options make defining humans and their placement in the world challenging to say nothing of how humans interact with other races, how they tend to adopt other customs and cultures based on where they live, the gods they worship and the creatures and people they come into contact with.





  • Dark Elves

                Dark elves are known for their aggression, deceit, and stealth. They are very brutal and cruel by nature, having little mercy when it comes to cheating, battling, or anything dealing with the life of another being. They have little respect for even their own kind, at times waging war against each other. However, clans are known to band together, to combat invasions and attacks by other races. They do not mix blood with other races. They lurk in dark places and love the shadows. Rarely will they come into the light for needless purposes, but it is not usually believed light will harm or weaken them. Their weakness varies upon legend, and may include excessive heat, rain, nettles, or the blossoms of some plants and trees. Dark elves generally travel in pairs or groups, as their tendencies towards cheating and theft make them targets for retaliation and violence at the hands of other races.

                The world of the drow is a place where violent conflict is part of everyday life, so much so that most drow encountered are ready for a fight. Their inherent magic use comes from training in magic, which all drow receive. Not long after the creation of the elves, they were torn into rival factions, one evil and one good; after a great civil war, those who followed the path of evil and chaos were driven far from the world's forests and into the bleak, lightless caverns and tunnels of the underworld. Most creatures who live on the surface have never met a drow, but those who have seen a drow city report nightmarish buildings constructed of stone and minerals, carved into weird, fantastic shapes. Drow society is fragmented into opposing noble houses and merchant families, and they base their rigid class system on the belief that the strongest should rule. Female drow tend to fill many positions of great importance, with priests of the dark goddess Lolth holding a very high place in society. Drow fighters are required to go through rigorous training in their youth, and those who fail are put to death. Drow use giant lizards as pack animals, use bugbears and troglodytes as servants, and have alliances with many of the underworld's evil inhabitants such as mind flayers. Drow constantly war with other underground neighbors such as dwarves and dark gnomes (svirfneblin), and keep slaves of all types - including allies who fail to live up to drow expectations.

              Drow society is based upon violence, murder, cunning, and the philosophy that only the strong survive . Hence, most Drow plot endlessly to murder or otherwise incapacitate their rivals and enemy Drow using deceit and betrayal. Drow, particularly in higher positions, are constantly wary of assassins and the like. One of the quirks of this constant infighting is the relatively short lifespan of the average Drow. While being just as long lived as their surface cousins, living as long as a thousand years; you are very unlikely to meet an elderly Drow. Consequently, they are the only race of Elves that matches the fertility of 'lesser' races, such as humans. Their society, as a whole, is seemingly nonviable. The only reason they do not murder themselves to extinction is by the will of Lolth, working primarily through her clergy. Lolth does not tolerate any Drow that threaten to bring down her society, and the clergy make certain that perpetrators cease their destructive actions by either threatening or killing them, depending on her mood and how likely it is to be a successful deterrent.
         There are exceptions to the rule, of course. Some communities of drow worship other gods (like Vhaeraun or Eilistraee), and thus, their hierarchy changes, reverses the roles of males and females, or (such as in the case of Eilastree) even approaching something like a workable, progressive society.
         Most drow societies hate surface elves, but will wage war with almost any surface race and other subterranean races, such as mind flayers, svirfneblin, duergar, kuo-toa, dwarves, and orcs, for spoils and territory.

          Drow have obsidian colored skin and pale yellow (or pale golden), silver or white hair, the latter being by far the most common. This hair is carefully groomed and cared for by most drow and worn long with jewelry and other accessories decorating it.Like all elves, drow are incapable of growing beards, though many males are fond of long sideburns.
         Drow eyes are usually bright red, but some are known to have different colored, commonly much paler, eyes such as blue, lilac, pink or silver.Sometimes their eyes are even green which would implicate that this particular drow has some surface elven blood in their veins. They usually vary in height between 5'4" and 6', and weigh between 130 to 175 lbs on average. Like all elves, all drow are handsome and beautiful.

      The most distinctive feature of drow, however, is the touch of Lolth upon them. Just as Corellon cursed them and made them vulnerable to light, the Spider Queen gave the drow a blessing to counteract this, giving the drow a power over darkness that other races lack. This power can manifest in several ways. The most common being the ability to shroud enemies in magical, impenetrable darkness, usually called Globe of Darkness, or a debilitating charm called faerie fire that makes a creature an easier target, encasing them in something that looks like purple fire, though causing no harm.
        Some individuals learn to awaken these powers further, becoming known as the curseborn and possessing abilities that allow them to further master the shadow power granted by the Spider Queen, for whatever ends. Other drow struggle to rid themselves of Lolth’s touch and instead seek Corellon’s aid, eventually becoming the fey god’s crusader within the dark realms of their race, gaining blessings of healing and light from the patron of the elves. Either path leads to great power and grants even more unique abilities to an individual drow.

          Drow are taught from an early age to trust no one, forging alliances only when they are confident that they can outmatch their ally if he/she decides to turn on them. The inherent pride in their own abilities quite often leads to such alliances being forged, though they almost always end badly when one party decides said alliance is no longer convenient. Even drow who escape the cruelties of the Underdark find it more difficult to form long-term friendships than most races do.
      Drow have an admiration for stealth and guile, and works of great skill. They are encouraged to become warriors or arcanists, if male, and wielders of divine powers, if female. Drow scouts are also valuable for the early warnings of threats they can provide in the tunnels of the Underdark. An assassin is prestigious in drow culture. Drow are also known for their allure, which can be seductive but is more likely used as a tool of fear.

      All drow enjoy surrounding themselves with things of beauty (drow cities are always spectacles of breathtaking architecture) and often partake of lavish revels, indulging in the most pleasurable of activities.

         Cities are structured around the most powerful families taking the best areas, leaving the other drow to take whatever land they can. The focus of a city is often the temple of Lolth and this is often in the grounds of the ruling family. Magical items that emit faerie fire adorning buildings are a sign of prosperity. Outside the city, the garrison and some of the slaves are kept, as well as rothé farms.
        Often a city will seek to forge an alliance with a powerful Underdark creature like a deep dragon or a beholder so that they can gain extra protection.


         Drow society is matriarchal, militaristic, and heavily influenced by religion. Their city- states are formed in huge underground caverns but frequently at war with one another. These cities are ruled by the most powerful of the families (or houses) and although the power of the many families changes often, the top few usually remain stable. Males who hope to find any place of power in society often resort to ends as treacherous as the women that rule the drow, hoping to perhaps win a coveted place as the Mate of a powerful matron mother.
            It can be easy to imagine that drow females, by comparison, have it much easier but this is an illusion and their prestigious position within society comes at a high cost. In fact, the teachings of Lolth, and drive to gain more power over others makes competition between female drow, particularly those who belong to powerful houses, violently competitive in a way that males do not have to cope with. Matters are even worse for those who seek power through venues outside of Lolth’s church, where the females have to compete not only with one another but with resentful and oppressed males.

            Drow are arrogant, ambitious, sadistic, treacherous and hedonistic. From birth, drow are taught they are superior to other races and should crush those beneath them. Children who resist and show kindness or love are brutally punished, so as to drive the instinct of cruelty into them. They value advancement over their peers more than anything else, pulling down their superiors and crushing their inferiors. This doesn't mean they treat all of their peers with disdain, however. Drow are not barbaric and appreciate a sense of subtlety and thus drow are typically courteous and urbane, even to their most hated rivals.

        Although many drow seek to regain the surface world that they feel was taken from them unjustly, some have become so used to life in the Underdark that they would prefer to make the best of this realm and have no interest in the surface.
        The drow who do choose to live on the surface do not form any kind of organized society and instead live as hermits and outcasts. They will interact with other societies when they need to, but not through choice.








  • Dwarf




dwarves are a tough, tradition-abiding folk known for their strong martial traditions and beautiful craftsmanship.

Dwarves are a short race, as their name implies, standing between 4'3" and 4'9" on average,[1] with gold dwarves a bit shorter.[2] What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. A dwarf can weigh anywhere from about 160 to 220 lbs.[1] Dwarven males are a bit taller and heavier than their female counterparts.[3] Like humans dwarves have a wide variety of skin, eye, and hair colors, typically pale among shield dwarves and deeply tanned or brown amongst gold dwarves. Hazel eyes are common throughout the race, with blue eyes more common amongst shield dwarves and brown or green eyes found amongst the gold dwarves.[2]
Male dwarves are often bald and grow thick facial hair sometimes used to display social status. It is a common misconception that female dwarves (with the exception of some gold dwarves) also do this, who instead braid their long hair.[1] This hair is often dark in hue, though among shield dwarves blond or red hair is just as common. Gold dwarves take the care of beards to an extreme, carefully oiling and grooming it, and in some cases even gold dwarven females grow beards.[2]

Dwarves are a long-lived race, though not so much as the Tel-quessir, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age fifty.[3] Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves live to see their bicentennial[1] and a few live to be over 400.[3]

AbilitiesEdit
Dwarves are unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, are resistant to virtually all poisons and it takes less effort for a dwarf to get back on its feet than other races. Dwarves also have dense bodies and are difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also have a sense about them that few races do, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general.[4]
Many dwarves are difficult to like and lack the charm of many other smaller races, such as halflings or gnomes, though this is not a trait common to all dwarves and some possess a great deal of charismatic power. Furthermore, dwarves are not entirely unsocial and more than a few have a natural knack for bartering or judging the value of an offer, something that sits well with their legendary crafting abilities.[5]

It is occasionally believed that dwarves possess the ability to see in the blackest darkness, like a drow, and there is evidence that this may be true though it is also possible that the tales are misheard recollections of duergar, who are often mistaken for dwarves. However, many dwarves do have an affinity in other ways for the caverns in which they live, possessing a natural affinity for recognizing unusual patterns in stonework that can seem almost supernatural at times.[5]

PsychologyEdit
Whether or not the dwarven claim that they were carved from the world’s stone is true the dwarves share many qualities considered similar to the stone they live with. Strong, hardy, and dependable dwarves are polite, particularly elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions, regardless of the subrace they come from, and look for inspiration from ancestral heroes.[1] Dwarves are also known for their stubborn nature and cynicism, traits widespread amongst the dwarves but which contribute to and are commonly offset by their bravery and tenacity.[2]
Dwarven friendship is hard to earn, but is strong once won. Naturally dour and suspicious, the stout folk are slow to trust others, specifically towards those outside their family, suspecting the worst of an individual until the outsider proves many times their good will. Once this trust is gained dwarves hold their friends to it and view betrayals, even minor ones, with a vicious propensity for vengeance.[2] A common gnomish oath, remarking on this dwarven sense of justice, is “if I'm lying, may I cross a dwarf.”[3]

For dwarves, loyalty is more than a word and that it should be both valued and rewarded. Dwarves believe it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm. Many dwarven tales subsequently revolve around the sacrifice of dwarves for their friends and family. Just as dwarves are known for their dependability as friends and allies, dwarves also harbor grudges far longer than many other races. This may be on an individual basis between a dwarf and one who has wronged him or against entire races, even if warfare with the enemy has long since ceased.[1]

Dwarves are a careful and deliberate race, with a more serious disposition than other races, who they sometimes view as flighty or reckless. A dwarf does all things with care and a stubborn resolve, with brash or cowardly behavior unusual for the race. However, dwarves do succumb easily to wrath or greed, which are the most common vices of the race.[3]

Dwarves who leave their homeland to become adventurers do so for a number of reasons. In part, a dwarf might be motivated by simple avarice, given the dwarven love of beautiful things. As often, however, a dwarf might be motivated by a drive to do what is right for others (particularly their clan) or a love of excitement for, as settled as dwarves are, they rarely tire of thrills. But even these wayward dwarves retain the spirit of their brethren, hoping that their accomplishments abroad can bring honor to themselves, their clan, or both. Given that successful dwarven adventurers are likely to recover rare items or defeat enemies of the dwarven people during such challenges, this is a hope not entirely without merit.[3]

CultureEdit
Dwarves highly value the ties between family members and friends, weaving tightly knit clans. Dwarves particularly respect elders, from whom they expect sound leadership and the wisdom of experience, as well as ancestral heroes or clan founders. This idea carries on to relations with other races and dwarves are deferential even to the elders of another, non-dwarven race.[1]
Likewise, dwarves, perhaps moreso than most other races, turn to their gods for guidance and protection. Non-evil dwarves look to the divine for comfort and inspiration, while the wicked look to their divine overlords for methods through which to obtain power over others. Individual dwarves might be faithless, but the race as a whole, regardless of subrace, has a strong inclination for religion and almost every community maintains at least one temple or ancestral shrine.[1]

ClansEdit
Most dwarven societies are divided into clans built along family ties and political allegiances. These clans are usually led by hereditary rulers, often monarchs of a sort and descended from the founder of the clan. Dwarves strongly value loyalty to these rulers and to the clan as a whole and even objective dwarves tend to side primarily with their kin over other races or communities.[6]
Most dwarven clans focus on one or two kinds of crafting, such as blacksmithing, jewelry, engineering, or masonry. Dwarves strive to avoid overspecialization by sending some of their youth as apprentices to other clans, which also helps to foster racial unity. Because of the long age dwarves exhibit these apprenticeships may last decades.[6]


Most dwarves prefer living in underground cities near the surface and above the Underdark, built around mines that provide much of their livelihood. Carved into stone these cities may take centuries to complete but are practically ageless once finished. Though dwarves are typically a martial race by nature these cities have civilian populations that compose about one fourth of the total population and which are made up primarily of the young, the elderly, or a few regular adults. Females typically compose as large a portion of the military as male dwarves do.[6]
At present, dwarves can be found all across Faerûn although the greatest numbers are in the Underdark, the North, the East Rift, and the Cold Lands.[citation needed]

In their own homelands, dwarves continuously carve out new living space, mining the mountains’ riches as they do so. Dwarves in general stick to these locales, disliking travel, particularly along waterways, but those who live in human lands can find make themselves quite comfortable. Most who do make a living as mercenaries, smiths, or artisans of various kinds. Dwarves are eagerly sought after as warriors, their reputation of courage and loyalty making them excellent choices for bodyguards.[3]







  • Half Elf



alf-elves, as usually defined, are humanoids born through the union of an elf and a human. Whether a half-elf is raised by their human parent or their elven parent, they feel isolated and alone.[1] Because they take around twenty years to reach adulthood,[2] they mature quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place.[2]
Pairings of elves and other races exist, though they are rare. Zhai, for instance, is a half-elf, half-drow. However, by the common definition individuals such as she are thought of as mixed race more often than as half-elf, due to drow being eladrin. However, supremacists tend to view such people as being corrupted in comparison to the standard strains of elf which are commonly documented and acknowledged.


Half elves stand roughly around 5'5" to 6'2", making them only slightly shorter overall than humans and weigh in at 130 to 190 lbs, making them heavier than elves but still considerably lighter than humans. Like humans, half-elves have a wide variety of complexions,[3] some of which are inherited from the elven half of their heritage such as a tendency for metallic-hued skin and inhuman hair colors.[4] Unlike true Tel'Quessir, however, male half-elves are capable of growing facial hair, and often do so to to distinguish themselves in part from their elven parents. Half-elven ears are about the size of human ones, but like elves, they are pointed on the ends. Half-elves are also notably more durable and passionate than either elves or humans, a unique result of the two races’ blending.[3]
Half-elves usually adopt the dress and hairstyles of the culture they were raised among. However, it is also fairly common for half-elves raised among humans to wear elven clothing in order to proudly display signs of their dual heritage.[3] Regardless of what they wear, half-elves stand out a crowd through the combination of physical distinctiveness and force of personality.[4]

Half-elves mature at a slower rate than humans, and can live for over 180 years.[2]

Half-elves gain an unusual blend of abilities from their two heritages. More durable and more innately charming than either humans or elves, half-elves lack the grace or wisdom of their elven parents, though they do have some of the versatility of their human ancestors. Half-elves have a natural ability to learn outside of their specialty, giving them a strength in adaptability. Half-elves, like their elven parents, work well with others and can lend some of their own skill to friends or allies.[5]
Half-elves, as a result of their unique heritage, exhibit a confidence and strength of personality uncommon amongst both humans and elves, a result of the blending between elven perceptiveness and human passion and drive. Half-elves are natural leaders and negotiators, and perhaps due to their reality of living in two worlds are unusually open-minded.[3] Some half-elves manifest this leadership through confidence and bravery, but others are cordial and polite, manifesting their force of personality in a subtler but no less effective manner.[6]
Half-elves generally like to be around others, the more diverse the better. Perhaps due to the circumstances of their birth, or to a simple drive towards diversity, half-elves are often found in large population centers where other races mingle freely. Half-elves naturally gather others around them, forming a large network of contacts that is both pleasing to their psyche, and practical for other purposes. In spite of this love for forming connections, or perhaps because of it, half-elves rarely settle down for any length of time and possess a genuine sense of wanderlust, moving from place to place in a way that makes them very natural adventurers. However, whenever a half-elf returns to a place they've already been, they hunt down old friends and renew relations.[3]

Though many half-elves are beloved by members of other races, not all half-elves are born to a loving human-elf couple. This troubling past can effect half-elves in many ways, sometimes causing them to become bitter or feel burdened by the past. This leads them into conflict with members of other races (who often expect half-elves to be friendly and joyful), in turn putting undue pressure on troubled members of the race.[6]

Ultimately, half-elves endure, both physically and socially. Admired and respected by others of all races, half-elves naturally inspire loyalty and return the fealty with deep friendship and a sense of responsibility. As such, half-elven leaders often lead from the front of a battle, preferring not to send friends or followers into danger they themselves would not face, and putting themselves at risk while inspiring even more devout loyalty.[3]















  • Half Orc



Half-orcs are humanoids born of both human and orc ancestry by a multitude of means. Combining the physical power of their orcish ancestors with the agility of their humans ones, half-orcs can be formidable individuals.[1] Though often shunned in both human and orcish society, though for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implies an interesting back story that most would not like to dwell on.
Half-orcs are, on average, somewhere between 5'9" and 6'4" in height and usually weigh between 155 and 225 pounds [2] making them a little taller and stronger than humans on average. Most half-orcs have grayish skin, jutting jaws, prominent teeth, a sloping forehead,[3] and coarse body hair, which causes them to stand out from their human brethren, though their canines are noticeably smaller than a full-blooded orc’s tusks.[2] Half-orcs as such appear bestial to humans, though amongst orcs they are considered human-like physically.[4] Half-orc hair is most often black, though it grays very quickly with age. In general, half-orcs do not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.[5]
Half-orcs that have lived amongst orcs might pick up a common orcish tradition, that of ritual scarring. Half-orcs with such a background do not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars are used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.[6]

Half-orcs have shorter lifespans than humans, reaching maturity slightly earlier and rarely living longer than seventy-five years.[6

Half-orcs have a strength uncommon to most humans, though comparable with orcs. Half-orcs are less durable than their full-blooded kin, however, though they tend to be more dexterous and indeed, more so than most other humanoids. Half-orcs also have a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs have the furious assault ability, which allows them to channel their feral fury into a powerful attack. These qualities are only temporary, however, and like any other mortal, half-orcs eventually tire as a battle wears on and can be broken physically.[5]
Half-orcs are also agile, charging swiftly when their rage is aroused.[5] For some half-orcs the conflict of their two heritages develops into something more, becoming the very essence of their being.[7] Other half-orcs gain a thirst for battle that enables them to weather through battle longer than most find themselves capable of, making them both more resilient and more deadly.[8]

It is sometimes said that half-orcs can see perfectly in the pitch black of underground caverns or the darkest nights, like a drow.[6] Whether this is true for some, is unsure, although it is not a quality most half-orcs exhibit, who instead merely have an elf-like ability to see well in low-light conditions.[5] Half-orcs are also reputed to be unintelligent and though this is not true for the entire race, it is a definite trend in some populations.[6

From their orcish blood, half-orcs take less desirable qualities typically, which adds to the discomfort others often feel around them. Few half-orcs have the patience for the etiquette or protocol that civilization often imposes and are far from quiet about their opinions on the subject. As a result, half-orcs are often perceived as uncouth savages, a reputation perhaps accentuated by the half-orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered are stereotypes that are not too far off the mark for most half-orcs, but these qualities are not necessarily negative. Sometimes, a brash and straight to business attitude is precisely what is required.[5]
Most half-orcs are free-spirited like their orcish brethren, though they have fewer of the evil tendencies that blemish the reputation of orcs and are as likely good as they are evil, at least when raised amongst humans.[3]

Half-orcs have no home to truly call their own, in most places, excepting Palischuk in Vaasa, where a community thrives, and the possible exception of Many-Arrows, an orcish kingdom whose borders lies along several human nations, and as such have no truly common culture. Most half-orcs grow up amongst either humans or orcs, either in urban environments or, more often, along the outskirts of civilization, taking on many of the qualities of their home culture. The majority of half-orcs born since the Spellplague have half-orc parents, rather than being first generation half-orcs although it is still not wholly uncommon for a half-orc to be born from a half-orc and human coupling, either by consent or rape.[5]
In most culture, half-orcs are prejudiced against. Within the lands of their human ancestors, half-orcs are commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society are forced into menial labor or violence for a career. Some choose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people’s perceptions.[5]

Within orc society, half-orcs are sometimes still looked down upon as weaker and inferior creatures, but overall they tend to fare better. Most orcs grudgingly acknowledge the superiority of the half-orc’s intellect as well as their comparable strength. As a result, it is not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.[5]

Half-orcs who live amongst humans are frequently drawn to adventure simply because few opportunities are presented to them for less than violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only find acceptance amongst other races by proving their worth as adventurers. Likewise, the only friends a half-orc is likely to make are other adventurers, who are often also outcasts of a sort.[6]





  • Halfling





halflingsgs, also known as hin[1] amongst themselves or the good folk amongst other races,[citation needed] are humanoid creatures similar in shape to humans, who halflings call the "Big Folk,"[1] but around half the size. Halflings get along well with most of the other races and are known for their curiosity and tendency to collect things.[citation needed]
The term “halfling” is derived from the fact that a halfling is around half of the size of a human, but otherwise very similar in appearance.[2]

Halflings are small in comparison with the members of most other races, standing between 3'10" and 4'2" tall and weighing on average between 75 and 85 lbs. In many ways, halflings resemble small humans and usually have the same proportions as the typical human adult. Most halflings, regardless of their skin complexion, which has a similar range to humans,[3] although it is commonly ruddy in hue,[4] have dark hair and eyes.[3]
Nearly all male halflings are incapable of growing true beards, though many have long sideburns. Halfling hairstyles are often complex, with strands woven together or braided.[3] Although halflings have an affinity for collecting valuables, they do not prefer to wear these on their person, instead preferring more comfortable clothing.[4]

Halflings have lifespans comparable with, but slightly longer, than humans. A halfling is typically considered an adult in their early twenties and some live into their 150s.[4]

AbilitiesEdit
Halflings are quick and dexterous humanoids, even given their size, with quick reflexes and an ability to recover easily from sudden danger. Halflings, who by large have a strong force of personality, are also intensely courageous and are more likely to retain their valor than most other humanoids, even when under the effects of a spell or other power. Beyond this, halflings have what can be best described as a lucky streak and have an ability known as second chance, that makes it less likely for them to be injured in perilous circumstances.[5]
Additionally, the small size of halflings has an effect on their abilities. Halflings are, for instance, incapable of wielding larger weapons like greatswords or halberds.[5]

It is sometimes said that halflings are weaker for the wear than other humanoids, and as a trend, halflings tend to be weaker.[4] However, this is not a universal truth of the race.[5] Similarly, although many have an excellent sense of hearing, not all do.[4]

PsychologyEdit
Halflings are by nature joyful and friendly in their dealings with others. Because they live in a world where they are surrounded by larger creatures, halflings tend to avoid notice, often deliberately, or at the very least, act cordial towards the larger races. Halflings appear deceptively harmless, meaning they are often beyond the notice of enemies that might otherwise pose a threat to them.[6]
The halfling mind is practical and halflings concern themselves with their immediate surroundings. They take pleasure in simple things, with few aspiring to greatness in the same manner as humans. Some halflings do become adventurers, but usually this is a practice taken up for reasons of necessity rather than personal drive. Because of this love for home and family, halflings make loyal and courageous allies, willing to put their own lives at risk for the sake of others.[6]

While many halflings do not have the ambition for adventure that some races do, most prefer trouble to boredom; the race is notoriously curious. Halflings are courageous, moreso than many races, and their daring is often difficult to match. Many halflings also have a strong appetite for food and drink as well as narcotics and clothing. Similarly, many halflings are enthusiastic collectors, and love to hold on to possessions won through skill and daring.[7]


EcologyEdit
CultureEdit
Halfling communities are tightly-knit groups found around the world, usually near the settlements of other races. Most halflings don't recognize the claims of kings or nobles as sovereign rulers but instead look primarily to their family elders to guide them. This focus on bloodlines has enabled halfling traditions to continue for millennia relatively intact.[6]
Halfling culture has a fondness for stories and legends and is rich in the oral tradition. So much care is put into the retelling of traditional stories and their preservation that halflings often unwittingly have access to lore about ancient and long gone cultures or empires that others have long since forgotten about. Many halflings are able to recall some detail of the ancient past, though it is usually wrapped in the shrouds of legends.[6]

Halflings have undergone something of a cultural and philosophical change throughout the Hundred Years of Chaos. During this time, the typical halfling aversion to adventure for its own sake has been overcome by a powerful sense of wanderlust. Halfling-run adventure companies are now common in many major cities of Faerûn.[8]

Relations with other racesEdit
Halflings, in general, try their best to get along with everybody, though exceptions do exist and ghostwise halflings are notoriously xenophobic. Lightfoot and strongheart halflings, however, are friendly and outgoing and are uncommonly adept at fitting into communities of humans, dwarves, elves, or gnomes. Most halflings, in fact, don't live in communities of their own but instead regions dominated by other races. This is particularly true in human societies, which attract halflings due to the comparative rapidity with which they change.[4]







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