Dragonborn
Personality:
Proud, stubborn, loyal, determined, arrogant. All of these are common adjectives when describing the Dragonborn. Made in the image of Bahamut, they exemplify all of his qualities, good and bad. Believing themselves as the First Race of Dragonsea, Dragonborn are also prone to the same arrogance, and aloofness that is a common trait amongst dragons themselves. They tend to value order and hierarchy above all. Even those who become outcasts in Dragonsea society attach themselves to any make-shift sense of order, usually by joining crews or other mercenaries group with a clear chain of command. Despite their superiority complex, Dragonborn are innately social creatures, craving the presence of others, and the ties that bind them, whether it is blood, location or simple circumstance.
Appearance:
Dragonborn are the largest of the races of Dragonsea, the average height being more than 6 feet. Their bodies appear very similar to the humanoid shapes of the Dragons themselves, only lacking the unique physical attributes that accompany each of the flights while in humanoid form, creating a more generic draconic look. Their scales come in as varied a color as the dragons themselves, though there are far more metallic coloring amongst the Dragonborn than any other coloring, Their eyes come in just a varied series of colors.
Organization:
Dragonborn society is modeled after Draconic society, with wisdom of age respected above all others. Dragonborn family clans around a town or area defer to the wisdom of a council of elders. Dragonborn society is not organized beyond the regional area, deferring to the leadership of the Dragons for the rest of their needs. The Voice of the Dragonborn is chosen by a unique council of elders located in Shimmering. Those who wish to be the next Voice must present themselves to this council. A new Voice is chosen by the Dragonborn every ten years.
Tieflings
Personality:
Tieflings
may be as different as one can get from the Dragonborn. Flighty,
emotional, passionate, creative, they exemplify the fluid personality
traits of their creator Tiamat. The touch of the Abyss that went into
their creation only seemed to heighten these traits, making the
Tieflings perhaps the most beautiful and dangerous race on Dragonsea.
Free spirited to a fault, the Tiefling race values freedom and
creativity above all else. They make quick and easy friends, but find it
difficult to trust any one person wholly. Their need for changes makes
it difficult for a Tiefling to settle down.
Appearance:
The
touch of the Abyss seemed to have removed all of the heavy elements of
the generic draconic look of the Dragonborn and left a very light, fluid
and graceful form. Smooth-skinned, the Tieflings can come in any color,
though the great majority favor the hotter colors, their skins of toned
in reds, oranges, and even blues and purples. Their eyes have the same
variety of color, but they all glow as if from some inner fire, a
remnant of the Abyssal creation.
Organization:
An
innately nomadic people, Tieflings travel around in caravans made of
very large family clans. Members of these caravans can very easily tell
you how anyone else in the caravan is a cousin or aunt so many times
removed. Unlike the Dragonborn, Tieflings believe it takes more than age
to prove leadership, often choosing the cleverest from amongst
themselves to be their leader. Also unlike their Dragonborn
counterparts, Tieflings have an organization that governs their race as a
whole. Every 5 years, representatives of each major family clan travel
to Illusion for the great Tiefling Gathering Festival. The Festival is
more than just a gathering of clans, but also a test to choose who
amongst the Tieflings is the cleverest, and becomes the next Voice of
the Tiefling Race.
Kobolds:
Personality:
Though
child-like in many ways, Kobolds are better known for their tireless
industrious nature. Quiet, observant, naive and curious, Kobolds are a
reflection of their creator Kas. Kobolds often have a sense of wonder
about the world itself, and portray a level of awe that is contagious by
many of the other races. Despite this innocence, Kobolds generally
trust no one but other Kobolds. Only the Dragons themselves, which many
Kobolds look up to in a level that mirrors almost worship, and Oaklings,
who all Kobolds innately trust, are exempt from this. All others must
work extra hard to earn the trust of any Kobold. Like children, there
are Kobolds who see themselves as more than they really are, and
begrudge anyone else that sense of superiority, even Dragons.
Appearance:
Kobolds
look like a mottled mash-up of Tiefling and Dragonborn. Short in size, a
Kobold considers himself a Giant if he is larger than 4ft tall, many
appear even smaller because of the constant slouching and scuttling they
do when they move around. Their skin is a mix of scales and smoothness
that further lends to their diminished appearance. Though there have
been kobolds born of every draconic coloring, the vast majority are
warmer colors, browns, bronzes, brasses etc. Kobolds have no coloring to
their irises but gold, though they also exhibit a strange almost glow
to them as the Tieflings.
Organization
Kobolds
have no real organization beyond that of family. Kobold communities are
more happenstance than any real planned organization, deferring almost
completely either to the ruling of the nearest dragon,
or if lacking input from one, the gentle guidance of an Oakling. While
they honor age, any kobolds seen to have the favor of a dragon is highly respected and often becomes a defacto leader, a sort of glorified head priest.
Oaklings:
Personality:
The
Oaklings duty to protect the Kobold race has greatly influenced their
view of the world. They are wary creatures, distrustful of anyone unless
they prove their worth first. They are quite stoic in the presence of
other races, often appearing to be heartless, logical beings devoid of
any real emotion. Oaklings however are quite the opposite. They are
fiercely protective of any they deem worthy, and are quite jovial
beings. They are capable of a wide range of emotions. They are more
prone to show this jovial and emotional side with other Oaklings and
even Kobolds.
Appearance:
Oaklings
appear are humanoid in appearance, though where some races would have
scales, they have bark. They have no hair, instead they have a tightly
woven branches, which they trim as they see fit. Some Oaklings instead
have vines for hair, allowing a more flowing look, or even a head full
of leaves. They are also able to bloom flowers in their hair if they
wish, a common look for female Oaklings. Their skin is tough like bark,
providing a level of protection, but without hampering movement. They
are able to grow leaves across their body, creating complex designs
similar to tattoos in other races. These leaves resemble anything from
birch, maple, oak to elm tree leaves.
(Image Link for Inspiration: http://29.media.tumblr.com/
Organization:
Oakling
society is heavily based upon the agreement of the community. Many
matters in any Oakling society are decided and voted upon by the entire
community, making sure that each voice and opinion is heard. If there is
a need for a faster response, the community immediately chooses one
member to make all decisions. This leader changes from situation to
situation, based upon who would be best suited for any one task. Despite
this communal society, there is a permanent council on Maab's Isle, the
birthplace of the Oakling Race. Each 10 years, all Oaklings make a
pilgrimage to Maab's Isle and chooses those who would sit on the
council. It is this council which also then chooses who the next Voice
of the Oakling race would be.
Kayal
Personality:
Kayal
are extremely logical beings, choosing to forgo emotions whenever
possible. They train for years to hone either their mind, body or both,
in hopes of overcoming the weakness of their emotions. Kayal do this
because they all suffer from an innate rage that is byproduct of their
creation. Kayal who let themselves fall to their rage, become powerful
forces of destruction, reveling in the discord of other races, and
sowing the seeds of conflict whenever possible. Because of this powerful
urge, Kayal are driven to be solitary creatures, seeing it as the best
chance of not hurting anyone else should they fail at controlling their
rage. The value logic above else, because it is through logic that they
have found their salvation as a race.
Appearance:
Kayal
are physically similar to tieflings, tall and lithe, they possess an
unnerving grace. Their skin is often very pale, as if they were never
exposed to light. The hair and eyes are naturally both black or grey.As a
sign of individuality, Kayal are known to not only wear elaborate
hairstyles (or go bald) but also dye their hairs wild colors. They are
also very prone to various forms body modifications from tattoos to
piercings, though they are never done on a whim, each modification
carrying a meaning to the individual Kayal.
Organization:
Kayal
are separated by the various sects of pathways to control that they
follow. Each school or tradition is led by either one master or a group
of enlightened elders depending on their order. Very few families live
outside of these orders, though a child born into one order is not
forced to stay there and may choose to train with any other if they
accept him or her. Adults who finish the majority of their training will
travel the world to test their self control, but they remain loyal to
their order for the rest of their lives. It is unclear how the Kayal
choose a Voice, though all Kayal agree their choice is a consensus of
all orders. The Kayal are believed to have a way to communicate with one
another though very few know how.
The Elemental Races:
Personality:
Though
created at the same time under similar guidelines, the various
elemental races became influenced by their respective elements, creating
four distinct cultures. All four cultures however share a deep
attachment to one another, understanding the plight that they share as a
"second class" citizen of Dragonsea. They also have an heightened sense of self expression, a byproduct of their extended existence as a slave race.
Ifrit
are passionate creatures, prone to prideful boasts and over the top
shows of power or skill. Despite this, they are quite industrious,
civilized, and are the most organized of all the Elemental Races. They
favor arts that reflect life, excelling in the creation of deeply moving
plays and music. While not overly emotional, they follow their pursuits
in life passionately and are hard to dissuade form a decision once it
has been made.
Undine are intuitive people, seeking to exist in a
state of harmony with the people and world around them. They are deeply
caring with their loved ones and are able to empathize easily. However,
they understand the balance of life more than any other race and accept
death and tragedy more easily. They are extremely patient people and
are happy to wear down any opponent, able to outlast anyone.
Oread
are able to match the Dragonborn when it comes to stubbornness. Unlike
Dragonborn, it is not out of arrogance that they are stubborn, but an
innate need to see all sides of any situation before agreeing to
proceed. Oread prefer to plan out their actions if possible, and not
willing to jump to any conclusion if they can avoid it. Their methodical
approach to survival allows them to more deeply love, and they are the
most family oriented of the Elemental Races. Their analytical approach
also makes them master-craftsmen, able to fashion incredible pieces of
art from any material. They are also master of clockwork mechanisms.
Sylphs
are as flighty as the Oread are methodical. They are prone to big
dreams, which they rush into headlong, often creating as many big
successes ad failures. They have an infectious appreciation for life and
will act on a whim if they believe that the situation will be
enjoyable. This zeal also translates them into being master craftsmen of
magical works. Their willingness to risk has allowed them to make great
strides into the control of their element and allowed them to create
wonders similar to the early period of Dragonsea.
Appearance:
All the elemental races are humanoid in appearance, their various elements changing the details form one race to another.
Ifrit
are strong and lithe, their skin taking on reddish/brassy tones. They
eyes are various hues of red and orange, with a flicker like quality.
Their hair is by contract blue or white, as if a very hot fire.
Undine
are lean and very fluid in their appearance. They skin tones are more
bluish and green, as if the various shades of water. Their hair are
usually paler hues of these same color, or even white as if the caps of
waves. Their eyes are all a deep blue or green with a still quality to
them.
Oread are strongly built, and almost as tall as Dragonborn.
Their skin often appears dry or dusty, with hues of brown and tan.
Their hair is often short, but brightly colored and appear as if they
have a light within. Their eyes are equally capable of various shades of
bright colors and appear like pure cut gems.
Sylphs are small
and very light, and often appear to almost glide rather than walk. Their
skin tones are very pale blues and pinks. Their eyes are equally pale
blues and grey with their hair various shades of grey. There is a subset
of Sylphs known as Levins whose skin tones are often dark greys with
similar multi-hued grey hair. They are often confused for Kayal until
one sees their eyes. Levin eyes are bright electric blue, with
discharges of energy illuminating them from time to time.
Organization:
All
of the elemental races have similar structures to their society, and
while each race has it's own 'kingdom' all of the elemental races are
welcomed in each of them. Each elemental races is made of various clans,
though one clan is considered the ruling clan. From this ruling clan, a
High Chief is chosen to rule for all the clans. The High Chief's eldest
son or daughter usually becomes the next High Chief, though the chiefs
of the other clan may deny the right to an heir if they feel they are
unsuited for rule. The other chiefs must vote unanimously on who the
next High Chief shall be, usually being someone else in the ruling clan.
On occasion, the chiefs vote that a new clan is made the ruling clan,
but this is rare.
Ifrits are the ruling race of the Kingdom of
Fire. The capitol is the City of Tinder and is responsible for all
elemental settlements in the southern areas of Dragonsea. They are headed by the Ruling Clan of Ember.
Undine
are the ruling race of the Kingdom of Water. Their capitol is the City
of Frosttip and is responsible for all elemental settlements in the
northern areas of Dragonsea. They are headed by the Ruling Clan of Gelid.
Oreads
are the ruling race of the Kingdom of Earth. Their capitol is Stone
City and is responsible for the elemental settlements in the eastern
areas of Dragonsea. They are headed by the Ruling Clan of Terra.
Sylphs
are the ruling race of the Kingdom of Air. Their capitol is the city of
Skybluff, the Soaring City and are responsible for the elemental
settlements in the western areas of Dragonsea. they are headed by the Ruling Clan of Volt, a Levin Clan.
Personality:
Most Forged seem to lack a distinct personality. They have general notions of gender, though even that is often jumbled or vague. Because Forged don't sleep, they spend many hours at their assigned tasked. Forged are focused and diligent in their work, but most do have a sort of intellectual curiosity about the world and are prone to questions. On rare occasion, a Forged, either because their owner abandoned them or died, are left to find their way in this world on their own. These Forged develop a more pronounced desire for knowledge, almost obsessive at times. These Forged are known as Lost Forged. Even rarer, there are Forged who free themselves for any number of reasons. They have very pronounced and varied personalities, including clear senses of self. They are often called the Free Forged.
Appearance:
Forged appear humanoid, with their body a unique mix of metal, stone, wood and even some sort of fibrous bundles like vines. Their metal and stone parts make them very resilient, and the fibrous and wooden part allow them an unexpected level of dexterity and flexibility. Their bodies are similar between genders, though the more pronounced the gender in the Forges mind, the more pronouced the gender qualities, with male Forged being bulkier and female Forged being more femine and lithe. All Forged have a unique mark on their forehead, no two of which are alike between Forged. The Forged recognize this mark as a sort of name that only they recognize. Lost Forged often develop more complex symbols, but none nearly as complex as the Free Forged whose designs are works of art and beauty.
Organization:
Forged have no organization. They are the property of the Dragon that owns them and follow his or her orders to the very end. Lost Forged and Free Forged are often left to their own devices if they don't cause any trouble, but are quickly destroyed if they are percieved as a threat. Most Dragons do not value Forged any more than they would any other tool.