Ghosts of Eternity Season Three
Avayon – A tribal airborne race that calls the Monakhurst Steppes their home, the avayon are nomadic herdsmen who live off the land and their herds of direvole. In order to obtain goods they cannot make on their own, many avayon raid and pillage caravans that make their way across the steppes. This has led them to become hated foes of the gnomes, who view the steppes as their only safe passage between the Fringelands and Hostlands. Avayon who live in the cities often live high up in towers and act as thieves and scouts. Avayon are fond of throat-singing.
Azzerian – A feline race that once dominated two continents, the azzerians are the descendents of an empire that stretched across their home subcontinent and the southern half of Cinina. When their empire was destroyed by the Khana, they retreated back to their original domain and isolated themselves from the world. They have never, however, ignored events shaping in the world around them and often send scouts into the world. Sometimes, these scouts remain with the outside people and become thieves and assassins.
Dwarf – Known as the “Stone Born”, the dwarves who live on the island of Ierock are considered the children of the Earth Priman, Aodera. A deeply spiritual and hardy people, most dwarves follow the Karr-de Priman, their own native faith and the oldest living religion in the world. Holding the natural world sacred above all other things, the dwarves are viewed as backward by some and insightful by others. Contrary to popular beliefs, dwarven commoners are often clean-shaven, while the aristocrats and people of significant standing grow their beards with distinctive styles and braidings. The women do the same for their long hair, and it is considered a mark of beauty among them.
Elf – Descended from the children of fae and human relations during the Mending Age, the elves carry the legacies of two distinct worlds in their veins, but so much time has passed that most pay it no heed. When the fae returned to their homeworld, the elves were given a choice as to which parents to stay with: man or fae. Those who chose to remain with their human parent often found themselves shunned by those who were not like them. Frustrated and not wishing the fate of the orcs to befall their children, many families and enterprising elves fled to the Shatter Isles; the remnants of the ruined continent where mankind had heralded from. Where others had failed, the elves thrived and found themselves harnessing the residual magic that permeated from the living rock. Owing to their success, elves view family as paramount and have created an artistic and literature style that blends their heritage.
Gnome – A nomadic race that calls no place home but the open road and the roaring campfire, the gnomes are shunned by most races as thieves, bandits, plague-bearers and the bringers of ill omens. Boasting a spirit and love of life disproportionate with their diminutive stature, gnomes have a passion for vibrant colors, lively music, and the glimmer of coin matched only by few. Most people view gnomes as nothing more than thieves and tricksters who would sell their own daughter for a handful of coins and gems, but those who spend time with these people often find their passions infectious. They have a hatred for the avayon, who they view not only as bad omens but as vicious raiders.
Goblin – A wry race that lives within the Baragon Mountains, the goblins have thrived through their ingenuity, invention, and passion for exploration. When large predators sought to devour the entire race, the goblins learned the arts of mining, smithing and crafting so that they may better defend themselves. In time, they hollowed out their mountains and built huge cities that were a testament to their engineering prowess. The goblins are the inventors of not only steampump technology, which harnesses the power of steam to manipulate complex machinery and fire projectiles faster, further and with more force than a bow, but also the potentially devastating power of time in clockwork form.
Human – Once the masters of a mighty empire, humans are now the descendents of refugees and those who were fortunate to be away from their home continent when it was destroyed by The Rend. Those who survived to carry on humanity’s legacy found themselves absorbed by their surrounding cultures or banded together to form independent societies. As such, human culture is more diverse and far-reaching than most others, and most humans do not put much stock in the past, as it is what came before, not what lies ahead. Humans occupy every corner of the world and have grown beyond being a mere minority.
Kobold – A reptilian race that heralds from the swamps of Szeccara, the kobolds are consummate survivalists who are immune to poisons, have immense patience, and are capable of swimming underwater longer than any other race before requiring fresh air. Their powerful bites and tough hides make them resilient warriors, and rumors persist that they can mend wounds naturally over time, regardless of how grievous they are.
Orc – A proud race born in fire and blood, the first orcs were the products of human women raped and impregnated by ogre bandits. Scorned and cast out by the villages they were born in, many orcs became bandits themselves or led the life of mercenaries before the Khana Empire approached them with the offer to give them something they never had: comrades, and the chance to me more than scourges. In time the orcs became the dominant race in the Khana Legions and as a people they adopted the strict discipline and fervent fighting style of their new masters. When the empire fell, the orcs who survived formed their own legions and turned their forts into cities, where they would defend citizens and ensure some stability. This land became known as Khand, and to this day it is considered the homeland of the orcs.
Troll – Physically imposing and possessing sword-sharp wit, the trolls are considered to be the most eloquent and cunning of the races. According to their history, the trolls once lived in hundreds of tribes that all had various customs and codes of conduct, many of which carried grave offenses to those who disrespected such tradition. In the name of good relations, trolls were taught from birth all the languages and customs of their neighbors, and eventually this led to the trolls blending their tribes together and forming the first true civilization. While there are trolls in every walk of life, they are often seen as the most educated and level-headed of people.
Alchemist Class – Professions trained in the art of transmuting and crafting, alchemists are support characters who can deploy technological or spiritual minions to their side when the need arises. Some excel in the brewing and using of potions and poultices.
Inclined Class – Spell casters who have spent their lives turning their bodies, minds and souls into vessels for arcane or blessed power. Whether granted by the gods or through hard academic work, the inclined are not to be trifled with.
Rogue Class – Thieves, vagabonds, and menaces to society, rogues can either be the center of attention or hidden in the shadows. From disabling traps to breaking into a guarded home to slitting a throat in silence or sneaking under a guard’s nose, rogues feature a diverse array of talents.
Warrior Class – Blood for blood and life for life. Warriors depend not on magic, trickery, or technology, but rather on the reliability of steel. Warriors are the hearts and souls of their groups, the one brave enough to charge in or cool enough to make calculated blows at their foes.