The world of Lord of the Craft contains a multitude of races that you can play as. Some,such as the Human, Dwarven, Elven, Orcish, Kharajyr subraces, and Halflings. Others, such as Hou-Zi, require an application to play as.
- 1 Human
- 2 Dwarf
- 3 Elf
- 4 Orc
- 5 Kharajyr
- 6 Other Races
- 7 Special Races
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 colour ranging from blond to dark brown, some variations of highlanders have been known to dye their hair as a ritual for battle, however, this is not common. 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.
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".
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 form of Dwarf which calls 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 dwarfs (Umgorum Dwedmar or Cave Dwarfs) are a subtype of dwarfs 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 dwarfs are rarely trusting other races closely, and usually despise them or just work with them professionally. That doesn't make the un-social, as Cave Dwarves are just a spirited as their brethren, although they keep it within dwarfs and their clans. Many of these dwed are in the high positions of the Kingdom or in the depths of their grand mine, as they are not usually the ones going on adventures outside of the deep stone homes and mines they inhabit. Of course, this means that their tunnels and excavations below are even more glorious than some structures that elves or humans may build over centuries.
Forest dwarves are truly the most unique of the dwarfs, 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 thing, and tales speak of heroes of forest dwarf origins.
They are often travelers, roaming forests months upon months, meaning they have learned the ways of the forest can can navigate through them with more ease than any other dwarven sub-race, even better than some of the main races as well. This of course, may seem brutish, but their dwarven honor and dignity still shine as an example, although their greed sometimes goes other directions that are not gold related.
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, and Snow Elves who construct citadels in cold and unforgiving environments.
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. And it is very unusual for more than two siblings to be seen growing together in the land of the elves, as elves mature more quickly than 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 south-eastern part of the Isle of Tahn in Axios, in the city of Linandria, capital of the Dominion of Malin. 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, who 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 as pure or do not belong to Haelun'or are also found throughout the lands of Vailor.
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, meaning dark or night Elves, by their High Elven cousins but are known as Dark Elves in common speech.
The Snow Elves, in the few times they have fought on even ground, have shown proficiency in cavalry but lackluster ability on foot. Due to the long history of war, persecution and genocide that the Snow Elves have faced, they are cordial but cold to all but those of their near-defunct Princedom.
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 any citizen 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 hatred and respect for the Dwarves because of their ferocity and strength. However, they think less of other other races simply because they’re not big enough. Where other races establish cities and build monuments to their predecessors, Orcs establish tribes and build strong clans around the mythic figures of their ancestors. Orcs tend toward nomadic life, but what villages they do choose to establish are usually built from the ruins of other cities, swallowed and spat forth again by the drifting dunes of the desert.
Although Orcs can naturally live longer than Humans, their warring lifestyle often ends them before their natural end. 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, 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.
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.
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 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.
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.
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.
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.
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.
Halflings are a short, stout people of Aegis. None is known of how they came to be, 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 often stay out of politics and warfare, but are quite 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 Magic Team in order to play as any of these races.
These special races are divided into four categories: Constructs, Fiends, Necrolytes, and Spectres.
Constructs are all beings created through both mechanical and magical means created by mortals. They can have either organic or inorganic bodies, depending on the specific subtype of Construct they are.
Living, empty suits of armor brought to life by a blood ritual. Dread Knights are usually made with highly reinforced armor, as the creature does not feel weighed down by its armor.
Ents are trees that have been given life by the Elder Tree, an ancient tree that has gained sentience and great wisdom. They are humanoid, but they are made entirely out of wood and the foliage that grew around them. They are similar to Dryads, however Ents are not originally human. Ents are bound to their Elder Tree, and will protect and watch over it at all cost.
A being created by the combined efforts of a Lutauman and Witch Doctor, where a Lesser Ancestral Spirit animates a body fashioned out of the flesh of deceased Uruks by the Shamans. The body of a Muyakelg is similar in size to that of an Orc, however the exact shape and characteristics of the body can vary greatly depending on how the Shamans suture the body.
A race of humanoid primates native to the jungles of Axios. They are notable for being the first known race to have formed a civilization on Axios. Unlike other races under this category, Hou-Zi have three further subraces: the highly adaptable Laobai-Zhu; Fei-Zhu,the smallest and most agile of the Hou-Zi, with a resemblance similar to that of baboons; and Fei-Zhu, the gorilla-like strong men of the Hou-Zi.
| Creature/Entity Application format:
Format your title as follows: [Type of Creature] [CA] MC or RP name MC Name: Character's Name: Character's Age: Character's Original Race (N/A if not applicable): Transformed form: Creator's MC Name: Creator's RP Name: Briefly explain the lore behind this construct or creature: Do you have a magic(s) you are dropping due to this app? If so, link it: Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Are you aware that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?: Do you consent to accepting what may happen to this character?: Have you applied for this creature on this character before, and had it denied? If so, link the app:
|Human||Heartlander · Highlander · Farfolk · Adunian|
|Elf||Wood Elf · High Elf · Dark Elf · Snow Elf|
|Dwarf||Cave Dwarf · Mountain Dwarf · Forest Dwarf · Dark Dwarf|
|Orc||Olog · Goblin|
|Other||Hou-Zi||Laobai-Zhu · Fei-Zhu · Hei-Zhu|
|Kharajyr||Kha'Leparda · Kha'Cheetrah · Kha'Pantera · Kha'Tigrasi|
|Special||Natural Creatures · Magical Creatures · Spectral/Undead Creatures|