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Races & Archetypes

This realm is low-fantasy on variety of races as it focuses on the woodland area, you may create humanoid fantasy medieval character of these types listed below. Please reframe from being 'high nobility' or prince/queens/high nobles for this setting. Your character can claim noble bloodline but has no real impact to the story, it would only affect interpersonal connections with other characters.
 

All races and cultures are influenced by fiction similar to Lord of the Rings or Rings of Power as inspirations without copyrighting or canon characters. Era is between the fictional era of 11th to 14th century.  One can explore cultures of that era respectfully.

Acceptable races:


Humans :

Spanning the vast reaches of Centerra, humanity thrives in a 12th-to-14th-century standard of living, displaying a diverse range of natural skin tones and hair colors. Scholars believe humans and elves shared a common ancestor during the Neolithic era before diverging over 55,000 years ago. Humans favor smaller family structures and adapt remarkably well to their surroundings—from wild woodlands to quiet agricultural settings like Selsonia and even to sprawling cityscapes like Evolas. This vibrant array of beliefs, cultures, and abilities makes humans formidable, though elves often argue their shorter-lived neighbors are entirely predictable.
 

Humanity is driven by a collective desire to organize and possess: they mark strict property lines, promote followers to their beliefs, and enforce rigid hierarchies based on age. Elves, by contrast, view all things as interconnected and do not equate age with maturity. Religion for elves is considered open, serene and non-competitive. As one scholar noted, humans are driven by scarcity and time, whereas elves treasure memories and timeless ideals.

While humans do not naturally possess innate magical blood, with much passion and study they can feel and master magic just the same. 

Relationships between the Elves and Humans vary wildly, ranging from bitter rancor or playful banter to complete indifference or staunch allyship. In the region of Haastad, magic and magical beings are viewed with deep distrust. While in the city of Evolas, it is quiet the opposite with an integrated mix of cultures and races, giving rise to a particularly high concentration of half-elves.
 

Human spirituality also reflects this cultural exchange. The worship of Li’una was heavily influenced by the elves but reinterpreted with a fusion of ancient human traditions —framing goddess more like a Valkyrie or an Earth Mother. Notably, human woodland folk may address Li’una as "The Sister," echoing the a forgotten cultural exchanges deep within the untamed wilds.
 

Player Requirements:

  • Attire: Medieval fantasy wear.

  • Physical Requirements: None (no specific markings or physical traits required unless they play a Dra'kin culture)


Elves 

 

Silvian Woodland / Lunari Night Elves are the two archetypes. All elves have natural skin complexions but have various eye colors and hair. Age can extend up to two thousand years in theory, but they can die. If elven parents were mixed, usually the kin is one or the other, or some mix. Elven ears are required; please see acceptable realistic Aradani Elf Ears in the shop links below.

Lunari Night Elves : As the moon crosses the skies, a serene world veils everything with a quiet awe, an embrace of comfort in the cooling earth, reminding all what resonates in us can be seen above. The stars flicker like heartbeat, the clouds pass silently as a gossamer over the moon, and the breath of evening gusts through us with messages of wonder and curiousity. It reminds those of ancient bloodlines that they are made by the shadows and the stary night fused with life. The Lunari in theif belief system, believe their origins was birth in a realm of high celestrial magic fused in their blood and for generations. For this reason, some Lunari are greatly intuned with the floating biolumini (ever glowing wisp of magic found in flora and fauna).

In philosophy, shadows are neither good nor bad. Lunari accept that even if things cannot be seen,  it does not lessen their importance. To mute part of ourselves in shadows is to help highlight the parts that do matter - our Inner  Light. This way of thought extends in many things from friendships, moral ethic or even self-reflection. To settle troubles and know that joys are fleeting as falling stars and one should treasure them.

 

Lunari associate the moon's changing cycles as the ever-lasting truth; that people and life can change and nothing is ever stagnant. It is perhaps this philosophy that makes them compatible with some humans who also change dramatically in their short lifespans. However for some Lunari, humans talk more about change than actually doing it...

Culturally, they may seem mysterious but when the world grows dark and silent they come to life with activity. Hunting parties, Biolumini Venerations, festivals of stars and starry wines, family gatherings with covens and rituals to align themselves with moon. Some occasionally celebrate or give silent acknowledgement to the Biolumini when they appear. Something about the cooling of the earth invigorates the Lunari.

Physically, their hair naturally ranges from natural colors, deepest black, slate greys to muted purples, pastels, and silvery white. Their weapons can be ornate or as practical and minimalist as a new moon. They love the stark contrast of dark colors with shiny elements much like the stars against the evening sky. Adorning themselves in jewelry for some is considered venerating the 'Sister' - Li'una and honoring your bloodline. You will rarely hear a Lunari complain of wearing too much jewelry.
 

Lunari also tend to wear celestrial inspired makeup, especially around the eyelids, and express their beliefs through art on their garments with patterns. Markup of starry elements, shadowing across the face, constellations or geometries are common in some regions versus others who carry birthmarks. But some Lunari prefer a more muted, less flamboyant presentation.

​ ​ Lunari Requirements:

  • Aradani Elf Ears or a realistic alternative (see links below)

  • Shadowing around the eyes or under the lower eyelids ( Colors: black, purple, silver, night-theme)

 

Optional:

  • star/moon/celestrial night birthmark somewhere on them.

  • jewelry of celestrial night themes or large gems,

  • geometry patterns of stars or tribal celestrial art on clothes or tattoos mixed with language or phrases or even Eldar Futhark.

NOTE:

Hair and eyecolor can be of any color but please avoid neon colors and avoid full white contact lens and full scelera eyes as these are reserved for NPCs.

imagesiolu_edited.jpg
biolumini_edited.jpg

 

Dra'kin :  A proud culture with an emphasis on warrior courage, ancestral worship who also call the western Grimwoods home as guardians of the "ancient realms"; the outer-trim boundaries of the forests, sandy tundras, and arctic prairie lands.

They stand tall and yet have a gregarious, bold heart for community and spirit; both mixed with elves and humans alike. 
This group  also claims to have connections to ancient realms where their ancestors defeated dragons eons ago although there's no proof of it. Their history stops after a thousand years ago in the Acora Peninsula, and recordings of their past were ruined or lost from past wars—relying mostly on oral retellings, handmade tapestries, and songs.
 

They live exclusively in tents, yurts, or isolated cabins, and nomadic temporary campsites at the boundaries of forests and woods. Dra'kin don't feel very uncomfortable in cities, it feels detached from the 'living realm' surrounded by stone and noise. Living between the borders of meadows and the shade of the forest, they value independence and a self-sustaining structure. Relishing large families, Dra'kins are notorious for adopting others into their kinship. Half-Dra'kin births do happen, but in the eyes of the Dra'kin, a half-blood is considered Dra'kin regardless, as family bloodline is honored.

The one thing they all do wear is wards on their facial features in various sizes and symbols in black, white, or brown (Eldar Futhark or other nordic/celtic symbols). The symbol is not permanent, though; it is paint made of the sacred ashes of their "Kindra," their firepit saint. Symbols are also given or chosen when adopted into the tribe.
 

Culturally, unlike Rangers, they usually stick to their tribal areas and don't wander off. They are proud of furfilling their duties in tribal needs and chores. Their altruistic nature varies; some are ruggedly neutral and will not meddle in affairs outside their tribe, while some yearn for friendships outside of it and feel empathy toward others in need. Dra'kins leaving their tribe for extended periods of time is unheard of and will often earn them a stern scolding for "abandoning" their elder kin without permission. 
 

Drumming, singing and guttural music are common among the Dra'kin, usually done around the firepit to awaken the ancestors among them. It is believed that the "firepit" is a doorway into "Elysium" or the afterlife. As such, pyre-fire funerals are common as a way to "send them away through it's flaming doors". However, some Dra'kin may favor the druid-green tradition of being buried in the forest in the hopes that the earthly world will cleanse them and they may reincarnate into a creature. Dra'kin, like many druids, venerate all forms of sacredness in the woods —the space between trees and people is where they believe life lurks.
 

Dra'kin can also be pretty superstitious. Anything that comes in patterns is believed to be the work of "wee-folk," and they might place tokens at trees to "bribe them to go away." Wee-folk can be described as unseen forces too small to understand.
 

A staple food for Dra'kin are potatoes—a tribe without potatoes is a vacant one. Meats and potato breads are a fast staple in their diet, along with stews and pretty much anything roasted over a fire. If a hunt goes poorly, you can always rely on potatoes.
 

Leaders of a Dra'kin tribe are expected to be healthy and able to defend in whichever form they can. Should a tribe have an injured chieftain, they should honorably step down and assign someone else. The chieftain is a symbol of the health of a tribe, and an injured one shows they are not doing very well, inviting possible attacks from others such as Orcs.
 

Orcs and Dra'kin have a high aggressive history with each other, similar to the elves. Territorial Orcs often test the Dra'kin's ability to retain their arctic areas bordering theirs and even do so out of the pure thrill of a hunt.
 

Today, Dra'kin tribes of the Western Grimwoods are heavily concerned about the miasmas spreading and their elderfolk falling weak to its plague. It seems the only way to stop this threat is to remove its source—wherever this necrotic madness comes from it needs to be removed. Some pushed out due to a miasma of necrosis and recent threats, they will do what it takes to return home.
 

Requirements:

  • Dra'kin symbols in brown or black—either using Elder Futhark or ones found here.

  • Dra'kin is an intermix of Celtic, Viking, and Norse culture with an even Mongolian mix.


Optional:
Natural beards encouraged but not required with clamps and jewelry or braids.

(This culture has the aesthetics of either viking, celtic, mongolian or tribe like costuming. The player does require at least one 'eldar futhark' or 'Dra'kin Script' like markings upon the face. Other parts of the body is optional. Usually Dra'kin keep the same symbol, but you are free to change them base on traumas, celebrations, intense moments and more.) 


For the unique Ward symbols for the face, click >

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General Requirements to all Characters

Please we ask not to play as :

  • Anthropomorphic beings (Example: tails, horns, cat, lizard people)

  • Undead individuals or wearing helmit skulls as these are for NPC's 

  • Ethereal beings (example; demons, vampire, angels, fairy, etc)

  • Avoid hard full masks as these are for NPCs. Eye-masks is fine.

  • Please no modern wear such as sneakers / jeans or zippers

 
You can wear: 
- Antlers no bigger than your hands, the horns/antlers as ornaments.

- A yellow headband if you plan to be non-combatant.

- Nose-mouth fabric cover is fine.


------------------------------------
Need ideas?
Here's some archetypes for these races as for occupation that

would fit the setting of Grimwoods:

Farmers 
Rangers
Witches / Warlocks
Mages
Alchemist (before 15th century)
Hospitaler Paladins
Cleric / Monks / Priests
Peasants / Commoner 
Druids
Hunters of the Woods
Mercenary for Commonfolk
Bards or Travelers
Tinkers / Merchants /Lumberjacks
Nomads
Roofless (hermits without a cave but live in the woods)

Other suggestions of their past or where they live...

 

  • In a cabin in the woods on their own or with others.

  • May live in a small village in a woodland clearing.

  • Might have a tree house.

  • Live in a Dra'kin camp grounds bordering the woods.

  • Might be just traveling between major cities like Selsonia or Evolas.

  • Mightt be a 'roofless' (a hermit with no house who sleep in open green).

  • Might travel through out the woods in tent or simple campsites alone or with a group. (rangers, bards, nomads)

  • Might live in a local monastery and check in on freefolk for medical support (Hospitallers, Paladins, Medics, Clerics)

  • Might be living with a coven of mages in magical practice in cottages or a private cabins. (Witches, Warlocs, Ritualists, Druids.)

  • Should you play a noble or related, the title would not be recognized by plot.

Woodland - Silvian Elves- Among the painted Biolumin green lights through the trees, and whisps of the natural world there is a language, a deep connection spoken through it. The way peace finds us when walking through it's shade, the cascade sounds of rivers as it quiets our thoughts and reminds it's ancient ways. The patience to look up above and trust there is something much bigger than us among the towering forest. The green is in no rush to spill it's rivers and streams, nature has it's own pacing, time has no grasp upon it.

 

This is what Woodland Elves feel in their veins, behind their eyes and in their heart. That the deepest roots of their souls are never truly separated from the canopy and we are all part of it. To be severed from nature and it's mystic embrace, is parting the soul and with family all at once. Culturally, they are drawn to the wild, to climb the highest tree, see the challenges of the earth, and venture forward to hidden groves.

Their hair color varies greatly from dark colors or pastel grey colors to natural colors of all types. Some might have a branch or vine-like birthmark somewhere on them or green tones on their face. Some claim their vine birthmark moves or grows depending on the condition of their inner-light. 

Their clothing varies but it would not be uncommon to see Silvian Elves with natural items in their hair or worn as a necklace such as leaves, stones or wood.

Requirements:

  • Aradani Elf Ears or realistic alternate.

 

Optional:

  • Vine/Earthly patterns somewhere on them,

  • Jewelry of earthly themes.

  • Tribal elven art on clothes or tattoos mixed with language or phrases or even Eldar Futhark.

NOTE:

Hair and eyecolor can be of any color but please avoid neon colors and avoid full white contact lens and full scelera eyes as these are reserved for NPCs.

 

Half-Elves : Half-elves are more common among inter-mix populations with diversity. They are treated with much care and love as any other child, but some may disdain them for not being a full elf or mixed with the race. Some parents celebrate the mix of their human or elven lover while others feel shame. It depends greatly from family & regions, how it impacts the half-elf varies from person to person. 

Some half-elves suffer early childhood loneliness if they live with mostly humans  in dense populations during development. Watching humans grow-up quicker and mature faster, the half-elf may feel left behind socially as they are still a child. They could be 20 of age and appear a meer 12 winters compared to a human.

EDUCATION: 

Human schooling seems too rudimentary and not satisfying half-elven's curiosity by going deep enough in knowledge.  Versus elven schoolings would seem too slow, the lessons that normally are just a week with humans would be a full three months with elves. How a half-elf handles their education varies but it is not uncommon for a half-elf to study among humans first and then extend their knowledge either in universitas or continue it among elves later should they wish it.

Once a full adult, it becomes much easier for half-elves to socialize as their age is not easily notable and it blends in better between mature human/elven adults of various stages. The kingdom with the highest amount of half-elves is Evolas due to the large port and exchange of commerce from Achio Islands. Second to this, is the Moonveil village where humans and elves live in the outskirts of the two elven kingdoms. However, half-elves can be found nearly anywhere in Centerra. 

Requirements:

Can be a mix of the two elven types above.

 

ELVES IN GENERAL

All Elves carry a lifespan of 1,200 to 1,800 years and carry in their bloodlines ancient descendants of Achio Islands stretching back thousands of years. Their maturity and physical bodies varies among them as they age. Most elves do not appear mature til they pass 30-40 years old - looking barely 20 compared to humans. Living multiple adolescent stages more than humans and ponder their experiences deeper as they get older. Some elves believe that being among humans makes them age more, while some state it is caused by having an enriching life filled with the ups and downs of the world. Towards the end of an elf's life cycle, they tend to depart from the social world and seem indifferent to it. Yearning to be closer to nature, visiting human friends less and less til they aren't seen again. <See Locations for more cultural elven traditions related to the kingdoms>

As how the two types of Elves interact is interesting and varies immensely. They could be the best of friends or completely irreconcilable as their lifestyles are so different. Families and clans could have generations of friendships such as the Nightengale Clan and the Morilen Coven. Lunari are much more active at night and when content or seeking comfort would settle in shades when the sun is out. While Silvian would venture more so under sunlight or wildly go where their energy takes them sometimes bringing others with them. Personalities vary from various cultures. In modern times, elves can be found across the world, their lifestyles and pursuits varying as broadly.

All elves have a complex relationship with the Biolumini,  a type of essense of living magic that floats among the woodlands in greens and blues. Like fruit and animals it is also consumed but done so respectfully. Biolumini sometimes leave 'imprints' on crystals or plants, evidence that they are roaming in the area. A glowing atmosphere is deemed a healthy one. They are deem immensely sacred by some circles and may even do rituals before consumption - thanking the celestrial realm for letting it continue to fuse with life and magic.

Druids who venerate these lights, often pray and thank them before using them for herbs or magic. In the past, Elves have fiercely faught against Orcs to protect the Biolumini consumed by them. Orcs greatly covet the Biolumini as it makes them stronger and they nearly consumed Biolumini to extinction with the threat of subjugating elves and their kingdoms to their control. This lead to a past war inwhich the Elves defeated the Orcs and exiled them off of Achio Islands.

 

Today, the Elves have a sacred immensely ward that protects these regions and kingdoms from them and other future invasions - rendering it hidden and invisible. Humans may live decades in settlements near them and may not ever notice it. 

Recent events in Grimwoods have left the elves in Achio Islands very concerned. If there are Necrotic magics, miasmas and blood rituals in the air, it can travel in the storm winds as smoke or even as diseases towards the island. Such contamination hurts the Biolumini and could destroy the rich magical climate of the woods and ruin their ward hidding their kingdoms. For this reason, some elves may have taken it upon themselves to sign up for the Grimwoods Outpost and not only to remove such threats in Acora Peninsula but assure it never affects their homelands..

 

ELVEN AGE lIMITS

Please only assign an age to your character no older than 100 years old but minimum 30+. What their age means is up to the player to design, but all elves at Grimwoods are at least mentally & emotionally 18+ years old of maturity minimum regardless of fictional age.

Age Guidelines

20 y.o. - appear around 16 y.o. and younger in appearance (would not appear in game)

40 y.o. - around their 20s in appearance

45 - 100+ y.o. - around 30-80 in appearance - it varies.

 

ACCEPTABLE ELVEN EARS

Aradani Ears Brand is the standard  but should a player find a similar alternative they may. Elven ears must cover the original ear, no partials please or 'ear bud elf ears'.

Sample of Elven ears as a standard can be found here

ARADANI Full Elf (acceptable versions)
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Large anime elf
Wild Elf
Nomad Elf 
Moon Elf
Sun Elf

Half- Elf (acceptable versions)
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Small Elf ears
half-elf ears 
Moon-elf ears

No Faun ears please.

Biolumini in the wild

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