
Character: 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 with the perspective that these are common folk and there are no nobility or extremely wealthy individuals.
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 15th century. One can explore cultures of that era respectfully.
Acceptable races:
Details below
Humans : 12th - 15th century fictional medieval era, natural skin tone. Other adaptions and cultures are acceptable by those who do so respectfully. Humans live in varied locations but in this setting the closes two within a 1-day ride or 2-day walk in enclosed cities is Selsonia and Evolas from Arid Commons. Unlike Dra'kins, humans are considered smaller in family structure. They live up to 90-100 years. (more lore to come)
Elves : Woodland / Lunari / Celestrian are the three archetypes. All elves have natural skin complexion. Immortal in theory but can die, one cannot play older than 200 years old. If elven parents were mixed, usually the kin is one or the other or some mix. Acceptable realistic Aradani Elf Ears : Large Anime Elf or Sun Elf ears. (more lore to come)
Lunari - Dark natural hair colors (black/browns/dark grey) might have a black star or moon birthmark somewhere on them. Might have blue/purple/night tones on their face but not required. Lunar elves are descendants of Achio Islands with an affinity to the moon and night-time, might prefer to sit in shadows. The islands are immensely magical and idyllic but extremely difficult to go to and many mortal humans spend decades reaching it.
Woodland - Hair color varies. might have a branch or vine like birthmark somewhere on them. Might have green tones on their face but not required. Some claim their vine birthmark moves or grows and many have an affinity to nature could feel it's pain or growth through floral or fauna. Woodland elves have a territory among the woods call The Circle of Willows which is highly respected and surrounded by mountains east of the ancient Grimwoods, 3 -5 days travel from Arid Commons.
Celestian - Lighter hair color. Might have a silver star or gold sun birthmark somewhere on them. Might have silver/gold tones on their face but not required. Might gain more or less stars over time. These elves are descendants of Achio Islands as well and share a history with the Lunari. The islands are immensely magical and idyllic but extremely difficult to go to and many mortal humans spend decades reaching it.
Acceptable Elven ears can be found here : https://www.aradanicostumes.com/
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Any other version please submit to Elizabeth A via discord for approval.
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Dra'kin : descendant of dwarves but taller, this race claims to have connections to ancient realms and lands where dragons roam from surviving tapestry and folklore passed by tongue but there is no evidence of it. Natural beards encouraged but not required with clamps and jewelry or braids. Their history stops after hundreds of years ago and recordings of their past was ruined or lost. They are heavily interested in where their descendants come from and what become of them. They live exclusively on tents and nomadic temporary camp sites at the boundaries of forests and woods and feel very uncomfortable in cities. Living between the borders of meadows and shade of the forest and value independence and self-sustaining warrior structure. Enjoying large families, they are notorious for adopting others in their clans. Viking + Celtic inspirations. Can live up to 120 years old. Half-Dra'kin does happen but in the eyes of the Drakin, a half is considered Dra'kin regardless as family bloodline is honored. (more lore to come)
Half-Elves : A mix of any elven archytype with human is acceptable but show evidence of elven descendancy with either face markings or smaller elven ears from Aradani ( Half-Elf ears). Mix of Elves and Dra'kin just would have a Dra'kin child as their bloodline is the most dominate.
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Please we ask not to play as :
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Anthropomorphic beings (Example: tails, horns, cat, lizard people)
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Undead individuals or wearing skulls as these will scare the children
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Ethereal beings (example; demons, vampire, angels, fairy, etc)
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No steampunk influence.
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No hard masks as these are restricted to NPCs.
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.
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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)
Your character prior to visiting the Yuletide Gathering might be living...
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In a cabin in the woods on their own or with others.
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May live in a small village in a woodland clearing.
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Might have a tree house.
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Live in a Dra'kin camp grounds bordering the woods.
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Might be just traveling between major cities like Selsonia or Evolas and came to see friends in the woods. (Bards, Paladins, Merchants)
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Mightt be a 'roofless' (a hermit with no house who sleep in open green).
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Might travel through out the woods in tent or simple campsites alone or with a group. (rangers, bards, nomads)
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Might live in a local monastery and check in on freefolk for medical support (Hospitallers, Paladins, Medics, Clerics)
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Might be living with a coven of mages in magical practice in cottages or a private cabins. (Witches, Warlocs, Ritualists, Druids.
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Non-Playable Races (NPCs)
Necromancy. Any blood rituals, and cultic activity is considered a cold and ominous craft that corrodes and consumes the soul and eventually breaks down the body when practice and surrounding areas into decay. The person who pursues this path eventually is a husk of their former selves feeling hungry and hallow lacking emotions. Without a soul, the necromancer is at a constant hunger to fill that hole with magic and the remnant spirit of others, thus becoming a Liche; a consumer of souls and a unyielding force of harrowing and moribund power.
Necrotic Druids : it is rumored, there are a number of druids who either follow this path or encourage these necromancers in consumption and predatory take of innocent souls as natural and theirs for the taking. These individuals are nicknamed 'Vultures' by the Ranger community and 'Herectics' by law-inforcers.
Orcs; this race usually keep to themselves and live further north preferring the fatty-flesh of moose or buffalo with heavier bodies. Their common-tongue dialect is poor but they are cunning. Their thick skin makes them unable to adapt in warmer climates and prefer the colder regions thus don't travel close to Arid Commons, very rarely seen among human/dra'kin/elven society as the two are aggressive upon sighting. Orcs have predatory alpha mentality to most other races who they often capture, enslave or worst -- consume.....
Goblins: Rare and extremely uncommon, these green-skinned individuals roam the region seeking trades, valuable tinkers and extremely curious. They are terribly afraid of orcs and often abused by them as their 'weaker cousin'. They tend to be neutral and value relics, they can be a source of information or choas depending on their mood.
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