LORE
WELCOME
ESSENTIAL LORE
PLAYABLE SPECIES
ADDITIONAL LORE
EXTRAS
COMING SOON
PLAYABLE SPECIES


This page details all the playable species in the World of Forge. Simply click on the associated icon to view the information on that species.




HUMAN

ELF

DWARF

ORC

GNOLL

SAURIAN

LICH
HUMAN

AVERAGE LIFESPAN: 70 years
AVERAGE HEIGHT: 5'6" - 6'2"
STRENGTHS:
- Large numbers
- Diverse and adaptable
WEAKNESSES:
- Vulnerable to disease
- Low magick potency

Humans are the dominant species. They have built diverse and powerful civilizations across the known world.

In a world where humans are the masters, elves, dwarves and other species are referred to collectively as non-humans, and often persecuted as second-class citizens.

PHYSIOLOGY
Stronger than an elf and taller than a dwarf, yet pitifully short-lived compared to both. A typical human's life is vulnerable to the ravages of time and disease.

PSYCHE
The mental fortitude of humans is beyond that of any other species. Humans carry diverse opinions and believes, are able to master a variety of tasks, and will quickly adapt to major changes in their lives. It is this reason that the elder species have dwindled, while humankind has flourished.

The vast majority of humans are racially intolerant toward non-humans. Elves are by far the most hated, treated as second-class citizens in most human civilizations. Dwarves are slightly more tolerated, able to obtain low-ranking jobs within human society.

MAGICK
Humans can be magick potent, although this is rare when compared to elves. Just one quarter of humans are born with magick potency.

REQUIREMENTS
There are no requirements for creating humans.
ELF

AVERAGE LIFESPAN: 150 years
AVERAGE HEIGHT: 5'4" - 6'0"
STRENGTHS:
- Long lived
- Immune to disease
WEAKNESSES:
- Persecuted minority
- Small gene pool and resultant low birth rate

Elves are the oldest sentient species. In ancient times they were spread across the continent, yet as humanity rose they were pushed out over threat of persecution. Now the only elven homeland is the Sylvan Isles.

Those elves still living in the Sylvan Isles dwell in nomadic societies known as kinbands. Each of these has different leaders and ideologies, although are commonly bound by a respect for nature and worship of the forest god Thaeryn.

PHYSIOLOGY
Quite similar to humans, although their ears are pointed and their features more delicate.

Elves enjoy a longer lifespan than humans, living to around 150 years. They also have a superior metabolism, unable to become overweight and only requiring a few hours of sleep per night. However, these advantages are offset by an ailing gene pool and incredibly low birth rate. Three quarters of elves are stillborn, preventing them from reproducing fast enough to recover the gradual path to extinction. With each generation the population declines dramatically.

PSYCHE
No matter their origins, elves tend to be utterly dissimilar to humans. Those from the Sylvan Isles fear humans, while those living within human civilizations hate them. There are few elves who do not recognize the injustice brought upon them by humans, and fewer still who would not seek revenge if given the chance.

It is said that an elf always longs to be close to nature, even if it was raised within the slums of a walled city. However, this is likely a stereotype created by the primitive tribals of the Sylvan Isles, who dwell as hunter-gatherers in the vast forests of those lands. Elves who were raised under human boots do not necessarily seek out their roots, but are rather criminal outcasts produced by the cruelty of human society.

SOCIETY
Those elves still living in the Sylvan Isles dwell in primitive nomadic kinbands. Each has different leaders and ideologies, although are commonly bound by respect for nature and worship of the forest god Thaeryn.

As a whole the Sylvan elves live peacefully in their forests, building around and even in the terrain rather than clearing it. They are secretive and mistrusting of outsiders, and stubborn in their way of life, refusing to adopt foreign customs or technologies. Sylvan elves rarely, if at all, leave their forested island.

Those elves dwelling amongst human civilization live a very different existence. Only the Kingdom of Bordeaux has granted them citizenship rights, whereas all other human civilizations treat them as second-class citizens, forcing them to live in non-human ghettos. Sometimes the only option for an elf raised in human society is to live on the outskirts as an outlaw.

MAGICK
All elves are born with the ability to harness magick. However, most never unlock the ability due to lives of slavery. Only those from the Sylvan Isles are truly in tune with their magick potency.

REQUIREMENTS
There are no requirements for creating elves.

However, you must consider their culture and situation. Elves from the Sylvan Isles are essentially like Wood Elves from other fantasy settings, yet they are suspicious and absolutely unwilling to welcome outsiders into their society, even other elves born outside the isles.

Because of this, elves born in human civilization have no cultural roots, but a human sensibility: they speak human languages, wear human clothes and relate to human customs. These unfortunates have a stark choice of living as a slave, or running away to the outskirts of civilization to become outlaws.
DWARF

AVERAGE LIFESPAN: 120 years
AVERAGE HEIGHT: 4'2" - 5'2"
STRENGTHS:
- Long lived
- Sturdy and tough
WEAKNESSES:
- Persecuted minority
- Unable to use magick

Dwarves are a species which emerged around the same time as humans. In past centuries they terrorized the coasts of the known world as raiders in longships, but in recent times have largely withdrawn to their homeland of Ulfgard.

Those dwarves living outside their homeland are a persecuted minority, but not so much as the elves. Although they might be subject to injustice in certain places, dwarves still work or trade within human civilization.

PHYSIOLOGY
Dwarves are shorter yet more sturdy than humans; on average half as tall yet twice as strong.

Dwarf skin is tougher and their blood thicker than humans, making it less likely for them to bleed out if wounded.

Although they live substantially longer than humans, they are not immune to disease, but rather have a stronger immune system. They can fight off simple illnesses which would claim a human. The few reported survivors of serious plague outbreaks are usually dwarves.

PSYCHE
Often regarded as crude, loud and barbaric in their ways. The dwarven homeland glorifies physical strength and battle, which is perhaps what leads to this assumption.

In reality, most dwarves are fiercely devoted to honour, and would sooner sacrifice themselves than shame an ally.

MAGICK
No dwarves are born with magick potency. It is believed that those who were magick potent were killed at birth in line with dwarven culture viewing magick as weak. As such, magick has been completely removed from the dwarven gene pool for centuries.

REQUIREMENTS
There are no requirements for creating dwarves.
ORC

AVERAGE LIFESPAN: 60 years
AVERAGE HEIGHT: 6'5" - 7'5"
STRENGTHS:
- Tall and muscular
- Tough leathery skin, high pain tolerance
WEAKNESSES:
- Easily angered
- Low magick potency

Orcs, also commonly referred to as Greenskins, are a brutish humanoid race native to the Great Middle Wilds, between the Eastern and Western human civilizations. Here they have dwelled in primitive warlike societies for thousands of years.

PHYSIOLOGY
Extremely tall and strong, the typical orc towers above a human at around seven feet. Their hulking strength makes them less agile, but far stronger than the average human.

The lifespan of an orc is not dissimilar to other sentient races, although the average is significantly shorter due to the brutal, violent lives most of them lead.

PSYCHE
By comparison to other races, orcs are primitive. Their society ensures that certain animalistic traits and ideas are ingrained into most members of the species.

Because of this their culture is unrefined. In their natural habitat they remain in a tribal society, whereas those who assimilate into more advanced civilizations occupy the lowest rungs as criminals and mercenaries.

MAGICK
Few orcs are born with the gift of magick. Those that are respected enough that they occupy important positions in a tribe, such as that of a shaman or witchdoctor.

REQUIREMENTS
There are no requirements for creating orcs.
GNOLL

AVERAGE LIFESPAN: 30 years
AVERAGE HEIGHT: 6'8" - 7'2"
STRENGTHS:
- Tall and lean
- Animal speed
WEAKNESSES:
- Short lived
- Vulnerable to disease

Gnolls are a bipedal race which strongly resemble hyenas, native to the savannahs of Turesh. They are known for their savage tribes and warlike ways.

PHYSIOLOGY
Extremely tall, the typical gnoll towers above a human at around seven feet. They are also quite lean for their height, with a slim but efficient musculature that gives them speed which is superior to most other races.

Compared to other races, gnolls have incredibly short lifespans of around thirty years. They mature to adulthood within their first ten years, and do not visibly age until the very end of their life, when the decline is swift and merciless.

PSYCHE
By comparison to other races, gnolls are primitive. Their brains are wired on an instinctual level, making it almost impossible for them to ignore animalistic urges of hunger and violence.

Because of this they lack the capacity for refined culture. In their natural habitat they remain in a tribal society, whereas those who assimilate into more advanced civilizations occupy the lowest rungs as criminals and mercenaries.

MAGICK
Few gnolls are born with the gift of magick. Those that are respected enough that they occupy important positions in a tribe, such as that of a shaman or witchdoctor.

REQUIREMENTS
There are no requirements for creating gnolls.
SAURIAN

AVERAGE LIFESPAN: 60 years
AVERAGE HEIGHT: 6'0" - 6'5"
STRENGTHS:
- Cold blooded
- Immune to all poisons and toxins
WEAKNESSES:
- Extremely vulnerable to human disease
- Small emotional spectrum

Saurians are a cold-blooded race of bipedal reptiles native to the New World.

Their great Aztec style temple-cities have stood for thousands of years, undisturbed by foreign visitors - until now.

PHYSIOLOGY
Dwelling in fetid jungles has allowed saurians to become immune to all known poisons and toxins. This is offset by their vulnerability to foreign disease; a minor ailment carried by humans can be deadly if passed to saurians, whose immune system are unfamiliar with the strain.

Saurian eyesight is based upon movement, meaning stationary objects or people are harder to see. This gives them a great advantage when hunting moving foes such as wildlife, but a severe disadvantage when fighting sentient foes who may stand still such as humans.

PSYCHE
By comparison to other races, saurians are primitive. Their brains are wired on an instinctual level, preventing them the extreme range of emotions suffered by other races; they have no concept of destructive emotions such as anger or jealousy. Saurians are therefore unlikely to act on impulse, instead choosing behaviour through logic, duty and instinct.

Those rare exceptions of the species who do grasp more the extreme human emotions are exiled from their tribes and destined to wander as outcasts.

MAGICK
Few saurians are born with the gift of magick. Those that are revered, for it is seen as the power of the Gods. Those worthy are thought to be chosen by the Gods. As such, any magick wielding saurian can expect to swiftly rise through the ranks of their tribe. Many become powerful shamans or warlords.

REQUIREMENTS
There are no requirements for creating saurians.
LICH

AVERAGE LIFESPAN: Centuries
AVERAGE HEIGHT: Depends on birth race
STRENGTHS:
- Undying
- Incredible magick power
WEAKNESSES:
- Frail physical bodies
- Hated by society

Liches are the most powerful, intelligent and dangerous undead creatures in the known world. They are former living beings transformed into an undying corpse, while retaining their intelligence and magick prowess.

PHYSIOLOGY
Liches are living corpses. They may still have rotting skin, or may be reduced to nothing but bones, depending on how much time has passed since the death of their body. Their senses remain intact via their unbreakable magick connection; for example, eyes that have rotten away are replaced by glowing fire.

They are physically weak, a condition which only worsens over the decades, as the skin completely rots away to leave ailing bones. Therefore, they are no match for living creatures in melee combat.

However, because a lich is already dead, they technically cannot be killed. The only way to defeat a lich is to dismember them into tiny pieces, or burn them into ash. A lich can regenerate itself after such an event, though the time it takes depends on the severity. Having their body cut in half and left in the same room will take mere hours before they have reformed, whereas scattering the separate pieces across the known world will take decades before they crawl back to each other. Being reduced to ash requires centuries of devotion before regenerating.

One can only become a lich by casting upon themselves powerful spells, meaning all of these creatures are incredibly powerful magick users. As a result, their magick spells are unmatched, inflicting three times the damage of any other who wields magick.

PSYCHE
Insane and inherently evil compared to other species; the possibility of becoming a lich to escape death in the first place is a selfish and perverted act to consider. in the first place. This instability only increases over the centuries, as they witness their own bodies wither and suffer from dementia simply because they have been alive for longer than nature intended.

Liches of stable mind are few and far between, and moreover, those who are not evil are practically unheard about.

REQUIREMENTS
I. All liches must be physically decayed and skeletal looking, not flawless and pretty. A few minor scars or deformations on the face (but otherwise looking fresh) is not acceptable. You have to go the all out undead corpse route.
II. Liches will not be able to conquer kingdoms and such. We take the Dungeons and Dragons approach, in that they are reclusive beings devoted to their own affairs. You might have liches with a small army numbering in the thousands, but nothing greater than that.
HIDE ALL





AFFILIATES [CLICK HERE TO AFFILIATE WITH US]
ROLEPLAY SITES

Vector
The Games
Estorica
Revaliir
UNTIL DAYLIGHT
STORYBROOKE MAINE
Teair Nova
Marked
le Rois Soleil
Maerish
A Brave New World
Priori Incantatem
Break the Wheel: a Season 7 GOT AU


TOPSITES

Ruby Wings Listings
Top RP Sites
Shadowplay Topsites