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Gnomes, whom the Dwarves consider to be kindred spirits who have merely lost their way.
Dwarven males are known to keep meticulously groomed beards throughout most of
their lives. A Dwarf’s station within his clan may be identified by beard length and
grooming. A clean-shaven chin, while not unheard of, is a sign that a Dwarf is either
changing his station within the clan or perhaps trying to “change his luck in life.”
Dwarves, by nature, are a superstitious people and will go out of their way to adhere to
rituals “proven” to bring good fortune to themselves and their kin.
Gnomes
The race of Gnomes may well represent the future of Istaria. While they are
not typically known as dedicated practitioners of the arcane, they are the
one race taking the forces of magic in a new direction — along the path of
technology. The Gnomes seem adept at shaping and binding the forces of
magic for the purpose of powering great and exotic machinery and devices.
Most Gnomes pay fealty to Istara, the Goddess of Creation, though they
prefer to bestow upon her the moniker “Mother of Invention.” Gnomes
strive to keep excellent relations with all other societies in Istaria; they
are one of the strongest proponents of the newfound unity among the
Living Races.
Gnomes are roughly as tall as Dwarves, though usually less broad through
the shoulders. Gnomes are not naturally burly, but their frames support a
wide range of physical characteristics, from brawny to portly. Their heads
seem to be a bit large in proportion to the rest of their bodies. This, coupled
with the general appearance of bewilderment and excitement common to the Gnomish
countenance, often gives Gnomes a comical look. Both males and females have a wide
variety of eye and hair colors, as well as skin tones.
Saris
The Saris are a proud race that originated from feline stock. Saris have
existed for many years on Lesser Aradoth, sharing the island with the oft-
ostracized Sslik, with whom they cohabit in relative peace.
The Saris have been one of the largest contributors of materiel and
manpower to the Living Races during the Age of Lamentations. This
is not surprising, as the foundations of Saris thought and civilization
stand in stark contrast to those of the Withered Aegis. The Saris are an
extremely spiritual race, and the tampering with and exploitation of
souls is a direct violation of their most firmly held beliefs.
Making their home on the more remote reaches of the continent,
the Saris have enjoyed the luxury of maintaining their way of life
in relative safety from the Withered Aegis. Those races hit hardest
by the Lament, especially the Elves, bear some animosity against
the Saris because of this. The Saris’ slight air of superiority certainly
does not help matters in this regard, yet their assistance against
the Withered Aegis is never turned away when offered.
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Because Fiends have spent generations living in the frozen wastes of the north, they are
not bothered by the harsh climes, and they thrive where others would find the cold
unbearable. Although all Fiends are creatures of physical beauty, this beauty is merely a
pleasing countenance masking what history shows as a sinister nature… it is said there is
good reason they are called the Fiends.
Elves
Historians believe that the ancient Elves of Istaria were a gentle and mystical
race, one that was in tune with the forces of nature. While today’s Elves do
exhibit significant mystical prowess, the Elven race is far from what one
might call gentle. Elven society is highly structured, and based around
service to the Elven race. All Elves are required to enlist in the Elven
Army and serve for a minimum of 10 years.
Physically, Elves share the same build as Humans, though, on average,
they are slightly taller and lankier, with fairer skin. Elves have an acute
sense of hearing; their trademark pointed ears are shaped to channel sound
quite efficiently. Elves typically exhibit superior balance and dexterity; many
of Istaria’s famed scouts and explorers have been Elves. Elves are also
renowned for their superior ranged combat skills, especially archery.
The Elves believe that the rigid structure of their society allowed them to hold out as
long as they did against the Withered Aegis before their home of Feladan was sundered
during the onslaught of the Undead Horde. The surviving Elves maintain their society
from their exiled home of Tazoon.
Elves are generally in favor of cooperation among the Living Races against the Withered
Aegis, but they try to retain their own ways whenever possible.
Dwarves
Dwarven society and culture is one of the richest in tradition and history,
but is also one of the most closed among the Living Races. Legend
places the creation of the Dwarves at the time of the Age of the Gods.
Brobbet, the God of Honor, created the Dwarves to enforce his
justice upon the Prime.
Dwarven society is structured around the principles of justice and
honor above all things, even at what some might consider the cost of
being compassionate and forgiving. The Dwarven clans, though often
fractured and argumentative amid their own political machinations,
rally around a single credo they refer to as Brobbet’s Divine Mandate:
“Without honor, there is no justice; without justice, there is no future.”
Physically, Dwarves are short and stocky. They are known for their superior strength and
resilience. Dwarves excel in all fields of endeavor but tend to gravitate toward the roles of
Warriors and Healers. A false stereotype exists that Dwarves are incapable arcanists; while
Dwarves prefer to achieve ends through strength and physical exertion, there are several
highly adept Dwarven mages in Istaria.
The unwillingness of other Living Races to adhere to Brobbet’s Divine Mandate makes
the Dwarves’ relations with them merely cordial, at best. Of notable exception are the
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