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“Dragons are evil, powerful, scaly, taloned, spiked, horned, slit eyed, highly magical, huge, terrifying, winged, proud, arrogant, greedy monsters.” Sir Luthas, Fistorian Hero.


Dragons are some of the most evolved creatures in the world. They are supreme predators, with a powerful array of physical strength, magic, and cunning.

They are able to evolve within their own lifetimes, by undergoing a process of rebirth from which they emerge stronger, more magical and more intelligent.

Dragons are infinitely diverse: Some are like big cats, and prefer the ground. Others are more       like lizards, others are like swifts and seldom land throughout their       whole lives. Since they are able to evolve within their own lifetimes,       they adapt to their environment and personality.

Small, large, and huge: Dragons re-cocoon (in large eggs made of virtually indestructible prismatic wall) in order to grow. They shed and emerge as a “large” or “huge” dragon. This has nothing to do with size – a huge red could be the size of a lion – their size depends on their nature and personality.


Males and Females:

Female dragons look for males that can offer a) A safe lair for eggs and b) Good genes. These aspects are both proven by the dungeon and the treasure which dragons collect.     Including an impressive array of bones (to show what they have killed) gold and jewels (to show that they can fight and survive).

Male dragons will value anything that is precious to someone. Because taking it and keeping it  proves the dragon’s prowess. They also like to do things that make them into legends – if their names are spread around, they have a better chance of attracting females. Male dragons want:

  1. Good females (Good colouring, great body, good mind).
  2. Lots of females. However, each female needs its own lair; they wont share unless they are very young or weak.

The lair:

Females dragons are the ones most often encountered in the dungeons, males are found in the wilderness (usually).

Number appearing:

1)      Either a male or a female: The male is their tending to the lair, sleeping, adding to treasure or protecting it (or gloating over it). The female lives there, preparing eventually for egg laying.

2)      One male and one female, a mating pair. Mating last a very long time. The female tests the male over a period of years, to check that he is suitable. Strength, intelligence, will power, and an ability to please.

3)      More than 2: Weak or poor females combine forces in order to have a better chance of mating.

Each lair will have the equivalent of between 60,000 to 180,000 gold pieces – a veritable king’s ransom. This is approximately the amount a dragon needs to attract a       suitable mate.

Dragons are the original builders of many dungeons.

Since they are able to evolve within their own lifetimes, they adapt to their environment and personality.


  • A dwarf’s whole life revolves around GEMS
    • The accumulation of gems
      • Over every shape, size, colour, designs
      • Dwarves love gems more than life, “A life without gems is no life at all”
    • They love to look at them, to touch them, the smell of them, the very idea of a gem is pleasing to a dwarf.
    • Gems speak to a dwarf
      • A dwarf can sit mesmerised by  gems for hours in pure bliss
      • Free time is spent looking at gems, talking about them, and sharing gem stories.
    • The dwarven collection builds up:
      • Individual, family unit, family, clan, tribe, dwarven kind
    • The dwarven ideal would be to own every gem in the entire world, and have infinite time to spend with them.
    • A dwarf with no access to gems to more than a week goes totally mad, or get so depressed that he would kill himself.
    • The only thing that stops a dwarf from spending his whole life looking at one gem – is the desire for another.
    • They also love to set their gems – so there is brilliant jewellery made of gold and silver.
  • Community purpose is to increase the ability to find, protect, and spend time with gems.
  • Breeding:
    • Almost no distinction between males and females (except only the women can have babies).
    • Only have one baby at a time
    • No breasts, do not feed milk. Both parents chew and regurgitate food for the young
  • Dwarven weapons:
    • Poleaxes, Battles Axes, Hand Axes.
    • Called “Dwarven Antlers”:       the dwarven two handed sword is a large, forward curling jagged blade       with handles along the back.
    • War hammer, throwing hammer,       mace
    • Crossbows, slings, throwing       mace (heavy sling – as per javelin) spear
    • Trident, Short sword, horned       helmet
  • Names and titles
  • Dwarves are known for the specific job they do in the clan. There are Dream Chasers (who see Gems in      dreams, and then go and find them), there are Protectors (good fighters      who accompany other dwarves on quests), there are Miners, Farmers, Smiths      and other normal jobs. A dwarf can fulfil many roles in his time.
  • Dwarven names: The name is your      own syllable (based on what the Gem suugests at birth, plus your same sex      parents first syllable. The Name is as long as it needs to be to      differentiate you in that context
    • EG: Bengar son of
      • GarZan of
      • Zanloth
      • LothTor
      • TorGan
      • Full Name BenZanLothTorGan
  • Housing
    • A clan will live together, in       one area where gems can be found – or acting as a base to go and get       gems. For example, if a place supplies plenty of food and minerals which       allow creation of implements to go adventuring and mining, they may stay       there.
    • Dwarves live in Burrows. A       fortified den. Not necessarily underground.
    • Often the burrow will be along       a mine shaft. But sometimes they will make a BurrowCastle       near a riverbed to protect that stream where they have found gems.
    • The size of the burrow is       determined by the amount of gems available from there. Once there are no       new gems available from a burrow, the clan will typically relocate once       they have found a new area with Gems.
    • The dwarves have agriculture       and herds to sustain them. These have to be protected from other       creatures. They also hunt and gather.
    • Since they mine, they       incidentally create all sorts of other stuff. They have stone so they       create walls, homes, castles etc. The find metal – which they turn into       other objects to help them get and keep gems. Such as armour and weapons       which they need to sustain the clan.
    • A typical entrance is a low       watch house of stone, a trap door going down underground.
Dug-kar the Giant

A legend for his incredible size and strength – even for a dwarf. He has a girdle of giant strength (Studded with gems) as well. He became well known in a battle against the humans when he bashed his hands into the huge wooden town gates, and then ripped them off. Wears bracers (studded with gems) round his wrists, and his big belt with a kilt. But does not wear a shirt at all – he has a huge chest and arms. Wears a large ruby at his neck in a pendant.

Hornthammer Hor-Nam-Ror

A whirl of metal and blades. Hornthammer is one of the most revered dwarven leaders. He has magic plate, and uses two magic short swords (both with handguards over the handle). He has a helmet of protection.



  • They appreciate all good things      (art music etc)
  • They are “mature” and content      race
  • Generally use two weapons – a      missile weapon for hunting and a melee weapon for protection.
    • Favorites include: Long bows,       short bows, spears, javelins, slings, pikes, staves, swords (long and       short), hand axes, daggers.
    • Highly magical creatures. They       grow their weapons. No real metal to speak of. They use magic to       cultivate wood into weapon edges.
      • Exceptionally hard,        beautifully grown off trees and plants.
  • They have no life span. They      live until killed, although after 500 years they do apparently start to      show signs of aging.
  • Most are musical: singing,      violin, flutes, pipes, drums, xylaphone and lyres are common. Apart from      music they are generally quiet.
  • They tend to be very happy by      themselves, not needing or preferring company. Amongst humans they appear      arrogant – but like a grown up among children.
  • Males are brought up by their      father, and females by their mother. Later, they travel from mentor to mentor raising themselves.
  • While peaceful and quiet they      are not apathetic, they are firm, have a strong belief about the way      things should be done, and will fight for what they want.
  • Most elves of third level have      at least one magic item. Common items include elven boots, elven cloaks,      invisibility rings, magic bows and weapons, charm monster music.

Forest elves:

    • The most gregarious.
    • Generally wear soft leather       clothing, even in cold climates (short tunics and long leather dearskin       boots and gloves. If cold a short cloak (quite thin) or a blanket or       poncho.
    • Gold tinted skin, with blond       hair and green eyes.
    • Prefer bows, spears, hand       axes, daggers.
    • Live in tree houses – if they       have a permanent home, in better climates they just live in the forest       like an animal. They sleep in trees, hollows or caves.

Mountain elves:

    • Most solitary.
    • Wear soft furry clothes. Davy       crocket hats, or hoods. Bear skin cloaks and other items ringed in fur.
    • Bluish skin, silver white       hair, blue eyes
    • Live in houses on the       mountains. Perfectly situated log cabins.
    • Use larger weapons. Long bows,       javelins, long swords, pole arms.

Water elves:

    • Both sea and lake
    • Do not actually live under       water, and cannot breath under water (but can hold their breath for about       1 turn). They can see under water.
    • Live near and around water:       Sailing, swimming, canoeing.
    • Fish and dive for food. Also       ambush creatures coming to drink – like crocodiles. No infravision, but       perfect underwater sight.
    • Greenish skin, blond green       hair, green eyes.
    • Use tridents, harpoons and       crossbows.
    • Live behind waterfalls, in       underwater dryhouses, on islands or on boats.
Cloc’Selentharini (The Destroyer, The Maker of Ruins)

This old forest elf organised the Eleven Backlash, oversaw the destruction of the Fistorian Khubos defenses in Talgar, and chills Talgans to this day.

He has 18 intelligence, and high charisma, speaks about 10 languages, and has accumulated numerous magic items in his long life.

He thinks in terms of decades and centuries in his planning.


  • By definition, giants are huge      humanoids. They are far stronger than humans, with all of the same basic      attributes – including hands and brains. The question then becomes – why      don’t giants rule the earth. The answer differs for each of the particular      giant species.
    • Hill giants (HD8). Hill giants       are too dumb to rule the earth. They are rather like short tempered       buffalo, with poor eyesight, keen hearing and smell. They are herbivores,       which travel and forage according to the seasons. They have a nasty       temper and often attack on sight, especially the males.
    • Frost Giants (HD10+1).       Constrained by a requirement to remain in freezing temperatures.
    • Fire Giants  (HD11+2). Constrained by a requirement       to remain in boiling temperatures.
    • Cloud, Storm and Mountain       giants. Are as clever as humans, and much stronger. However, they are       constrained to the very tops of mountains – like Mt Everest. In order to       come lower, they have to take a breath, which they often do, like divers       diving for cray fish. On top of the mountains they build homes or       castles, and keep live stock. Because of their limited resources and       space, many they have not evolved as much as humans and live stone age       civilisations. They tend to live in small clans rather than in cities.
    • Stone Giants are not really       humanoids – but big animated rocks striving to achieve life. They become       animate when a living creature passes by, and then kill it to become more       alive. They start as the most crude of creatures – a collection of moving       rocks with a animal shape – but very poorly featured. They become more       and more distinct, and more intelligent, as they gain life.



  • Similar to dwarves in height      and large noses, they are less stocky and hairy.
  • Known as Engineers, Inventors      and Technologists they are hugely technology and machinery orientated.
  • They live in ‘complexes’,      ‘flats’, or ‘blocks’, the biggest of which is a 50 storey tower deep in      the forest of Khubos.
  • They distain magic, even while      using it. The innate magic of Dragonworld pulls any complex machinery      apart, which is why humans don’t have guns, engines, or other machines.      All gnomes weave magic into items instinctively to hold machines together.
  • Thus, despite their technology,      they have fared no better than magic using races.
  • Machines are as difficult to      make as a similar magic item, and only the most advanced engineers are      able to make advanced technologies. Items are generally usable by any      character, like a rocket launcher (crossbow of fireballs), universal      translator (Speak with animal), Torch (Contnual light), Force fields      (Protection from evil, shield), Tank (Animate Object), Teleportation      Machine (Teleport), Vehicles (Fly, Animate Dead, Conjure Elemental,      Animate Object).
  • Weapons, range from simple 1st      level spell imitations (like a crossbow +1 to +5) to 9th level      spells (mounted rocket launchers [meteor swarm]) and come in all shapes      and sizes:
    • Pistols
    • Shotguns
    • Flamethrowers
    • Lazers
    • Machine guns
  • Tools:
    • Infared Goggles
    • Drills
    • Vehicles (


  • Goblins are a truly evil race.      They love to see other creatures (even other goblins) suffer.
  • These small evil animals travel      in packs, killing anything they can for food.
  • They are semi-intelligent      (stupid human) and use weapons they steal from other races, or very crude      weapons of their own.
  • The only clothes they wear are      loin cloths, and a travelling pouch.
  • They travel constantly, and      fight amongst themselves.
  • The dominant male grows into      almost a different species, and their shamans are more intelligent.
  • The elders and young survive      only if there is extra food. Since goblins enjoy killing they do often      kill more than they need to eat.
  • Goblins stay together because      there is safety in numbers, and because it is easier to kill as a pack.      They are cowardly individually.
  • Similar to lions: Either a      pride of females with a strong male lording it over them, or a pride of      males not strong enough to defeat the strong male.
  • From a diary in west Fistoria:
    • We had to watch as the 2       goblins tortured Borric for 6 hours, breaking limbs, cutting slices into       him, taking great glee over his pain. Truly they are an evil race.

Humans (see Humans and Experience)



  • Totally different from goblins.
  • They aren’t actually evil.
  • They do use some particularly      horrid traps, but as the weakest race they don’t have too much choice.
  • They live in well hidden lairs,      which they dig and mine to create. They are builders of many dungeons.
  • They are almost never seen, and      if one dies the others take its body away.
  • Their culture is very      developed, they look after children and revere elders. There is always at      least one male Shaman and one female Wokan, plus a male leader who is the      most powerful fighter.
  • Males fight and do ambushes, while females make traps.

Lizardmen and Troglodytes

  • Both lizard like humanoid      creatures. With scales, tails, claws. They are part of the same race      although they are quite different. Their colouring varies dramatically – some      tribes are bright blues and yellow, with bands and patterns, others are      dull grey or brown.
  • Lizardmen typically dwell in or      near water, while troglodytes are not water creatures.
    • Lizardmen swim very well and       are not fast on land. They are very strong.
    • Trogs live on land, and have       chameleon colours and can secrete a nauseating stench.
    • They both speak the same       language, and happily live together.
  • Very religious bunch. Always      find some God to worship. Attack other race s, sacrifice them for their      god (a river, animal, dragon, immortal, undead). They are warlike blood      thirsty cannibals.
  • They are semi-intelligent and      live in villages made mainly of wood. They save their stone work for      temples. They are very big on temples. These are made in any style – from      an alter hidden in the forest, to a totem pole, to a complex pyramid with      traps and rooms.
  • They have iron technology – and      sometimes trade for steel. They make basic weapons – clubs, spears, bows,      axes, and some swords.


  • Lycanthropy is a disease. It is      found in humans, orcs, dwarves, kobolds, goblins. It kills some humanoid      species such as elves.
  • It is viewed differently by      different cultures. Some view it as a disease, and deal with it (Chaining      the person to the bed at full moon). Others view it as a gift (Shamans      pass it to apprentices and teach how to best control it). Others view it      as evil and kill the infected individual.
  • Orcs think Lycanthrope is very      cool. However, the Shaman’s ruled that lycanthropes, while they can be      agreed to be the coolest, they cannot be chosen to be the breeders (its      like taking steroids…).
  • The effects depend largely on      the individual. Some love the excuse to perform evil acts, such as murder      or destruction, while others try to contain it. Full moon transforms the      individual into either the were form, or the animal form, and the      subconscious nature takes over. When it is not full moon, practice allows      the individual to change from human form to animal or were form at will      from dusk to dawn.

Mermaids and Mermen

  • Humans that evolved thousands      of years ago to live in the water. Eventually they stopped caring what was      going on in Athalan – they had their own lives.
  • Typically: They have a tail      (dolphin/horizontal) in place of legs and can swim almost as fast as a      dolphin, gills to breath underwater (they can survive out of water for      about an hour), and can see underwater. They have claws and sharp teeth.      Scales cover their lower half, and they may have some body scales (like      human body hair). They eat raw fish.
    • Some sub-races have further       adoptions, such as spines, shocking ability, poison, some have adaptive       camouflage.
  • They either live free, or in      civilisations (made of coral) – but not generally very advanced.
  • Those that use weapons have      coral daggers, or use spears, spear guns, tridents traded from land      dwellers. They may wear some clothing, especially jewellery (shark      necklaces/or land dweller), and pouches/belts.


  • Intelligent creatures – human      intelligence – in a different cultural direction
  • Very independent, and a huge      variation in styles. From the cultured classic, to the dungeon monster.
  • They love to fight.
  • They are the end of a dying      race. But not a noble race. They evolved from huge herds, to cities, to a      classic empire. Now the remaining ones are scarce and scattered around the      world. Each individual or clan living like themselves.
    • You find them all around,       doing their own thing.
    • Some clans, some       individuals.
    • Dwindling gene pool.
    • A small population in the Dark       South.
  • Brutish and short tempered.


  • Although generally disgusting,      Ogre’s are actually magnificent creatures. Females stand about 8 feet      tall, while males are around 10’. They are powerfully build, without being      cumbersome. In different regions, the Ogre’s represent the humanoid      version of the lion. The males have a large mane, and are more powerful,      all have huge fangs (like a baboon).
  • In social structure Ogres are      the humanoid equivalent of the lion. They travel in prides, living a      violent life of hunting and sleeping. They are only slightly more      intelligent than animals.
  • Males are significantly larger      than females, and may live alone. They hunt and eat anything. They use no      weapons except their large hands and teeth (mainly their hands, which have      huge bone knuckles). They club, strangle, beat, punch and throw their      prey. Together, if two Ogre’s hit, each will grab and rip the prey apart.
  • Their hunting strategy is to      get close to the target, then sprint in and take it down. They act either      singly (for small prey) or as part of the pride (where they set up an      ambush and drive the prey into it.
  • They do have a basic language,      and can be reasoned with. They understand basic trade, and will often      bully adventurers rather than fight them if they can get something valuable.      “Urg, you give me necklace, me not eat you”. A common demand for and ogre.      A mule costs about 30Gp, so Ogres will let people go for anything around      this level.


  • To understand Orcish behaviour      (which to most other races is bizarre), one needs to understand the orcish      culture.
  • Humans almost always encounter      male Orcs. Females (and the shamans, wokans, and whelps) live far away in      fortress villages in very secluded places. But, they have a profound      impact on every aspect of male Orc’s lives. Once every five years, the      shamans leave the female village to hold the Tribal Gathering, where new      males are picked to breed with. It is this moment that the Orcish males      live for.

Tribal Gathering

  • Here the breeding males are      picked.
  • Orcs tell of their cool (it’s      the only word to explain it) exploits over the past five years.
  • Magic is used to enhance the      story experience – provide enhanced pictures, and to prevent any bending      of the truth.
  • The shamans use magic to get a      collective ranking (average score of all Orcs present) of the coolness of      the individual Orcs.
  • The greatest (coolest) Orcs are      picked to become the fathers of the new generation of Orcs. These Orcs      then leave, with the Shamans, and return to the village. There they stay      for five years, breeding and living a wonderful life. Then they return to      the males, and try to win their way back to the village by becoming the      coolest again.
  • How does this system work?      Coolness is a function of a number of characteristics – size,      intelligence, charisma, good looks, fighting prowess, lateral thinking,      intuition, courage, commitment. Thus this system ensures a continuation of      all of these traits within the Orcish line.
  • Orcs do not greatly fear death      because of their philosophy of reorcination (being reborn an orc). They      believe that the cooler their life, the more naturally cool they will      return in their next life. Of course, Orcs don’t want to die, because of      the pain, and because they can become more cool as they grow older, and      they have to start again.
  • Orcs don’t mind the mindless,      uncool jobs – they spend this time planning for the next cool thing. Also,      they are happy to wait for one cool event to happen to them in a mindless      job: A pose, a moment.
  • They spend a lot of time      thinking about their outfits (ie – what should us Dungeon Guards wear?) An      orc can be rated very cool if he comes up with excellent outfits

The Orcish Castle:

  • The Dragon lives in a full      Orcish castle. He protects them and visa versa.
  • Also, they think a Dragon is      very cool. So they treat him well. All their stuff is Dragon Stuff
  • The castle is full of cool      traps and secret passages and stuff
  • Its just male Orcs in the      castle – so they are always off doing cool stuff.
  • Tonnes of seige weapons, big      weapons, castle defense weapons around
  • Main hall has a whole load of      Orcs feasting and telling stories
  • Their main life is spent      thinking up cool things to do, and hunting for food.
  • They trade for veg and fruit,      with the humans and the dwarves.
  • There are also Orcish vaults      with treasures to trade in.
  • It’s a true Gothic castle. Many      high spires, each with cool creatures.
  • Remember for Orcs – cool is      king, no real hierarchy
  • King: Biggest, coolest,      strongest Orc, with Cool armour and weapons and stuff
  • Squire: Young Orcs to Dress and      Learn from the King
  • Kings Bodyguard: Protect the      King, accept his challenges
  • Castle Knights & squires: Go      on quests, fight
  • Castle Guards: Defend the      castle, pose
  • Raiders: Go on raids, attack      caravans, tribes
  • Traders: Sell skins, hunters      food, smiths stuff, do the bargaining and pricing.
  • Traders’ Guards: Protect the      Traders caravan and goods
  • Hunters: Kill food for meat and      skins, teeth and trading. Capture animals.
  • Shepherds (aspiring hunters):      Protect the flocks
  • Chef and cooks: Make feasts –      Orcs don’t have to eat as regularly as humans, and can eat more, and store      food longer.
  • Shaman & apprentices: The castle wizard – arcane knowledge,      partakes in rituals – magic weapons
  • Wokan & novices: The castle      clergy – knows the gods and ceremony, ritual
  • Animal trainer & helpers: Trains      mounts
  • Smith/Armourer &      apprentices:
  • Makes weapons, armour, and      other metal things
  • Carpenter & apprentices:
  • Makes weapons, seige weapons,      furniture, and other wood stuff
  • Engineer, Stone Mason &      apprentices: Build structures, including seige weapons
  • Dungeon Master: Keeps the      dungeon
  • Dungeon Guards: Keep prisoners,      executioners, torturers (for punishment)
  • Dragon Master: Speaks to the      dragon, relays its wishes
  • Dragon Guards: Protect the      dragon and its treasure
  • Bard & musicians: Story      tellers, and music makers – drums, horn, digeridoo, singers
  • Fire Master: Makes the fires      throughout the castle, and lights them.

Orcish Armour:

Orcish armour is prevalent and finds its way into all races armouries.

Helms all are decorated with animal features. They are scary and decorated beyond pure efficiency.

  • Common is a helmet for the head with horns on it:
    • Bull helm with bull horns curving out and up.
    • Buffalo Helm with sweeping spikes down and out.
    • Eagle Helms with wings going backwards.
    • Rhino helms with a central spike.
    • Boar helms with two downward sweeping tusks.
    • Ram helms with curling horns.
  • Another common headdress is feathered, especially for older men and      woman who are not warriors. The feathers stand up high, make them more      imposing.
    • Simplest is one or two in the hair
    • A feathered crown
    • A full feather headdress around the head and down the back
  • Slightly rarer are enclosed helms which have the whole face of the      animal pointing downwards over the wearers face.
  • Jawbone helms have the Helmet covering, and then a protruding jaw      with teeth to protect the chin.
    • Wolf Jaw Helm
    • Beetle Jaw Helm
  • Dragon helms: Seen as pretentious unless you are powerful, these      have both horns and jaws.

They often have necklaces of teeth or horns.

Their armour is made with sweeping curves. Wide shoulders sticking out.

They have heavy animal fur cloaks over them.

They are often clad only in a loincloth, with no chain under their breastplate.

It is not uncommon to have only one side armoured, especially if they are using a spear or axe.



Posted September 21, 2013 by dalevice

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