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New Races

After the sundering many new races emerged. Some who found their way to Udari by other means have also remained. For most, they are all that is left in the Cosmos. Their home worlds and the universe that they came from have been taken up by the Destroyer.

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Bugbear

The bugbears came here after their god, Lord Adinn, was defeated by Lord Angrinath in the Trial of Strength. Brought in by the Destroyer, he had hoped his people would assist in stemming the efforts of the dragonborn that now thrived here. They remain a threat to anyone traveling through most caves. While the bugbears set up their homesteads in the caves, they often wander outside to hunt.

Bugbears are ferocious barbaric creatures with a lust for blood. Most are anyway, one should pay close attention to the color of their fur. Brown bugbears are aggressive to a fault. White bugbears are very intelligent and resourceful; they still engage in battle, but their tactics suggest a greater threat. The black bugbears are far more peaceful and only attack when they are provoked into battle.

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Dark Elf

Dark Elves have a long arduous history. When the elves divided, Azariah took her followers through the mountains with Elion. Their journey took them all the way to East Ievo, to South Phaphnede, through the Ygni Cave into Aemrebeph, through the fiery passage into the Valley of Kogan and then finally to a dead end in West Ievo. All the while, facing numerous trials, tribulations, and servitude. When they came to West Ievo they used their magic to construct the Hadnil Dam and claim the ancient lands of the copper dragons for their own.

When they encountered the Ygni Cave they were entrapped by the spiderian creatures and brought were down to their underground metropolis there. They spent over 100 years in that forsaken place, and as a result their skin had lost its color and turned ashen. The hardships they faced darkened not only their skin, but their souls as well. Most dark elves are unforgiving people and chose might and power over charity and compassion. Dark elves are keen on magic, but have issues in direct sunlight.

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Dragonborn

The dragonborn came to be a few thousand years after the War of the Magi ended and Nommares’ seal had been completed. A result of the seal, any future born dragons were cursed to be dwarfed into this lesser state. They are wingless and not nearly as powerful. They also have an incredibly short lifespan by comparison. However, because of this, their numbers have greatly outweighed their ancestors.

Dragonborn share the same colors and much of the same abilities as their dragon ancestors. Their cultures remained confined to the areas from which they came, and so too their mannerisms. Brass dragonborn have the ability to manipulate time and are intelligent, thoughtful beings. Black dragonborn quickly cause death and decay. They are intelligent and tactful in battle, but also very aggressive when angered. Gold dragonborn have the ability to heal and smite. They are warriors of justice and righteousness. Bronze dragonborn are strong and can exhale lightning. They are stoic individuals with a desire to protect. White dragonborn are master manipulators rather than combat warriors. Their charisma however makes them strong leaders, and cunning negotiators. Green dragonborn have the ability to manipulate the earth and the forces of life. They are wise and compassionate, but punish any who dare harm their lands. Copper dragonborn are masterful rogues, pirates, and mercenaries. They are wise and operate with dirty tricks and subterfuge. Red dragonborn are strong and fierce warriors, but only use it when necessary. When it becomes necessary, the provoker will wish he hadn’t. They are proud people, and despise being insulted. The blue dragonborn are masters of Aer and magic. Their perception and intelligence in the arcane arts often makes them arrogant. The silver dragonborn are masters of the cold. They are patient hunters with keen eyesight. A silver dragonborn will never lose its temper or act hastily, but that doesn’t mean you should test their willingness to act.

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Dwarf

The dwarven people surfaced from the depths of the mountain Dun Araznurum. When they did, they found a frozen desert covered in snow and ice. Most have made their home there in North Phaphnede. but others chose to travel east into Ylri and Vaedhe.

Dwarves are wise creatures able to quickly learn and adapt to their environment. Over the years, three different types of dwarves developed. Those that live in Phaphnede and Vaedhe are referred to as Hill Dwarves. They have a stronger constitution, whereas the Mountain Dwarves of Ylri are much stronger. The Cavern Dwarves still live below the surface and have adapted their skills to the elementals that pushed out their other brethren.

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Gnome

Gnomes came into being shortly after Azariah and Elion were exiled from Shalendra. The power the great tree gave to them in the form of saplings severely weakened Shalendra’s spirit for quite some time. As a result of this, she could not contain the well of souls with her. When her strength waned every spirit that yearned to be let go burst forth from her like spores from a mushroom cap, descending all over Odrois. Where they landed the spirits took shape and became the gnomes that now inhabit the land.

Gnomes can be further divided into five unique types. Desert gnomes have a strong constitution and survival skills, especially in high heat and where water is scarce. Forest gnomes and very agile. They also have the ability to speak with animals and create illusions to trick other creatures. Grassland gnomes are wise and perceptive. They are also quick on their feet to avoid predators while working their skills out in the fields. Rock gnomes are strong and also love to tinker, often creating small devices to their advantage. Water gnomes are charismatic, can breathe water as well as air, and are excellent swimmers.

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Halfling

Halflings are the result of a cursed past. Once humans, a group of people dabbled in a power they would later regret. As a result, a demonic creature from another dimension placed a curse on the small society of humans, plaguing them with their diminutive size. Calling themselves halflings (being half the size of a normal human), they learned to adapt to their curse. Halflings stick together incessantly, working to find a way to one day break the curse. However, some halflings seem to prefer their new arrangement, citing its advantages from time-to-time.

Halflings can be divided into two main groups. The stout halflings have a higher constitution and resilience. The lightfoot are stealthier and more charismatic. The two constantly bump heads when seen together. While the lightfoot find ways to break their curse, the stout halflings prefer things the way they are.

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High Elf

When the division of elves happened, those that remained in Shalendra became known as the high elves. They are also sometimes referred to by their other elven cousins as the Highborne. This term however, often has derogatory meanings, especially when spoken by a dark elf or wood elf. High elves are arrogant and smug, but often have the intelligence and wisdom to back it up. Those that cannot match their intelligence is someone that is usually beneath them.

High elves are usually quite knowledgeable in a multitude of spells, especially those that can be easily cast. Also, due to their habitat being high in the mountains, they are adept at breathing at high altitudes and often shrugging off cooler temperatures.

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Human

Humans are the most diverse group of people, just like the dragons, before them. However, unlike dragons, they are far more adaptable, and don’t have to change the color or their scales to do it. Most humans can be found on the continent of Ferathi, but they can be found on any continent, and in almost every region. Most humans band together, work well in communities, and are very resourceful.

Humans have spread out enough over the years. Their adaptations to the region they live in have influenced much of their culture. This is especially true when you consider most people (not just humans) have remade themselves in the ruins of prior draconic towns and strongholds. The Cal live in the Ghetsa region. Their dialect and language choices are similar to Earth’s middle eastern and Israeli regions. The Chon live in Cheldrynth and are similar to Earth’s French people. The Teth also live in Cheldrynth, and have adopted a culture that is more like Greece. The Damar live in the region of Meofi and are similar to Earth’s Swedish people. Also living in Meofi are the Rash, who have a Slovakian culture. The Mul only live in a particular area of Meofi, but have a culture mirroring Earth’s Hindu people. The Sho live in Odrois with a culture just like that of ancient China. Finally, the Illu are like the Icelandic people of Earth. They live in South Phaphnede. The Tura are an illusive group that were said to be encountered amongst the broken isles of the Inner Sea, but little is known about them. Their culture however was found to be quite similar to Earth’s Spanish culture.

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Kobold

Kobolds are pack creatures that managed to escape and fled to one of the three moons of Udari quite some time ago. However, when the comets came their home was destroyed and they fell to Udari on the comets' tails. Those that survived made a home in the caves and mines underground. Kobolds are wingless creatures that look like small dragons, but possess little strength. They work well and often survive in groups. A lone kobold is a dead kobold.

Kobolds are broken down into job classes: Laborers, Urds, Dragonshields, Inventors, Sorcerers, and Bosses. Laborers do much of the grunt work, such as mining ore, farming, and cleaning. Urds are the second in command, and give orders to laborers. Inventors are much like tinkerers. They construct crude devices and traps. They also build tools and lead the construction of large projects, such as a mechanical elevator in a mineshaft. Sorcerers are the most intelligent, capable of wielding magic and serving as a community’s healer. Bosses are fat and lazy, and in the heat of battle amount to little more than a barker of orders. Still by some ordained reason, all the other kobolds answer to him.

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Lizardfolk

Lizardfolk are a tribal people with shamanistic superstitions. Most are hunters, fisherman, foragers, and builders. Few rise to the ranks of a leader, a healer, or even a shaman. It is said that somewhere on Udari, their true goddess, Lady Ajutess lies imprisoned for not granting the demands of the Destroyer.

The skills of lizardfolk however, are quite narrow. Their agile and quick bodies make them well suited for combat. With the right weapons, they are deadly adversaries. The greatest of these was the legendary Gathroka. He was furious in battle and had an uncanny sixth sense for danger, often predicting it before it was actually presented. Even still, the most adept of lizardfolk became shamans, ones capable of manipulating the elements to their will.

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Ogre

Ogres are brutish people, with little intelligence. They are superstitious to a fault, even more so than the lizardfolk. They live in fear of their gods that will punish them for not following orders or succeeding in tasks. Lord Aegrok and his people were brought here after Amaranthinos defeated him in the Trial of Strength. Their purpose here is revenge, and as a result, Ogres hate dragons. The big dragons, they couldn’t do much about, but now that most are gone and the dragonborn are all that is left, the ogre population has hit a resurgence.

Ogres come in two breeds. The one-headed, and the two-headed. The ones that only have one brain are more brawn than anything else and usually follow the orders of those that have two. The two-brained ogres possess twice the intelligence, and is just enough to give them the ability to use magic. This is only stereotypical, just because you only see an ogre with one brain doesn’t mean that he has a low IQ. Even Lord Aegrok had only one head, but was a mighty warlock.

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Orc

Orcs are people that seemingly always struggle to survive. However, this constant struggle from life to death is where an orc draws his strength from. To these people, might makes right, and only the strongest survive. Orcs however, are not lone wolves snuffing each other out so that they can live to see the next sunrise. They band together in clans and establish their own inter-clan culture. The orcs of Udari started out in the wastelands of Andro, now called the Valley of Kogan. Life was harsh during their first centuries here, but they managed to survive this far.

In time three factions formed and eventually went their separate ways. Those that followed the path of Yagnar ventured north into Aemrebeph to gain harmony with nature and learn the ways of the elements. Those who stayed in Kogan were violent and bloodthirsty, following the path of Zahgorim. Ghamorz struck a balance between the two and headed west across the mountains where they encountered the red dragons for the first time. Despite their differences however, there were many things that still united them: honor, sacrifice, and brotherhood. In old age Ghamorz returned to the Valley of Kogan in an attempt to unite the clans again. Believing in his success he established the orc city of Azuk Gharol.

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Sahuagin

The saghuagin are waterborne amphibious creatures that can live in the water and on land. Their entrance to Udari came when Lady Adrina was defeated by Lady Arlette during the Trial of Strength. Bitter from her defeat (in the water no less), she agreed to the destroyer's wishes and came here. Their primary purpose was to disrupt the white dragons in their own home, to which they have done quite well over the centuries.

There are three different types of saghuagin. The grunts are the most common. The surface dwellers often call them, “Water Devils.” The Barons are strong, powerful leaders that command the grunts. The priestesses however, though physically weak, should never be underestimated. With the ability to use magic, their knowledge and skill are highly valued in the depths. The best of them can mix poisons and heal wounds.

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Tiefling

Tieflings are a group of devilish looking creatures from the realm of Ekemon. They came here with their god Lord Angrinath after his failure in the Trial of Wisdom. The destroyer has given them a second chance. Their purpose has been to sow the seeds of sin across Udari. However, not every tiefling has been willing to follow this commandment, and broken free of the chains that bind them.

The tiefling people are a diverse group that have changed much over the thousands of years since their arrival. Most tieflings today choose their own path, and only a few remain that still do the work Lord Angrinath set them on long ago. Recognizing their virtues is a lesson in symbology, identifying it can become a survival tactic for some.

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Wood Elf

Wood elves migrated to the island of Calestar Haven, after Elion parted with her old rival Azariah in Meofi. While one group chose to continue south, Elion stayed, wanting to make their home in the forests. The green dragons however, were unsure of the elves when they came and directed them toward the island where they would be tested. A few hundred years later, some of the elves came back. Passing the trials the dragons gave them, the wood elves were eventually welcomed back to the land. Their faith even struck the hearts of the old druids, reforming the ancient order and calling themselves the Yralissa.

Wood elves are divided into two groups. Those that are pure blooded still live upon the island of Calestar Haven. Their lifespan at present is marked for death, even though the elven queen Anastrianna attempts to deny it. Elion, who has once given the wood elves their life, no longer possesses the ability to grant this to them. No new life has been born in the sacred Myrin Grove. The Exiled are the new future of wood elves. They contain a mark upon their bodies that is a symbol that is both a blessing and curse. Those with this mark are granted the right to conceive their own offspring. To them, they believe the mark is a symbol of Elion’s faith and trust to continue her people in her stead. The pureblood elves see this however, as a symbol of blasphemy and darkness.

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