Races



Xarandur

The Xarandur are one of the oldest and wisest races of Aranthia. The most unique feature of the Xarandur is that they can breathe both on land and underwater. They have a unique biological trait that gives them two organs for oxygen intake. On land, the Xarandur breathe through their mouths or nostrils, but once water encloses them, gill-like channels open up their cheeks, allowing for efficient oxygen intake below the water's surface. In addition, the Xarandur's characteristic eyes, which glow in a spectrum between blue and white, enable them to see in dark environments. They are evolutionarily descended from deep-sea creatures and have existed for hundreds of thousands of years. Initially, however, they only lived in the depths of Aranthia's oceans and it took several millennia for the Xarandur to reach a level of evolution that developed their intellect and magic affinity to such an extent that they began to settle on some of the coastal regions of Aranthia. The Xarandur are honorable, disciplined, and devoted beings who favor the use of magic. They hold a monotheistic belief and their deity is called Irith, the mother of the deeps. Today's home of the Xarandur is the almost eponymous Xarandar on the west coast of Yelanor. Two other important hubs of their civilization can be found on the east coast of Shadowrock and in the ocean between the northeastern part of Velenthir and the Daggerfall Archipelago. In the past, the Xarandur built imposing metropolises of unparalleled splendor and beauty. Some of their largest cities are built partly on land and partly underwater. This gives the Xarandur the immense advantage of being able to defend their cities more effectively against besiegers, as no other race of Aranthia is able to navigate the water with such agility, making it easy for the Xarandur, the submerged parts of their cities To defend. Due to their immense affinity for magic, the Xarandur are perfect as spellcasters of all kinds.

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Mengaro

The Mengaro are among the oldest humanoid races of Aranthia and are a very reserved, nature-loving and wise race. They resemble various primate species in their appearance, which is why many hostile races call them "ape-men". Mengaro, however, are anything but primitive or intellectually jaded. Their natural talent for the various spectrums of magic, especially that of nature magic, makes them invaluable allies in the fight against the numerous enemies of the races of Aranthia. Led by several powerful tribal shamans known as Kel'ra, the Mengaro people roam the dense forests and jungles of Aranthia. Located within southern Velenthir, Mengara is believed to be their primary sanctuary. The cities and settlements of the Mengaro testify to incredible beauty and perfection that is second to none. Within their civilized hubs are imposing temple complexes and incomparable architectural masterpieces built amidst the massive trees that dot the dense jungle regions where this race resides. They also worship their own deities, which represent different aspects of nature and the forest. When the elves first appeared in Aranthia, it was the Mengaro who, despite their otherwise timid attitude towards what was happening outside of their habitats, helped them develop and emerge as one of the most influential races. They taught the elves the ancient spectra of nature magic and how to live in complete harmony with nature. As a mark of respect and devotion, the elves then vowed to protect the Mengaro and to forge an everlasting alliance to forge an alliance among the young races of the Ketal continent that would ensure equal prosperity and brave any imminent danger. Mengaro make excellent mages, healers, and assassins due to their natural agility and aptitude for magic.

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Valkar

The exact origin of these fabled creatures is unknown, but it is believed that the Valkar were formed from the energy and matter of the planetary nexus (core) by the high gods themselves to watch over young Aranthia of the time. However, as most races began to renounce the old gods and worship their own deities instead, the high gods gave the Valkar the freedom to take their destiny into their own hands. These mystical, great beings of rock and energy were blessed by their creators with immense intellect and the perfect bodies of a warrior. The Valkar established numerous settlements on the Yelanorian continent and began to lead a peaceful and simple life. However, the Valkar were a welcome target for the fundamentally evil-minded orc clans of southern Yelanor. Some of the most powerful sorcerers among the orcs devised a plan to subdue the Valkar and use them for their warlike purposes in order to gain dominance over the continent. At first, the orcs tried brute force, pillaging and burning Valkar settlements. However, the orcs had completely underestimated the Valkar and suffered immense losses. Years of war passed and the orcs were on the verge of annihilation until finally the sorcerers' plan was successful and they transformed the Valkar into vicious bringers of death through a dark ritual. The Valkar then self-destructed from the inside by slaughtering each other. Few of the remaining Valkar who were sane escaped, seeking refuge with the remaining races on the surrounding continents. From that point on, the rest of the Valkar were under the control of the bloodthirsty Orc Clans and obeyed their commands. Today, the cursed Valkar have regained their consciousness, but the evil the warlocks instilled within them lingers, making the Valkar a powerful ally for the orcs who have now taken control of the Yelanor continent.

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Drakari

The Drakari are an ancient, reptilian race descended from the elder dragon gods of Aranthia. The Drakari race emerged from a very complex magical ritual, which the high dragons used at the end of the second age of creation with the help of their last strength to create a humanoid army that should prevent the downfall of the dragon rule. The high dragons bequeathed their consciousness and knowledge to them, eventually resulting in the Drakari's remarkable intelligence and affinity for magic. These beefy and fearsome creatures are also among the most steadfast and bloodthirsty melee combatants in all of Aranthia. Created for the purpose of destroying the invaders of the Dragon Empire, the Drakari harbor a massive evil alignment and are poised to doom anyone who opposes their conquering and merciless spirit. After the fall of the Dragon Rule, the Drakari race scattered across the planet's continents. Some allied with the fledgling orc clans of Yelanor, others settled in southern Erathion and western Velenthir. Drakari feel particularly at home in the volcanic mountains of Aranthia and use the volcanic energy to expand their power and create wondrous magical objects that are of great help to them in everyday life and in battle.

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Telrakhi

The Telrakhi are a very young and reserved race. Their most striking visual characteristics are their pale skin tone, pointed elfin ears, and horns. The shape of their ears and horns can be extremely diverse and different, just like the color of their eyes. It is believed that a large part of the Telrakhi live below the mountains of the Irathi Mountains and that they built settlements and cities there amidst the earth. Very little is known about their exact origin and their way of life. However, there are also Telrakhi who roam freely in Aranthia and are in contact with the other races. However, they are very mysterious and are thought to have descended from demonic blood due to their horns and unusual appearance. However, this assumption has not yet been confirmed. The indisputable fact, however, is that the Telrakhi are incredibly agile fighters, making them perfect assassins or rangers.

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Orx

The Orx of Aranthia are native to the northern regions of Yelanor and the western mountain ranges and swamps of Dwenareth. Their skin color ranges from bright green to rusty dark brown. They have fearsome tusks and are muscular and bloodthirsty. The orcs have a rather wild mentality, but are nevertheless smart, disciplined and above all extremely powerful. The dominant among the evil-minded, humanoid races of Aranthia, they are feared and respected by enemy and allies alike for their strategy and relentless fighting spirit on the battlefield. Orcs generally count as extremely tough and talented melee fighters.

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Light Elves

Light Elves strive for divinity and the perfection of holy magic. Once only a single race of elves existed on the planet. These firstborn elves were considered a very nature-loving and peaceful race. Very few of these firstborn elves remain today. Possessing unimaginable wisdom and power, they live in the most remote corners of the world. A long time ago, some renegades joined forces with the powerful Archdemon Raganor, who was able to gain the consciousness of one of the ancient elf gods in order to deceive and eventually betray the Firstborn. He promised them new, limitless power and peace for the then young races of Aranthia, provided that the leaders of the renegade elves provide him with an artifact, which was created deep in the nexus (core) of the planet during formation, and only be removed by mortal beings can. Thus, the elves ventured into the depths of the earth where no humanoid creature had ever gone before, not even the dwarves of Aranthia. When Raganor used the artifact, he broke the elves' souls and mutated them into evil-minded Dark Elves as well as good-minded Light Elves. Most of the remaining Firstborn lost power and evolved into the Wood Elves race. The Light Elves now fight for justice and peace. They are excellent healers and melee fighters. Light elves are usually tall, have light skin and, in contrast to the other elven races, quite long ears. The Light Elves established two primary empires that they still rule to this day. On the one hand they settled in Valanor in the north of Erathion, on the other hand they established an imposing kingdom in Syravel, which lies in the north-west of Velenthir.

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Dark Elves

Dark Elves count as the malevolent descendants of the Firstborn Elf race. After the betrayal and tripartition of the elven race by the archdemon Raganor, these elves clung to their creator's evil intentions. Through him they gained new power to guide their still young race through a hard time unscathed. But as the price of supporting Raganor, they transformed the once glorious Firstborn descendants into dark, shadowy, and unreal beings. Their skin color is dark to slightly purple or bluish. They are best recognized at night by their glowing, blood-red eyes, as they have also evolved the ability to see clearly even in the darkest of places. The Dark Elves inhabit parts of Yelanor and the western reaches of the southern Elven Kingdom on the continent of Erathion, where Raganor's bitter betrayal began. They are exceptional master thieves and assassins who are second to none in their skill. In addition, Dark Elves are talented and feared blademasters and spellcasters with a penchant for death magic and conjuration.

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Dwarves

Dwarves are humanoid, short yet stocky creatures whose primary habitat is the mountains of Aranthia. Often sporting long, elaborately decorated beards, the male dwarves are among the most skilled hand-to-hand combatants of the humanoid races of Aranthia. The society of the dwarves is divided into different clans, most of which coexist peacefully with each other. The most influential and powerful clan is the Dwalmori clan, which resides in western and northern Dwenareth. Dwarves not only live at the foot of imposing mountains, but also within individual mountains. Their capitals rank as an architectural feat as they reach deep within the majestic mountains of Dwenareth. The headquarters of the Dwalmori clan is the Dwalmori Mountains of the same name, which are located in the southwest of Dwenareth. Each clan has a leader, or king, who assumes the clan's government with the help of a small circle of his closest advisors and confidants. The current leader of the Dwalmori clan goes by the name "Dwalnir Stormhammer" and has ruled the Dwalmori dwarves successfully for 15 years, which can be seen above all by the positive response of the dwarven people towards their king. Dwarves are born craftsmen and inventors and, unlike the other races of Aranthia, use a variety of technical tools to make their everyday lives easier. Dwarves are also not averse to magic, but prefer the use of technology due to their more pragmatic nature. When the first dwarven clans established their kingdoms long ago, they also began exploring the surrounding lands and continents, and quickly encountered the Mengaro and Wood Elves of the Ketal continent. Since the dwarves came to Velenthir with peaceful intentions, it was only a matter of time before they would join the Ketal alliance between the Mengaro, Wood elves and humans.

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Humans

The humans of Aranthia are generally known to be very adaptable and justice-loving. Their devotion to their gods is more than remarkable, and their faith is unshakable. The first descendants of humans emerged as a nomadic race native to the deserts and wastelands of the continent of Yelanor. They quickly realized that they were destined for greater things and began using their intellect and cunning to create a civilization on the planes of Yelanor. They soon attracted the attention of the surrounding races and made contact with the Xaradian seafolk, who live in the eastern coastal areas of the Yelanorian continent. The two races struck a trade agreement between each other and lived in prosperity and peace for centuries until one dark day an intrigue was spun around the royal houses of the two races. Zul'varek, leader of a patriotic assassin's guild called the Hearts of Shadows, could no longer tolerate cooperation with the frail humans, believing that the Xaradians were the rightful rulers of the Yelanor continent. Thus, his assassins assassinated their own Emperor "Vyrkul Ley" during a meeting of chiefs in the capital city of Xarandar. Zul'varek's assassins staged the incident as if the human high king "Tavoril Eralas" had committed the murder. The Xaradian High Council, enraged with malice and vengeance, sentenced Tavoril to death after his hearing, and started a year-long conflict between humans and Xaradians. The truth about this event was never revealed and many innocent souls lost their lives for this intrigue. The humans put up a fierce resistance and almost began to gain the upper hand when the Xaradians finally conceived the idea of allying themselves expediently with the orc clans of southern Yelanor in order to emerge victorious from this bloody conflict. Powerless against this malevolent alliance and utterly devastated by the annihilation of their thriving kingdoms, the humans sought refuge on the surrounding continents. Luckily for them, the scattered human race in western Dwenareth and Velenthir, as well as the northern regions of Erathion, managed to gain a foothold and find new allies. In western Dwenareth, humans coexisted in peaceful form with the Dwalmori dwarves. On the continent of Velenthir, the Mengaro and Wood Elves adopted them to bring them new glory, quickly recognizing the immense potential of humans as allies in maintaining friendship within their lands. Within the northern regions of Erathion, the humans encountered the equally religiously fanatical high elves of Valanor. With the help of their newfound allies, the humans established the kingdoms of Vilarios, Arkos, and Valturion. The latter is to this day the primary seat of government for humans, which lies to the east of Velenthir. Because of their natural dexterity, unwavering devotion to their gods, and heroism, humans have produced legendary master smiths and legendary warriors. In addition, with the help of their new allies, the humans increased their knowledge of the use of magic. Impressed by her versatility and devotion to good, her allies enrolled some of the most talented mages, warriors, and politicians in their high councils. From now on, the fate of the humans was to be firmly linked to that of the other races, and so the humans became a full member of the then still young Ketal alliance between elves and Mengaro. The humans of Aranthia are therefore excellently suited as craftsmen, melee fighters and magicians.

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