Races of Kolebka; Nede

Nede is inhabited by a wide variety of races, which fill a wide variety of roles. While an individual can typically follow whatever path he finds himself suited for, the following generalizations hold true for most individuals of the indicated races.

  • Humans: Humans are the most common and varied race both in Nede and on the whole of Kolebka. The only generalization you can make about humans is that you cant make a generalization about humans. The can fill any role in any setting. As a bold and widespread race, humans seem particularly prone to adventure, often simply for the sake of adventure.

  • Wilf Elf: The Wild Elves, or Qessir, typically dwell in small, somewhat isolated wilderness settlements, as their name implies. Qessir consider other races to be inferior to themselves, Drow being a close second, and this racism colors their daily interaction with others. They loathe urbanization and distrust technology and consider both to be inferior to their own magic and natural living. After the events of the Bloated War, they are widely persecuted in Nede, and so tend to keep to the ancient forest homes.

  • Dark Elf: Referring to themselves as Drow, these dark-skinned elves are native to the vast subterranean world known as the Deep Reaches, though they are not rare on the surface. They are highly intellectual, talented in alchemy and magic. Like wild elves, they consider Drow to be superior to all others, but in dark elf society “Drow” is a state of being marked by wisdom, cunning, and skill; and so, while they themselves are born Drow, anyone can achieve this state and the right to be called Drow. Likewise, dark elves who fail to live up to the standards placed upon them can be stripped of their entire heritage.

  • Half-Elf: Both Quessir and Drow are capable of having children with humans, orcs and hobgoblins; the resulting half-elves are often share the same generalizations as their elvish parents, but share the variety of humanity. Half-elves can breed true, and as such are considered a separate race from both parents. The Qessir consider half-elves to be a living heresy perpetrated by the parents; the child and its elvish parent are most often exiled at best, or executed for their “crimes” at worst, while the non-elf parent is most often enslaved as penance for polluting elvish blood. The Drow take the opposite stance and believe that half-dark elves represent other races being uplifted.

  • Halfling: Halflings are socially similar to small humans, filling nearly any role they desire. They are more inclined to live in small villages made up entirely of halflings, though they are very friendly towards the other races, and are disinclined to adventure.

  • Gnome: One of the so-called “scientific races,” Gnomes are partially responsible for bring technology to the world. In particular, they tend to have a fascination for steam and clockwork devices. Gnomes also have a talent for illusion magic, and enjoy harmless pranks and jokes. Gnomes are considered one of the most driven of all races, though obsessive might be a better term. A gnome will push himself to the limits of his endurance to meet his own self-appointed goals; dying from exhaustion is a common and laudable death in gnome society.

  • Dwarves: Like Gnomes, Dwarves are partially responsible for re-discovering science and technology, though they most often turn it to martial and industrial uses. It was Dwarves who developed gun powder; first used in mining and fireworks, they later used it in developing simple firearms, which the humans and gnomes would improve upon. Dwarves are also highly talented smiths: only they know the secrets of working with adamantium, which their master smiths use to craft elegant weapons like the katana and naginata.

  • Goblin: The third and most unlikely of the “scientific races,” goblins have a surprising knack for chemistry and alchemy. They have developed a wide range of dangerous and volatile substances, ranging from acids to incendiaries to explosives. They are also known for cobbling together ingenious, but highly unstable, steam-powered machines.

  • Orcs: While some orcs fit the stereotype of berserk raiders, many more are able to hold their psychotic tempers well enough to fit in with civilized societies. Most such orcs find employment as mercenaries, bouncers and the like, where their great strength can be of use. Others take up heavy labor and find themselves in high demand. Orcs can often rival dwarves in smithing talent; though crude-looking and without decoration, orcish-made weapons and armor and hard and sharp, and they jealously guard the secrets of extracting and forging orihalcum.

  • Half-Orcs: Half-orcs are like humans in their versatility and variety, though they do tend towards employment that takes advantage of their strength and toughness. They share whichever culture they were raised in. Half-orcs only result from the union of orcs with humans or hobgoblins; exceedingly rare orc-elf unions produce the mighty Voldur.

  • Hobgoblins: Hobgoblins have an extensive history as brutal slavers, yet shrewd merchants. With slavery banned in much of the world, they are still well known as keen businessmen with an eye for the best deals and the finest merchandise. Most banks employ one or two hobgoblins, and no city marketplace is complete without a few hobs hawking wares of all sorts. It is said that hobgoblin pawnbrokers will buy anything, but hobs are notorious hagglers and loathe to part with so much as a penny more than they need to. There is no half-hobgoblin race; unions between hobs and other races produce half-elves or half-orcs (as appropriate) or the race of the mother.

  • Tengu: These raven-folk hail from the western land of Chanchan, the Land of Rivers. Like the other beastfolk, they are nomadic in their homeland, though they tend to be more settled in Nede. The tengu are more martial than the other beastfolk, and have a proud tradition of producing skill warriors; as a result, they tend to be mercenaries even more often than orcs and dwarves. Tengu talent with swordplay is legendary, and so those who favor other weapons, such as spears, bows or even firearms, are ignored, disbelieved or even ridiculed by other races.

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