Common Races
Common Races: They don't have as many stat bonuses or penalties, but they are generally less volatile than the other races.
Humans
A very balanced race, they don't gain any extra attributes, but they also don't lose any attribute points either. A good choice for those stuck on decisions, or someone who doesn't want anything too complex.
Physical Description: Human skin tone ranges between whites, browns, slight yellows, and black. They stand between five feet tall and five foot eight, and on average, weigh 120 to 200 pounds. Their hair colors range from white to black, and have yellows, oranges and browns thrown in as well.
Background: As a standard, the human race is typically the mediator of disputes and potential fights between the other races; humans are a sort of racial peacekeeper so the world isn't thrown into chaos on the flip of a coin. For centuries, human royalty has held meetings, debates, and trade halls for all Bennick's leaders in the capitol of Everia, Maginite. But even with these frequent attempts at working with the other races, many still have high tension, but the humans have kept the other races from moving into full-scale war.
Dwarves
A haughty and strong race, but only about three fifths the size of a regular man. They gain a mid-sized boost to their constitution and a small boost to their strength; however, their bulky frames make them suffer from a mid-size lowering of dexterity, and they also suffer a minor loss of charisma to anything that isn't a dwarf.
Physical Description: Dwarves share all the same coloration as humans, but remove yellow skin tone and replace it with grey. Their height ranges from three feet to four, and they typically weigh about 180 to 240 pounds.
Background: In general, the dwarves keep to themselves, mining and amassing their wealth, until threatened. The dwarves will take to arms incredibly quickly, ready with dwarven-forged armors and weapons and incredibly defensive. They won't take to war as quickly as the other races, typically only defending themselves until their foe surrenders, then resuming their wealth massing. Other races seek the dwarves during their own wars for advice and equipment.
Elves
A nimble and charismatic race, with a mid-sized bonus to their dexterity and a small boost to their charisma. However, elves are typically very frail creatures, and suffer a small penalty to their strength and constitution.
Physical Description: Elves are lithe creatures, standing at nearly a foot shorter than humans, and weighing some twenty pounds less. Their skin ranges from pale white to light grey, and their hair ranges all across the spectrum, with light influences of even purples and greens. However, most elves have white, silver, or black hair.
Background: The elves view themselves as the purely superior race, they look down upon the other races (especially "half-breed" Ignians and the "pretender" Plant Maidens). They wage wars very frequently, abusing the other side with vicious nature magic and divine blessings from their queen, as well as fighting from afar with arrows from across the battlefield. The elves rarely simply defend themselves, usually taking an offensive foothold as quickly as they can.
Half-Orc
Tribal, barbaric, and downright mean, the Half-Orcs are a sort of better organized orc. They gain a large bonus to their strength, and suffer a mid-sized lowering to their intelligence, but Half-Orcs gain a small bonus to their dexterity.
Physical Description: Half-Orcs are massive brutes, standing at almost seven feet tall, and weighing 200 to 320 pounds. Their skin ranges from shades of blue to shades of green, and the little hair they have is always a dark shade of black or grey.
Background: The Half-Orc races actually dislike most other tribal societies with vicious intent. The many tribes rarely settle even near one another, and when they do, horrid war quickly strikes, with only one side remaining the victor. "Domesticated" Half-Orcs have no cities of their own, only tribes, and typically do little besides what one would assume they do: they fight. They're a common sight in arenas and common brawls alike if they're to be found within an established city, with little reason to do much else.
Humans
A very balanced race, they don't gain any extra attributes, but they also don't lose any attribute points either. A good choice for those stuck on decisions, or someone who doesn't want anything too complex.
Physical Description: Human skin tone ranges between whites, browns, slight yellows, and black. They stand between five feet tall and five foot eight, and on average, weigh 120 to 200 pounds. Their hair colors range from white to black, and have yellows, oranges and browns thrown in as well.
Background: As a standard, the human race is typically the mediator of disputes and potential fights between the other races; humans are a sort of racial peacekeeper so the world isn't thrown into chaos on the flip of a coin. For centuries, human royalty has held meetings, debates, and trade halls for all Bennick's leaders in the capitol of Everia, Maginite. But even with these frequent attempts at working with the other races, many still have high tension, but the humans have kept the other races from moving into full-scale war.
Dwarves
A haughty and strong race, but only about three fifths the size of a regular man. They gain a mid-sized boost to their constitution and a small boost to their strength; however, their bulky frames make them suffer from a mid-size lowering of dexterity, and they also suffer a minor loss of charisma to anything that isn't a dwarf.
Physical Description: Dwarves share all the same coloration as humans, but remove yellow skin tone and replace it with grey. Their height ranges from three feet to four, and they typically weigh about 180 to 240 pounds.
Background: In general, the dwarves keep to themselves, mining and amassing their wealth, until threatened. The dwarves will take to arms incredibly quickly, ready with dwarven-forged armors and weapons and incredibly defensive. They won't take to war as quickly as the other races, typically only defending themselves until their foe surrenders, then resuming their wealth massing. Other races seek the dwarves during their own wars for advice and equipment.
Elves
A nimble and charismatic race, with a mid-sized bonus to their dexterity and a small boost to their charisma. However, elves are typically very frail creatures, and suffer a small penalty to their strength and constitution.
Physical Description: Elves are lithe creatures, standing at nearly a foot shorter than humans, and weighing some twenty pounds less. Their skin ranges from pale white to light grey, and their hair ranges all across the spectrum, with light influences of even purples and greens. However, most elves have white, silver, or black hair.
Background: The elves view themselves as the purely superior race, they look down upon the other races (especially "half-breed" Ignians and the "pretender" Plant Maidens). They wage wars very frequently, abusing the other side with vicious nature magic and divine blessings from their queen, as well as fighting from afar with arrows from across the battlefield. The elves rarely simply defend themselves, usually taking an offensive foothold as quickly as they can.
Half-Orc
Tribal, barbaric, and downright mean, the Half-Orcs are a sort of better organized orc. They gain a large bonus to their strength, and suffer a mid-sized lowering to their intelligence, but Half-Orcs gain a small bonus to their dexterity.
Physical Description: Half-Orcs are massive brutes, standing at almost seven feet tall, and weighing 200 to 320 pounds. Their skin ranges from shades of blue to shades of green, and the little hair they have is always a dark shade of black or grey.
Background: The Half-Orc races actually dislike most other tribal societies with vicious intent. The many tribes rarely settle even near one another, and when they do, horrid war quickly strikes, with only one side remaining the victor. "Domesticated" Half-Orcs have no cities of their own, only tribes, and typically do little besides what one would assume they do: they fight. They're a common sight in arenas and common brawls alike if they're to be found within an established city, with little reason to do much else.
Uncommon Races
Uncommon Races: The less common races gain small and versatile bonuses in higher levels, but suffer from slightly volatile downsides. If Sub-Race is listed, it is necessary to choose one to continue on as that species.
Crystarians
A tall, bulky race hailing from the mountains of Crystari on the continent of Elesma. They gain a sizable bonus to strength and constitution, and a racial bonus to smithing almost anything. However, being so large, the suffer a major loss of dexterity and a mid-sized loss of charisma to other races.
Physical Descriptions: They are varying shades of blues, purples, and grayish whites, but instead of hair, have large, dull horns that are typically white. A tusk extends from the sides of their mouth, the size of which ranges from barely noticeable to suitable for goring, and they only have four, thick fingers. They are typically seven or eight feet tall, and most have some sort of tattoo from their childhood, deeming some kind of coming to age.
Background: The Crystarians only have good standings with the elves, being the natural muscle and blacksmiths for the elven race. Their standings with the Oceanfolk of Ellesma are shaky at best, with minor events surging to massive debates in the halls of Maginite. Dwarves also view very lowly of the Crystarians, claiming that their smithing techniques are sub-par compared to their own, and the Crystarians say the same.
Dragonborn
A race rumored to have be sown by dragons and some other more common race, the dragonborn fit their description to the letter. Their bonuses and penalties are majorly determined by their draconic parent race. They've been seen in various shapes and sizes, being more of a half-dragon than anything else. As these beasts grow in strength, they also grow in closeness to their ancestor. In fact, some have been spotted with wings, and others wielding powerful breath attacks, making them a terrifying foe indeed.
Physical Description: Their color ranges all across the spectrum, and some dragonborn don't follow the colorations of their draconic relatives (though that's uncommon). Their height is reflected in their parent race, meaning that they have the same stature as their non-draconic heritage. Their hair, if they have any, is usually wispy and dull, but some have luxurious manes, and many more have scaly frills and crests, bearing resemblance to their draconic lineage. They have scaly skin across either limbs or their entire body, lizard-like features, and appear to others to be some kind of combination of dragon and man.
However, due to their draconic origin, the gender of a Dragonborn is a difficult thing to discern merely by looking at them.
Background: The Dragonborn are a nomadic species, there are no known cities with relatively high numbers of these creatures, and when one joins a city, they are either shunned or feared. Having no true culture, they have no particular standings with any races, but being of a similar feather, they get along well with Half-Orcs and other tribes.
Dragon-Races
Frost Queens
A race of elegance, grace, and beauty. Frost Queens naturally have a massive bonus to their charisma and a small boost to their intelligence, but suffer to large negatives in both strength and constitution. Since they are beings of mostly ice and frost, they're almost completely immune to the icy cold effects of enemy attacks and environment, but sweltering heat and flames will easily vanquish a Frost Queen if she isn't careful. However, powerful Frost Queens have been known to whip up hailstorms and blizzards in a moment's notice, so even though weak to flames, they can force out quite the flurry.
Physical Descriptions: They are a race of entirely women, complete with pale, sometimes bluish white skin and eyes, but long hair ranging from an off white to raven black. Frost Queens typically stand at five and a half feet to six feet tall, and they frequently wear dark make-up and clothing (usually black), contrasting heavily with their natural pigments. They're very lithe, and rarely weigh more than ninety pounds; they almost appear malnourished. Though nearly immune to cold, it is not uncommon to spot a Frost Queen donned in all fur outfits.
Background: The Frost Queens are a race devoted to learning. They will sit for hours at a time and merely observe others, learning their habits merely for fun. With their lust for knowledge, they are seen as highly intrusive, and thus have a low standing with the elves and Crystarians alike. It is quite mysterious how the Frost Queens have continued to stay alive without a male counterpart, yet births happen often and the race continues to thrive, despite many onlooker's attempts at figuring them out.
Ignians
A race known for their fire, literally. They retain a small bonus to strength as well as charisma, but suffer a small loss of wisdom. Even young Ignians can conjure a small flame at will, and as they grow older and more experienced, they can be known to conjure forest fires in an instant. However, their flames of lust burn just as brightly: Ignians are incredibly susceptible to charm and seduction effects, like those of a succubus or incubus. They are also incredibly weak to water attacks. Underwater, they suffer major loss to most skills.
Physical Description: They are very human-like in appearance, but their skin ranges on the tan to black side of the spectrum, paler shades very uncommon. One can typically notice an Ignian from their stunning red or orange eyes, and the small fire-red slits underneath their eyes, that they use to detect heat.
Background: The Ignians' passion burns as hot as their fire. They strive to prove themselves on both the battlefield and in public, with combustible personalities and burning hearts alike. With their straightforward approach, Ignian leaders throughout history have lowered the race's standing with almost every other race, simply viewed as too headstrong to make any actual progress. Their wars with both the Frost Queens and the Elves have destroyed their relationships with those races, and the sparks between them and the Dwarves of Everia are enough to start an inferno of epic proportions.
Lavoln
A race of small forestkin, raised by the elves and rescued by the Plant Maidens. The Lavoln are separated into three groups, based on their physiology and demeanor: the Canids, the Felin, and the Rodere. All three groups gain a bonus to their dexterity, but all also suffer a penalty to their charisma due to their beastly nature. The canids gain extra strength, but lack the dexterity of their counterparts. The Felin are even more dexterous, but lack the constitution of the others. The Rodere are hearty with extra constitution, but lack intelligence in comparison to their cousins.
Physical Description: No Lavoln exceeds a height of three and a half feet, and they are all rather thin so none weigh more than 130 pounds. They are coated in fur, have ears regarding their "parent" race, and generally animal-like features, including a respective tail. They rarely walk on only two legs, finding it vastly uncomfortable for their beast-like forms. However, actual appearance of each caste is vastly different.
The Canids are the largest of the Lavoln. They are dog-like in appearance, with fur colors ranging from earthy to white to black. They stand the tallest and the heaviest.
The Felin are the smallest of the Lavoln. They are cat-like in appearance, with fur colors ranging into warmer colors like orange and yellow, as well as the earthy colors, and black to white.
The Rodere are a mid ground of the Lavoln. They are rodent-like in appearance, with the most variety in actual physiology. Many look like rats and mice, but some appear to be more related to squirrels and others. Their colors remain appropriate to the respective animal species.
Background: The Lavoln have led a rough life, with hatred spewing from the elves at every opportunity. As the myths tell, the elves created the Lavoln as a sort of peasant-class, to maintain dreary jobs and to occupy the front-lines as mere grunts and meat shields. The Felin didn't take as kindly to this, and broke away. They were hunted by their elven makers until eventually the Plant Maidens stepped in and granted the Felin rights as humanoids, along with the other Lavoln. Nowadays, the Canids and Rodere are closely aligned with the elves still, but the Felin have retreated north, to serve the Frost Queens as spies and rogues.
Plant Maidens/Barons
A race of plants with legs, essentially. They commune with nature like long time friends, step among trees and gardens with relative ease and are expected to delight in it. They survive with a mid-sized bonus to their charisma and dexterity scores, but suffer from lower constitutions and intelligence scores.
Physical Description: Their skin and hair color is usually a color you could easily find in nature, considering they are almost composed of bark and flowers most of the times. Their height rarely even comes near five feet, asides from the Bark Nymphs who tower at almost seven. Even so, they are typically quite fetching, and in human populations are almost preferred as a kind of exotic beauty.
Background: Plant Maidens are a very shy race, rarely living within the walls of society. Their shyness has not excluded them from the Maginite Council, however. They are viewed as nothing but nymphs, luring wanderers into the forests of Ellesma, rarely seen. Yet, mere rumors aren't enough to deter the Plant Maiden leaders. Even with assumptions and superstitions fluttering about, the Plant Maidens keep their heads high, and maintain at least a neutral stance with all of the other races. With more treaties than any other race, the only race that has any distaste for the Plant Maidens is the elves.
Sub-Races
Thunder Weaver
A race with little semblance of emotion or attachment, the Thunder Weavers gain bonuses to their intelligence and dexterity, but suffer respective penalties to their strength and charisma. They are charged with a sort of electricity, and are renowned engineers. Their electrical heritage makes lightning especially weak against them, but water will short their circuits.
Physical Description: Thunder Weavers are notoriously thin, with no hair on their entire body. They frequently design elaborate tattoos to adorn their bodies, but more as badges of honor than anything else. They are slightly taller than most humans, and have a piercing stare. They only have three incredibly nimble fingers, and three prehensile toes, which can be used as sorts of extra hands when available.
Background: Due to a lack of familial ties, the Thunder Weavers have no society of their own. They distribute themselves throughout large populations of other species, and thus have no say on the Everian council. However, they are well-respected since some of their highest ranking engineers built the Runic Tram from the capitol to several other large cities throughout the continent, cutting travel times immensely for commoners, guards, merchants, and the like. They've also created various other inventions, such as the Magitech Flintlocks, and Quicksilver golem.
Crystarians
A tall, bulky race hailing from the mountains of Crystari on the continent of Elesma. They gain a sizable bonus to strength and constitution, and a racial bonus to smithing almost anything. However, being so large, the suffer a major loss of dexterity and a mid-sized loss of charisma to other races.
Physical Descriptions: They are varying shades of blues, purples, and grayish whites, but instead of hair, have large, dull horns that are typically white. A tusk extends from the sides of their mouth, the size of which ranges from barely noticeable to suitable for goring, and they only have four, thick fingers. They are typically seven or eight feet tall, and most have some sort of tattoo from their childhood, deeming some kind of coming to age.
Background: The Crystarians only have good standings with the elves, being the natural muscle and blacksmiths for the elven race. Their standings with the Oceanfolk of Ellesma are shaky at best, with minor events surging to massive debates in the halls of Maginite. Dwarves also view very lowly of the Crystarians, claiming that their smithing techniques are sub-par compared to their own, and the Crystarians say the same.
Dragonborn
A race rumored to have be sown by dragons and some other more common race, the dragonborn fit their description to the letter. Their bonuses and penalties are majorly determined by their draconic parent race. They've been seen in various shapes and sizes, being more of a half-dragon than anything else. As these beasts grow in strength, they also grow in closeness to their ancestor. In fact, some have been spotted with wings, and others wielding powerful breath attacks, making them a terrifying foe indeed.
Physical Description: Their color ranges all across the spectrum, and some dragonborn don't follow the colorations of their draconic relatives (though that's uncommon). Their height is reflected in their parent race, meaning that they have the same stature as their non-draconic heritage. Their hair, if they have any, is usually wispy and dull, but some have luxurious manes, and many more have scaly frills and crests, bearing resemblance to their draconic lineage. They have scaly skin across either limbs or their entire body, lizard-like features, and appear to others to be some kind of combination of dragon and man.
However, due to their draconic origin, the gender of a Dragonborn is a difficult thing to discern merely by looking at them.
Background: The Dragonborn are a nomadic species, there are no known cities with relatively high numbers of these creatures, and when one joins a city, they are either shunned or feared. Having no true culture, they have no particular standings with any races, but being of a similar feather, they get along well with Half-Orcs and other tribes.
Dragon-Races
- Fire: Descended from fire, these dragonborn are typically flashy colors, and gain a bonus to their strength and vigor, but suffer from a lower intelligence due to their headstrong nature.
- Earth: Descended from the earth itself, these dragonborn are shades of gray and brown, and benefit from a bonus to their constitution, but rocks aren't very nimble and thus suffer from penalties to their dexterity.
- Water: Descended from the seas and oceans, these dragonborn are whites through blues, and benefit from a bonus to their charisma, but suffer from a penalty to their strength, relying more on their fins and buoyancy.
- Air: Descended from wind and mountaintops, these dragonborn are of varying shades, and benefit from an increase to dexterity, but their light bones cause their constitution to suffer.
- Dark: Descended from shadows and mystery, these dragonborn are shades of purple, grey, and black, and benefit from cunning boosts to their intelligence, but suffer from penalties to their wisdom, since their vanity keeps them looking forward instead of back.
- Light: Descended from pure light, these dragonborn are shades of pastel yellow, to shimmering gold, and are incredibly wise as opposed to the other dragons, but suffer from penalties to charisma from their blunt honesty.
Frost Queens
A race of elegance, grace, and beauty. Frost Queens naturally have a massive bonus to their charisma and a small boost to their intelligence, but suffer to large negatives in both strength and constitution. Since they are beings of mostly ice and frost, they're almost completely immune to the icy cold effects of enemy attacks and environment, but sweltering heat and flames will easily vanquish a Frost Queen if she isn't careful. However, powerful Frost Queens have been known to whip up hailstorms and blizzards in a moment's notice, so even though weak to flames, they can force out quite the flurry.
Physical Descriptions: They are a race of entirely women, complete with pale, sometimes bluish white skin and eyes, but long hair ranging from an off white to raven black. Frost Queens typically stand at five and a half feet to six feet tall, and they frequently wear dark make-up and clothing (usually black), contrasting heavily with their natural pigments. They're very lithe, and rarely weigh more than ninety pounds; they almost appear malnourished. Though nearly immune to cold, it is not uncommon to spot a Frost Queen donned in all fur outfits.
Background: The Frost Queens are a race devoted to learning. They will sit for hours at a time and merely observe others, learning their habits merely for fun. With their lust for knowledge, they are seen as highly intrusive, and thus have a low standing with the elves and Crystarians alike. It is quite mysterious how the Frost Queens have continued to stay alive without a male counterpart, yet births happen often and the race continues to thrive, despite many onlooker's attempts at figuring them out.
Ignians
A race known for their fire, literally. They retain a small bonus to strength as well as charisma, but suffer a small loss of wisdom. Even young Ignians can conjure a small flame at will, and as they grow older and more experienced, they can be known to conjure forest fires in an instant. However, their flames of lust burn just as brightly: Ignians are incredibly susceptible to charm and seduction effects, like those of a succubus or incubus. They are also incredibly weak to water attacks. Underwater, they suffer major loss to most skills.
Physical Description: They are very human-like in appearance, but their skin ranges on the tan to black side of the spectrum, paler shades very uncommon. One can typically notice an Ignian from their stunning red or orange eyes, and the small fire-red slits underneath their eyes, that they use to detect heat.
Background: The Ignians' passion burns as hot as their fire. They strive to prove themselves on both the battlefield and in public, with combustible personalities and burning hearts alike. With their straightforward approach, Ignian leaders throughout history have lowered the race's standing with almost every other race, simply viewed as too headstrong to make any actual progress. Their wars with both the Frost Queens and the Elves have destroyed their relationships with those races, and the sparks between them and the Dwarves of Everia are enough to start an inferno of epic proportions.
Lavoln
A race of small forestkin, raised by the elves and rescued by the Plant Maidens. The Lavoln are separated into three groups, based on their physiology and demeanor: the Canids, the Felin, and the Rodere. All three groups gain a bonus to their dexterity, but all also suffer a penalty to their charisma due to their beastly nature. The canids gain extra strength, but lack the dexterity of their counterparts. The Felin are even more dexterous, but lack the constitution of the others. The Rodere are hearty with extra constitution, but lack intelligence in comparison to their cousins.
Physical Description: No Lavoln exceeds a height of three and a half feet, and they are all rather thin so none weigh more than 130 pounds. They are coated in fur, have ears regarding their "parent" race, and generally animal-like features, including a respective tail. They rarely walk on only two legs, finding it vastly uncomfortable for their beast-like forms. However, actual appearance of each caste is vastly different.
The Canids are the largest of the Lavoln. They are dog-like in appearance, with fur colors ranging from earthy to white to black. They stand the tallest and the heaviest.
The Felin are the smallest of the Lavoln. They are cat-like in appearance, with fur colors ranging into warmer colors like orange and yellow, as well as the earthy colors, and black to white.
The Rodere are a mid ground of the Lavoln. They are rodent-like in appearance, with the most variety in actual physiology. Many look like rats and mice, but some appear to be more related to squirrels and others. Their colors remain appropriate to the respective animal species.
Background: The Lavoln have led a rough life, with hatred spewing from the elves at every opportunity. As the myths tell, the elves created the Lavoln as a sort of peasant-class, to maintain dreary jobs and to occupy the front-lines as mere grunts and meat shields. The Felin didn't take as kindly to this, and broke away. They were hunted by their elven makers until eventually the Plant Maidens stepped in and granted the Felin rights as humanoids, along with the other Lavoln. Nowadays, the Canids and Rodere are closely aligned with the elves still, but the Felin have retreated north, to serve the Frost Queens as spies and rogues.
Plant Maidens/Barons
A race of plants with legs, essentially. They commune with nature like long time friends, step among trees and gardens with relative ease and are expected to delight in it. They survive with a mid-sized bonus to their charisma and dexterity scores, but suffer from lower constitutions and intelligence scores.
Physical Description: Their skin and hair color is usually a color you could easily find in nature, considering they are almost composed of bark and flowers most of the times. Their height rarely even comes near five feet, asides from the Bark Nymphs who tower at almost seven. Even so, they are typically quite fetching, and in human populations are almost preferred as a kind of exotic beauty.
Background: Plant Maidens are a very shy race, rarely living within the walls of society. Their shyness has not excluded them from the Maginite Council, however. They are viewed as nothing but nymphs, luring wanderers into the forests of Ellesma, rarely seen. Yet, mere rumors aren't enough to deter the Plant Maiden leaders. Even with assumptions and superstitions fluttering about, the Plant Maidens keep their heads high, and maintain at least a neutral stance with all of the other races. With more treaties than any other race, the only race that has any distaste for the Plant Maidens is the elves.
Sub-Races
- Bark Nymph/Elf: While most Plant Folk move through the softer vegetaion, Bark Elves use the trees, bark, shrubs, and the like to block and impede other civilizations.
- Floral Liege - The Floral Liege blinds, stuns, and the like across battlefields alike.
- Herb Damsel - With herbs potent enough for healing and remedying, Herb Damsel's are medics no matter their class.
- Ivy Queen/King - With poisons and creeping vines, Ivy Kings and Queens strike foes down relentlessly, actively banished from many towns alike for their destructive nature.
- Predatory Perennial - A breed of Plant Maiden that has thrown off their photosynthetic nature, they now blend in with the environment and attempt to devour prey.
Thunder Weaver
A race with little semblance of emotion or attachment, the Thunder Weavers gain bonuses to their intelligence and dexterity, but suffer respective penalties to their strength and charisma. They are charged with a sort of electricity, and are renowned engineers. Their electrical heritage makes lightning especially weak against them, but water will short their circuits.
Physical Description: Thunder Weavers are notoriously thin, with no hair on their entire body. They frequently design elaborate tattoos to adorn their bodies, but more as badges of honor than anything else. They are slightly taller than most humans, and have a piercing stare. They only have three incredibly nimble fingers, and three prehensile toes, which can be used as sorts of extra hands when available.
Background: Due to a lack of familial ties, the Thunder Weavers have no society of their own. They distribute themselves throughout large populations of other species, and thus have no say on the Everian council. However, they are well-respected since some of their highest ranking engineers built the Runic Tram from the capitol to several other large cities throughout the continent, cutting travel times immensely for commoners, guards, merchants, and the like. They've also created various other inventions, such as the Magitech Flintlocks, and Quicksilver golem.