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Peoples of Admira

From the bitter cold of glacial expanses to the sweltering heat of equatorial jungles, Admira is home to a vast array of intelligent life. While some forms of sapience are beyond the understanding of mortal races or too unique to properly classify as "people," the following entries represent the races of Admira that comprise the bulk of civilization in its many forms.

Races are divided into three Frequency categories: Common, Uncommon, and Rare.

Common races have established footholds throughout the world and are a primary race on at least two of the three civilized continents.

Uncommon races may have settlements on multiple continents but have only populated one in great numbers.

Rare races may have only a single major civilized region or are found in very small scattered numbers.

All races of Admira are presented below in alphabetical order. For more specialized demographic information, please refer to the sidebar.

Races


Abyssan

No Admiran race is subject to more prejudice or more uncessary fear and despisement than abyssans. The bloodline result of fiendish influence, abyssans bear physical and sometimes supernatural resemblance to whatever fiend sourced the original taint from which they are born, traits that manifest in an unpredicable plethora of ways. Though rare on Esora, abyssans are quite common in both Janabair and Koliska, where worship and/or interaction with fiends is commonplace and sometimes even legal. While some abyssans pursue the fiendish nature from which they derive their bloodline, most choose to distance themselves from any association to such stereotypes.
Key Traits: Fiendish Lineage, Magically Inclined/Resistant
Key Flaws: Unnerving
Frequency: Common

Bhaykiisi

Common to arid regions of Esora and Koliska, bhaykiisi (pronounced "bai-kee-ee-see") are the ultimate survivors. Living easily on the fringes of society and civilization, they make way through scavenging, raiding, or hiring their services out as bounty hunters, trappers, or various forms of brute labor. Large, sturdy, and possessing remarkable resilience, most have neither the patience for grueling academics nor the tolerance for social niceties. The quickest ways to a bhaykiisi's heart (discounting sharp pointed weapons) are copious amounts of food, drink, and the promise of bounty.
Key Traits: Durable, Wily
Key Flaws: Uncharismatic
Frequency: Uncommon

Once a common race that ran vast expanses of both Esora and Janabair, centaurs were hunted nearly to extinction during the horrific Centaur Genocide that took place from 820 to 830 UR. Through the efforts of reestablishment programs led by the famous hero Windhunter, centaur numbers have slowly returned to estimates of several thousand. Sadly, despite best efforts, they are still considered an endangered species.
Key Traits: Fast, Large, Quadrupedal
Key Flaws: Easy Targets, Large
Frequency: Rare

Cerifaun

Commonly referred to as "fauns," cerifauns are the result of a millenia-old quarrel with prominent members of the Fae Court and a large contingent being exiled from the Faela. Over several centuries, generations of the original group have spread across Janabair with some remaining secluded in the wilds and others integrating into nearby societies. Free-spirited and aloof to most moral concerns, cerifauns are often viewed either as fun-loving and gregarious or as capricious nusiances to others, reputations exacerbated by their love of drink, pleasure, and music. Though native cerifauns have lost most of their fae abilities, they retain their remarkable durability and agility.
Key Traits: Friendly, Durable, Musicians
Key Flaws: Careless
Frequency: Rare

The progeny of Deokhan, the infamous Warlord of Degonia, degonians were created when members of other races sustained prolonged exposure to the influence of his mysterious dark energy power. While technically able to hail from any parent race, most degonians were originally human. Degonians now suffer the tragedy of knowing their race is slowly dying out, as with the death of Deokhan so went the power of his metaphysical influence. As degonians are sterile, they have no way to propagate their species.
Key Traits: Resilient, Martially Inclined, Skilled Engineers
Key Flaws: Immune to Magical Healing, Poor Casters
Frequency: Uncommon

Drakeling

Known on some worlds as kobolds or wyrmlings, the drakelings of Admira have adapted to life in the hostile desert environs of southeastern Esora. Small, warm-blooded reptilian humanoids with a knack for spontaneous spell casting, Esora's drakelings have a tightly interwoven network of clans and family groups and a strong tradition of trade. Generations of negotiating and barter have granted them a natural sense of how to speak to members of virtually any race.
Key Traits: Diplomatic, Quick, Heat Conditioned
Key Flaws: Weak
Frequency: Rare

Dwarves of Admira are much like the dwarves of other worlds, stout in stature and of heart and with close ties to the land. Found all over the world, Admira's dwarves fall into two primary cultural groups: industrial and agrarian. Industrial cultural groups lean toward either urban or mountain life and delve heavily into mining, forging, and craftsmanship. Agrarian cultural groups follow paths of farming, herding, and local trade. The groups often intermix and in many major settlement regions one can find elements of both.
Key Traits: Sturdy, Resilient, Wise
Key Flaws: Slow, Blunt
Frequency: Common

Known for their strong talent and deep understanding of all things magical, elves are generally regarded as the oldest of the civilized races. Whether this is true or just a stereotype of their own making, elves don't argue. While some racial traits hold true for all members of the species, Admiran elves are divided into three distinct racial groups: faer, kadija, and lódta.
Key Traits: Intelligent, Magically Inclined

Faer

The faer elves of Admira are the result of an ages-past schism in elven culture. This group developed a closer connection to the Faela and its denizens and over time branched into a unique variant of the elven race sporting weak analogs of fae abilities. Bearing skin tones of a similar wide variety as humans, faer blend easily with human society and most half-elves are the offspring of the two.
Unique Traits: Resistant to Enchantment, Perceptive
Unique Flaw: Frail
Frequency: Common

Kadija

Kadija are quick to assert that they are the true original elves of Admira, and they are correct. Possessing strong connections to the arcane, particularly in regards to their cultural relationship with genies, kadija have a storied history immersed in such study. Unlike their faer cousins, kadija have grey skin in tones from ashen to dark charcoal. While kadija have emigrated all over the world in small numbers, particularly the pirate isles of Arakhor, their staunchly-maintained homeland is the deserts and steppes of Sutér.
Unique Traits: Resistant to Magic
Unique Flaw: Weak
Frequency: Common

Lódta

The origin of lódta elves is greatly debated amongst scholars and such elves are reticent to say, but nothing about their physiological nature is secret. Lódta have a bloodline connection to all things boreal and a natural resistance to cold, though they are reasonably weak to fire and heat as a result. Their skin tones range from snow white to icy blue, but always pale. Confined to regions close to Admira's polar caps - namely the northern Koliska island of Diomör and the southern Janabair fringe of Eiskaltebirge - lódta are rare and fiercely territorial.
Unique Traits: Resistant to Cold and Enchantment, Durable
Unique Flaw: Susceptible to Heat
Frequency: Rare

A curious race from the isle of Mokwai and lower Fitzei Holdings in Contriterra, gnickets are a tauric race bearing a torso, head, and forearms of a gnome and the abdomen, thorax, and legs of a cricket sized up to match their upper body. Much speculation revolves around their origin, but the accepted theory is that ancient Fitzei artificers created them using early Shotese biotech. Regardless, these tribal creatures adore art, music, and the spilled blood of any who invade their lands. Using their legs, they can emit a harmonic frequency that calms or even charms other creatures.
Key Traits: Natural Jumpers, Musicians, Naturally Armored
Key Flaws: Uneducated
Frequency: Rare

Small and human-like, gnomes are a naturally gregarious race with a love of all things technical. From arcana to astronomy, from engineering to artificing, from physiology to philosophy - if a book can be written about it gnomes will seek it out. Rare on Admira, gnomes populate a narrow band across the Yian Expanse including Takara Velai on Koliska, the Fitzei Holdings on Contriterra, and the island of Zahareiva. Oddly enough, individual gnomes have managed to wiggle their way into many major world events throughout Admira's history.
Key Traits: Friendly, Skilled Engineers, Magically Inclined
Key Flaws: Weak
Frequency: Rare

Goblins are a small, energetic race of humanoids with large eyes, broad ears, and toothy grins. Viewed by much of civilization as troublesome pests, goblins nevertheless find ways to embed themselves into the lives of all around them, for better or worse. Possessing a sort of generational adaptation and camouflage based on their environments, the folk have branched into three distinct variants: Ash, Blood, and Bush goblins.
Key Traits: Small, Eccentric
Key Flaws: Brazen

Ash

Ash goblins are unique among their race in that they have developed a much greater capacity for academic and intellectual pursuits. Often found the top of their local goblin food chains, ash goblins are Admira's premier high-risk/high-reward tinkerers. Known for being aloof to heavy collateral, they are at the forefront of technological developments, especially when said developments are dangerous. Ash goblins are slightly smaller than their blood and bush cousins, bearing amber to pink eyes and skin tones of white to mottled greys.
Unique Traits: Inventive, Clever
Unique Flaw: Weak
Frequency: Rare

Blood

By far the most stereotypical and common goblin breed, blood goblins are found everywhere in the world, though are rare on Esora. Known for their aggressive battle frenzy, blood goblins are often used as front-line fodder troops for more powerful races and cultures and have been voted most likely to be found raiding small villages on the fringes of civilization. In urban settings, they are often relegated to dangerous manual labor or other jobs that benefit from their lack of self-preservation instincts. True to their name, they have dark brown to bright red skin tones and crimson eyes.
Unique Traits: Relentless, Fearless
Unique Flaw: Obnoxious
Frequency: Common

Bush

While bush goblins are technically rarer than their blood cousins, these wily rascals tend to have a marginally longer life expectancy and therefore can be encountered multiple times, giving the illusion of a higher population. Most at home in the natural wilderness of jungles, forests, foothills, and savannas, bush goblins are renowned as pack-tactics big game hunters. Hire a bush goblin guide at your own risk, however, as they consider deathly dangers to be the most exciting part of the wilds. Bush goblin skin tones range from deep greens to dark browns, though they share their blood cousins' crimson eyes.
Unique Traits: Fast, Sneaky
Unique Flaw: Uncivilized
Frequency: Common

Generally regarded as the most down-to-earth and unassuming humanoid race, halflings are most at home when life is simple and food is plentiful. Despite this, though, halflings are known to be stalwart allies when the going gets tough and have a knack for noticing details that other races overlook for sake of the big picture. There's also something to be said for their fabled "halfling's luck" which might be circumstance or not. Native to Koliska's long stretch of coastal lands around the Inci Gulf and Pirilti Expanse, halflings perfer warm and temperate climes but can thrive virtually anywhere.
Key Traits: Lucky, Fearless, Perceptive
Key Flaws: Weak, Small
Frequency: Common

Bluntly put, humans are everywhere. Known for their adaptability and sheer determination to survive against any curcumstance, humans have developed the most varied and disparate cultures of any race on Admira and are integrated into almost every society around the world. Their lack of extraordinary physical attributes has led humans to foster an ability to pursue any path and be anything, leading to an unpredictability that many longer-lived races either detest or admire. The only real mark against humans is that they're so common that any human tends to just seem normal compared to everything else.
Key Traits: Adaptable, Innovative, Ubiquitous
Key Flaws: Universal
Frequency: Common

Appearing as shorter-than-average humans at first glance, it's only upon closer inspection that one notices the differences which make kenjin wholly unique. Hailing from the island group of Niwan, kenjin are a reptillian race decended from a spiritual union between humans and the dragon gods Kuriohikari and Kuriokage. When exposed to harsh light, their pupils narrow into vertical slits. When dry, their skin shows its leathery scales. Finally, offspring are not birthed live, but instead laid within large, softshell eggs. Generations of threat from Shoto to the north and the Battle Sky Provinces to the south has hardened their culture into a strong, martial society that doesn't play well with outsiders. After the Hamato Uprising and Dragonfall events of UR 983-985, finding kenjin outside of Niwan has become incredibly rare.
Key Traits: Martially Inclined, Quick, Resistant to Poison
Key Flaws: Xenophobic
Frequency: Rare

Koraki

Spread across all of Janabair and the south-central and -western reaches of Koliska, koraki are a race of flightless avains that strongly resemble crows or ravens. Shorter than humans but taller than dwarves, the dark-feathered people excel at stealthy nighttime activities and have a strong knack for picking up new languages. Koraki culture is regionally diverse, from the nomadic desert traders of Musáferina, Sutér to the cloud-forest dwelling Gemstone clans of Kaminos, Cylaris to the poverty-stricken buroughs of Malchor and Dövmek, Svashil. Known for their social ingenuity, koraki will find a way to thrive no matter their circumstances.
Key Traits: Wise, Perceptive, Sneaky
Key Flaws: Frail
Frequency: Common

Emerging around regions with excessive extraplanar aethyr saturation, primarily in the Domain of Claudienze, Svashil, these people are those who were born with a natural attunement to Luxalia, the Plane of Light. Radiant and affable and gifted with an ability to manifest positive energy, luxalians often find others drawn to them, for better or worse. Their human-like visage and build also disguise a surprisingly sturdy physique. After the dissolution of their governing Eclipse Council, many luxalians took advantage of their newfound political freedom and sought to experience life in other lands. While most luxalians are human-born, they can manifest in most other races.
Key Traits: Radiant, Sturdy, Positively-charged
Key Flaws: Conspicuous
Frequency: Rare

Malken

The malken of Admira - sometimes refered to as "catfolk" - are a proud people with strong ties to their natural ecosystems. Split into four primary ethnic groups spread across the southern arms of Koliska, all malken share the same basic racial traits though have varying social structures. From the mysterious Jags of Eulalia, to the monastic Aslan and Cetin settlements of Chrysanthos, to the Holy Laohu Empire of Shoto, malken embrace a wide variety of philosophies. Regardless of origin, malken are widely viewed as stalwart and dedicated allies, if perhaps a bit overly curious.
Key Traits: Graceful, Charismatic, Perceptive
Key Flaws: Lack of Common Sense, Overly Curious
Frequency: Uncommon

Mittim are a race of living constructs built by the Re'Khan aeons ago as disposable troops in an ancient war. Sealed away derelict for thousands of years, they were released from dormancy by the original Plaguebreakers team and set free upon the world. Though mittim are indeed alive and sentient, they are often seen as little more than mechanical possessions. For this reason, their burgeoning culture is fragmented and malleable and few have ventured outside the confines of Esora. Though immune to many conditions that plague biological creatures, their life force is magical and can be disrupted by dispel effects, anti-magic fields, and null magic zones. Mittim are found in one of three distinct base models - ceramic, wood, and stone.
Key Traits: Living Construct
Key Flaws: Magic Reliant

Ceramic

Ceramic mittim were designed to be casters, war advisors, and siege engineers. They are small and easily broken but have keen minds and incredible skillsets. The most underestimated of the mittim, ceramic models thrive in scenarios when others need impartial reasoning or amoral conduct. Ceramic mittim are common in urban settings where they can blend in with the background of day-to-day life.
Unique Traits: Analytical, Perceptive, Fire & Acid Resistant
Unique Flaw: Brittle

Wood

Generally regarded as the most astetically pleasing mittim, wood models were designed to be combat specialists and warleaders. They are nimble and charismatic, but less studious than their ceramic kin. Wooden mittim also have a natural bond with plant life and are resistant to life-draining effects. They are the most likely to be found outside of civilized areas, venturing into the unknown with eagerness.
Unique Traits: Nimble, Resilient, Plant-bonded
Unique Flaw: Flammable

Stone

The most misunderstood mittim, stone mittim were designed to be sapient battlefield tanks. Their inability to think analytically or easily navigate social interactions has led these unfortunate souls to be regarded as little more than tools by most, neglecting their intense thirst for approval and inclusion. Stone mittim struggle to find niches outside of labor or defense, but yearn for purpose greater than their origins.
Unique Traits: Large, Durable, Powerful
Unique Flaws: Large, Ignorant

By far the most ethnically diverse race next to humans, oaxela are an avian people whose ubiquity has ingrained them into every society around the world, from nomadic tribes to rustic settlers to metropolitan mainstays. As colorful and varied as the birds they resemble, oaxela can be found thriving in every land. Unlike some winged humanoids, oaxela wings sprout off their arms, meaning these folk cannot use hand-held weapons or manipulate similar objects while in flight. Though light and possessing bones easily broken, oaxela outwit adversaries and the environment through patient observation, keen wit, and a natural aptitude for magic of all kinds.
Key Traits: Natural Flyers, Perceptive, Magically Inclined
Key Flaws: Frail, Slow On Foot
Frequency: Common

Bearing a well-earned reputation for savagery and strength, orcs are an aggressive race spread along the largest homeland footprint of any race on Admira. Found all across Koliska and in smaller numbers everywhere else, they are known for their strong martial culture and no-nonsense perspective on life. Intrinsic to orc philosophy is their territorialness - even in the most civilized areas a typical orc will find a town, city, or burough to call home and defend with all their might. This protectiveness also extends to companions, as orcs will fervently protect those they call their own, often to the death.
Key Traits: Tenacious, Durable, Strong
Key Flaws: Aggressive, Abrasive
Frequency: Common

Qimuq (pronounced "kee-mook") are a close-knit tribal people hailing from the tundra and frozen reaches of the Nellman Peninsula, Esora. Built resembling large, anthropomorphic sea otters, qimuq thrive in the cold and have a natural affinity for aquatic environments, though are known to adapt to warmer climes when necessary. Though newborn qimuq have special venom glands that act as a secondary develpment hormone and cause chosen individuals to grow exceptionally large and powerful, only a few are chosen to become tribal champions and most have these glands removed at birth in a ceremonial ritual. Culturally removed from the greater whole of civilization for generations, qimuq tribes have developed loose relations with neighboring settlements and some individuals have begun leaving the tundra to explore the broader world.
Key Traits: Natural Swimmers, Cold-Resistant, Durable
Key Flaws: Uneducated
Frequency: Rare

Rajan

While native to only a single large island in the Great Cylaris Archipelago, rajans - or lizardfolk - have long been sought for the slave trade as manual laborers and have therefore spread throughout the surrounding lands in small numbers over the generations. Unusual among humanoid races as being cold-blooded, rajans thrive only in regions along the tropics and subtropic zones without magical enhancements. As skilled and deadly in water as on land, rajans are formidable allies if one can develop a rapport with their traditionally xenophobic culture.
Key Traits: Strong, Natural Swimmers
Key Flaws: Cold Blooded
Frequency: Uncommon

Ükhera

Victims of one of the most widely accepted misconceptions in Admira's history, ükhera - known as minotaurs on some worlds - are a mostly peaceful race who love to work the land and develop their talents as artisans in simple tradecraft. Unfortunately, many have learned to live looking over their shoulders or have struggled through persecution based on the terrible and incorrect stereotype that they are vicious monsters who eat other humanoids and kill out of rage and bloodlust. Ükhera don't understand this idea for one primary reason - they are herbivores. Native to two small disparate regions of Admira, the ükhera of the Simshia Highlands on Koliska live in small agrarian communities constantly on the lookout for orcish incursions from Vinka, and the tribal ükhera of the Nyakona and Kwiwezi island chains are always wary of colonists, pirates, and other ne'er-do-wells. Ükhera are also noteworthy for their massive stature, which is both a blessing and curse depending on the situation.
Key Traits: Large, Strong, Relentless
Key Flaws: Large, Uneducated
Frequency: Rare

Umbran

Emerging around regions with excessive extraplanar aethyr saturation, primarily in the Domain of Claudienze, Svashil, these people are those who were born with a natural attunement to Umbris, the Plane of Shadow. Lithe and assertive, umbrans are highly sought after for their keen social prowess and ability to blend in. While most umbrans appear as gaunt, pale humans, their bodies are no less durable; their appearance generally serves only to set others off-balance. After the dissolution of their governing Eclipse Council, many umbans took advantage of their newfound political freedom and sought to experience life in other lands. While most umbrans are human-born, they can manifest in most other races.
Key Traits: Agile, Assertive, Negatively-charged
Key Flaws: Light-Sensitive
Frequency: Rare
   


Demographics by Continent


Esora

Common:
Elf
Halfling
Human
Oaxela

Uncommon:
Bhaykiisi
Degonian
Drakeling
Dwarf
Mittim
Orc

Rare:
Abyssan
Centaur
Goblin
Kenjin
Koraki
Luxalian
Malken
Qimuq
Umbran


Janabair

Common:
Abyssan
Dwarf
Elf
Goblin
Halfing
Koraki
Oaxela

Uncommon:
Cerifaun
Human
Rajan

Rare:
Centaur
Degonian
Luxalian
Malken
Umbran


Koliska

Common:
Abyssan
Dwarf
Goblin
Halfling
Human
Koraki
Malken
Orc

Uncommon:
Elf
Gnome
Oaxela
Rajan

Rare:
Bhaykiisi
Kenjin
Luxalian
Mittim
Ükher
Umbran

Quick Search

  Abyssan
Bhaykiisi
Centaur
Cerifaun
Degonian
Drakeling
Dwarf
Elf
Gnicket
Gnome
Goblin
Halfling
Human
Kenjin
Koraki
Luxalian
Malken
Mittim
Oaxela
Orc
Qimuq
Rajan
Ükhera
Umbran

 


Articles under Peoples of Admira


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