Intro:


Standing between 5½ and 7 feet the massive Thaelron tower over most other mortal races. Their skin ranges from dark gray, brown, sandstone, and a green; their eyes range from blood red to amber. Stony ridges form along forehead and crown of most Thaelron, largely obscured by their black hair, these ridges offer them protections in their chaotic lifestyles. Walking with a hunched gait these figures offer an imposing image to other races, not helped by their often muscle-bound appearance, or their maw of piercing and crushing teeth. Thaelron find themselves developing in smaller pockets, mostly in lands Humans have trouble growing in, and often leading toward the lack of development by other Races.

A Counter to Humans:


Thaelron were created to counter the Humans in many aspects. The cursed beginnings of the Thaelron was said to have been Xyxoryx cursed Edward's wife, Mythra, to only bear the Thaelron. This curse caused the Humans to flee the city in an attempt to escape the corruption of their kind, and leaving almost exclusively the Thaelron under the subjugations of their Demon overlords. The chaotic nature of the Thaelron and the perceived betrayal of their Human counterparts has created a powerful distrust and hatred between the two - a hatred that lasts to this day. While the Thaelron strike other settlements, they primarily attack those occupied by Humans, and many take it as a holy quest to siege the walls of Refuge.

Endless Hunger:


As part of their creation to combat the Humans the Thaelron were given even shorter lives, and greater desires and ambitions - the two things that made Humans dangerous to the existence of other creatures on Eldara. Their limitiations to mentally adapt to situations has formed into a physical adaptation; in Thaelron societies only the strong survive to pass on their genes, and as such, they much more physically adapt to their surroundings than other Races. Their adaptation, fecundity, and chaotic nature lends itself to overwhelming regions they're adapted to, and then raiding nearby settlements for food and supplies that may be difficult to gather by themselves. Their nature does not always get the better of themselves, however, and bartering is an option so long as it is deemed as immediately useful to the Thaelron.

Exceptional Hardiness:


Due to their early creation, the Thaelron are born with a great hardiness. The Gods determined that making beings that have a greater fortitude is a more viable option than ones that can grow and adapt to any situation. Their natural-born physique and grown evolution have formed the Thaelron into the dreadnoughts they are today. The constitution of the Thaelron is matched with an equally strong bullheadedness and force of will to drive themselves further; Thaelron strive to test themselves, and to further their strength, often partaking in rituals that display show off their athleticism, such as tattooing, scarification, and flagellation.

Subrace Intro:


The Thaelron have grown to live all over Eldara, particularly in the fringes of society where they can properly gain the resources they require to flourish. The adaptations of the Thaelron vary greatly between regions, and often between even individual tribes. Thaelron much more often develop physical characteristics to adapt to their environment, compared to the mental characteristics Humans develop.

Gulak:(The Mountainfolk)


Gulak Thaelron are considered to be the standard for the Race; they are the most numerous of the three listed subraces. The Gulak are a night raiding people; having adapted to the mountains, they only leave their fortresses to raid nearby settlements. Gulak settlements rely on a mixture of farming, hunting, and raiding to sustain themselves, and often kick out members who cannot contribute the the stronghold, targetting upstarts, the sick, and the elderly.

Shar:(The Desertfolk)


The nomadic Shar travel the deserts and wastelands of Thaelman, and the Geshatar Desert. They are recognized by their markedly yellow eyes, and smooth skull, lacking the cranial ridges of their other Thaelric brothers. The Shar are the only Thaelron that cannot see well in the dark; the Shar, rather, rely on hit and run tactics to exhaust their opponents in the inhospitable lands they inhabit. Their lack of need of water allows them to take on long hunts, which contributes to a smaller tribe size than the Gulak.

Multh:(The Cavefolk)


The imposing gray-skinned Multh dwell deep in tunnels and cavern systems. The Multh only develop red eyes, which is seen as a blessing by Xyxoryx which allows them to see in these lightless environs. The Multh develop heavy cranial plating, which is often seen as a sign of strength and superiority - it is common to see tribes led by the Thaelron with the largest crown. The Multh rely heavily on raiding to acquire new goods and food in their underground homes, and are known to be particularly prolific slavers, often catching other cave-dwelling races just to eat.

Attributes

Thaelron gain the following:
1.) +1 strength, and +2 constitution and their maximums.
2.) +1 SR and DR.
3.) +1 bonus to intimidate.
4.) +1 Damage with two-handed weapons.
5.) +2 wounds. These wounds go into the character's first slot.
6.) Common and Thaelron.

Society

Thaelric society is largely built on the strength and constitution of a war leader. The most powerful Thaelron rules a stronghold, and the most powerful stronghold rules the surrounding tribes. If a challenge is given it is required to be accepted by the Thaelron or tribe in question accepts it. Thaelron frequently rely on the subjugation of other Races, or even their own kind, to get food and goods. They often enslave or send enforcers to collect goods in a tithe for the 'protection' of settlements.

Origin/Ancestry

Gulak, Shar, Multh

Geographic Distribution
On Thaelron

Thaelron are seen as a plague on Eldara by most sentient races. Thaelron often find themselves in good company with other races, such as lizardfolk, goblins, ogres, and giants - races which are often at ends with Humans. While other sentient races find themselves conflicting with Thaelron regularly, no other race comes to find themselves more threatened than Humans, who have fostered the greatest hatred toward them.

Gulak:(The Mountainfolk)

+1 Bonus to Will and its Maximum
+1 to the light level of this Character's vision.
+1 to Affinity when in Mountainous Terrain.

Shar:(The Desertfolk)

+1 Bonus to Dexterity and its Maximum
This character requires half as much water to survive.
This character gains +1 Affinity when in Desert Terrain.

Multh:(The Cavefolk)

+1 Bonus to Strength and its Maximum
+2 to the Light Level of this Character's vision.
+1 Affinity in Subterranean Terrain.