The Shattered Isles

Races of Shattered Isles

     The races of Archai are a diverse group that come together over common interests in their respective elements. There are still strong cultural differences between the races, but religion takes center stage in most cases. It is not uncommon to find members of the same race on opposite sides of elemental conflicts and disputes.
There are four Elven races, each representing one of the four original elements. The Avardi (air), the Nydine (water), the Devalin (fire), and the Verdani (earth). These races came into existence when the race of Elves were severed during the Great Shattering. There are four winged races in Archai; Sylves, Gargoyles, Wyverns, and Dragons. Sylves are small in size, much like a pixie or a faerie. Wyverns and Dragons are godless beasts that are constantly at odds with one another. The gargoyles are thought to be linked to these two, though no proof has ever been found. In addition to the gargoyles, wyverns, and dragons, there are two other larger races in Archai. The Argali and Gavials. Both can easily exceed heights of 8 feet tall. Gavials are a giant lizard race, while the argali resemble something more along the lines of an upright goat.
Race
Description
Argali
The size of one's horns determines his or her place in the traditional argalic society. The elder argali generally have the biggest of horns and are therefore treated as leaders of the race. Because of this natural, cultural respect they have for each other, the argali are often viewed as a proud and honorable race valuing their own traditions over the local laws of the land. They do not care much for other races, or the politics of their respective elements, though there are exceptions.
Avardi
Of the elven races, the avardi are widely considered the most accepting of others. Their free spirit approach to life makes it difficult to control one with politics or other means. The avardi are favored by Aerthane, the Goddess of Air.
Bolinau
Curiosity and confidence drives them to explore the world in search of treasures, and it is evident in their day to day interests. They have no use in things magical and will oftentimes dismiss it as "slight of hand." Though many do proudly worship their God or Goddess, others have adopted a life more free from the religious zealous, depending more on themselves and others within their crew as opposed to their chosen element. The bolinau tend to care more about exploration and worldly possessions than political matters.
Devalin
Devalins are the least unified of the four severed elven races. They are constantly fighting amongst each other over what matters more; the destruction of something through fire or the rebirth that takes place as a result. Because of this, devalins are more likely to side with non-devalin followers of Pyrous than their own kind depending on where they stand in this very crucial debate.
Dragon
Dragons were perhaps the hardest hit by the Great Shattering for their involvement in the war. Their magical abilities were stripped from them because they did not respect the Gods' elements. The only way they can regain their magical properties is through the magical guidance of a willing mage. A certain level of trust must develop before a Dragon will even consider putting their lives in the hands of a mage. Once a Dragon goes through the transformation process, they gain the magical properties of that mage and may even breathe its element. Once this gift of magic has been returned, a Dragon may never again phase through the power of another element again.
Dwarf
Though a dwarf's will surpasses most, they prefer to spend their days working underground or their nights hunting raw materials. They are very gifted when it comes to both mining and crafting their own supplies. Most are religious, but they seem balanced amongst the elements and will befriend any person of a respectable nature. They will not associate with thieves or assassins, and mistrust the manipulation of elements unless it can be done through hard work and physical contact. Preferring solid ground, it is extremely unlikely to find a dwarf living within a two-story home or sailing a boat.
Gargoyle
They have the ability to fly at great speeds, but use their wings more for slowly gliding from the treetops, high ledges, and peaks. They have never been known to blindly serve any particular ideal or movement, but are willing to fight as long as the battle isn't of a political nature. Upon death, their thick hide and leathery wings harden as their body transforms into stone. When transforming to this state, a gargoyle will often use its last bit of strength to fly up to a lofty perch, taking in its last sunrise or sunset.
Gavial
Most gavials prefer a mix of wet and dry locations, such as swamps and isolated desert oases. They are very much an impatient race with a low tolerance for the games of others. They are quick to act aggressively when annoyed or angered, but would never commit senseless violence. Those lucky enough to earn the friendship or tolerance of a gavial become entrusted, but are never truly free from danger. Gavials often fight amongst each other over trivial issues rather than resolving them through diplomacy and debate, because of this, few are allowed involvement within political matters.
Goblin
Goblins typically develop the need for thievery at a young age. Goblins are infamous for their mood swings, and may be quick-tempered and irrational at times, and rather violent when things do not go their way. At one time, goblins followed all of the elemental gods. After accepting a dangerous wager with Itzal, all the other gods have turned their back on them, with the exception of Pyrous. His followers are considered traitors to Itzal's wager.
Human
There are many tribes throughout the world, each with very different characteristics and traditions among their own populations. There are isolated islands in which tribes of humans exist and govern themselves under their own distinct laws. On the surface it may appear that they are just a race of diversity, since they are adept at most any profession, but rarely become specialists. Most humans retain the traits and customs of his or her village and typically follows them to a fault. They are often referred to as mediators of the elements. They will fight along-side or against each other depending on where they stand politically.
Nydine
Nydine are elven creatures with translucent skin that are favored by Kaleith and were crafted into his image. Though they have typical hands and feet, there are gills along their rib cages for breathing underwater. Their skin is delicate, allowing the detail of iridescent scales to be seen beneath the soft flesh. A nydine's most prominent features are their deep, vivid eyes and dark hair, which creates a stark juxtaposition to their bodies.
Sylph
Sylphs prefer not to associate with evil or shady folk, though they have been known to befriend a charming thief or two. They are passionately naive and as a result are oftentimes deceived after being all too willing to trust. Most sylphs follow Astraeva for her inherently unselfish and compassionate virtues. Many others flock to Aerthane and are often referred to as wind fairies.
Verdani
In the opinion of the verdani, they are the most structured of the four elven races. Verdani society runs like a finely tuned instrument, with everyone knowing his or her role and performing without question. They feel that their close connection to nature makes them a purer breed, and therefore superior to the other three elven races. This elitist attitude has caused more than its share of conflict between them.
Vukasin
Vukasins are often considered uncaring toward others, as it is uncommon for a vukasin to be helpful if there isn't something in it for them. They are simply unconcerned with many of the world's troubles unless it directly affects them. Vukasins live in both city and wilderness areas. Next to humans, they are one of the most diverse races in Archai, but when the race as a whole is impacted, they typically won't hesitate to answer the call to come together and protect their way of life.
 
RACES CLASSES RELIGIONS REFERENCE SUPPORT

Argali

Avardi

Bolinau

Devalin

Dragon

Dwarf

Gargoyle

Gavial

Goblin

Human

Nydine

Sylph

Verdani

Vukasin

Arcanist

Assassin

Barbarian

Diviner

Mage

Priest

Scout

Templar

Thief

Warrior

 

Aerthane

Astraeva

Itzal

Kaleith

Pyrous

Tetherias

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