FIRE GIANTS
The Fire Giants have lived in and near the Intorian Desert for
as long as it has existed. For much of the desert’s history, the Fire
Giants were a force, but a small one. The peoples of the desert and the
areas around it were wise enough to stay away from the giants and their
lands. This began to change after the fall of the Intorian Empire, which
had always been able to keep the giants in check. Soon after the empire’s
fall, the giants from different tribes formed larger groups. Eventually,
a giant named Sutyr united the all the tribes. He claimed to be the
divine representative of a deity from a different plane where Fire Giants
held sway over all. Under his guidance, the Fire Giants formed a nation
that Sutyr named it Baenrl. For all his accomplishments and claims, the
Counsil elevated Sutyr to the status of Deity. The once scattered race
was now united under one deity and under the banner of one nation.
Fire Giant society is brutal and dominated by the powerful.
Males have all of the power, and the strongest and most intelligent males
dominate the others. Slavery is common, with many other races being
subjugated by the giants. Every chance to gain control of more land or
claim more slaves is taken. Wars are a noble undertaking on the sole
reason they allow the powerful to thin the ranks of the weak.
FROST GIANTS
The nation of the Frost Giants has at times rivaled the great
nations of Habololy. It has existed in one form of another, as have the
Frost Giants, for as long as the dwarves have been on Habololy. Legend
has it that the Frost Giants and the dwarves of the String Mountains were
brought to Habololy together by Smofarf. The two races have lived close
to each other in the String Mountains for all that time. They have been
at different times allies and enemies.
Through the will of Frostine, the Frost Giants made their way
to all of the other cold climates of Habololy. They live on the continent
of Icefia, and in the southern reaches of Pacyr. While the Frost Giants
of the String Mountains have always maintained a semblance of order and
community, those that have moved elsewhere fall into a more chaotic and
brutal lifestyle.
None of the Frost Giants are gentile or kind, but those of the
String Mountains at least obey the laws they have had for centuries. The
strong rule over the weak, but all are given a chance to prove themselves
strong, even the females. Large cities are built and maintained for
protection against enemy nations. Trade and only minor competitions goes
on between the cities and towns of the String Mountains. Meetings are
held that involve leaders from all of the communities where decisions
regarding them all are made. None of this is true of the Frost Giant
settlements elsewhere on Habololy. The most powerful male rules these
tribes. Different tribes are just as much an enemy as the town of another
race.
Frostine is worshipped by the majority of Frost Giants, and by
all who do not live in the String Mountains. Those that still live in
their ancestral homes in the mountains also worship Smofarf and The Oldest
Orc, as the creator and the keeper of the past. Sutyr has taken the
mantle of devil away from all of the deities that shared that title before
his arrival.
GNOLLS
Only found in the southern reaches of the main continent, the race of Gnolls has harried the nations that border their territories for
millennia. Whenever they are rallied by a leader, they march together and
assault one of the nations. This is done only rarely with success,
A Gnoll is taller than a human, standing usually over six feet
tall, up to near nine feet is cases. The have an undeniable resemblance
to Hyenas, and in fact keep the creatures as pets. Their hands have six
fingers and their feet have six toes. Their skin is covered in a thin
fur, which grows thick into hair around their head and waist. The chest
and stomach of a Gnoll is furless. They range in color from near white to
dark brown, with yellows, oranges and reds mixing into their color
scheme. Their eyes are big, and entirely black, although a close
inspection reveals slight shade changes within each eye.
The Gnolls are a vicious race that lives for the hunt. They
are interested in survival, and see the conquering of other lands as a
sure way to that end. They live wherever they can lay claim, often in
rolling hills and empty plains. They have never been known to go into the
higher mountains or into the forests. They are semi-nomadic. The
stronger their current chief, the more likely a tribe is to stay in one
place.
Dedestroyt is the most worshipped deity, although Habastly and
Treetop also hold some respect in certain tribes, and Dresta has many
followers. Compture’s clerics have been known to take control of the more
nomadic tribes, often to horrible ends. On occasion, a tribe will follow
Shaman instead of the clerics.
It is extremely rare to find a Gnoll away from his tribe.
Those that are separated have a very difficult time living. While most
peoples of the southern main continent know of the Gnolls, only those that
travel the lands frequently are likely to encounter them.
GOBLINS
The race of Goblins is rarely found across most of the lands of Habololy.
No records can be found of their existence before the first human
colonists came to the continent of Icefia. Even then, the sightings were
spotty at best. It was not until the establishment of the Kingdom of
Icefia in pre-9 that Goblins were officially noted and described by any
nation’s historians. Luckily for the Goblins, the leaders of the Kingdom
of Icefia thought before they acted.
The Goblins that were encountered were dirty little creatures
that reminded those who saw them of dark-skinned, hairless Halflings.
They were fearful of any creature that approached them and tried to
frighten any travelers away. The Goblins rarely attacked, but fought
viciously and in large groups when cornered. When the representatives of
the kingdom finally reached the Goblin’s home, they were confronted with
an unexpected sight. The Goblins had a large city, which was well
disguised, deep in the forests of Icefia. It was home to thousands of
Goblins, and dozens of Hebablams. The Goblins had domesticated the
massive beasts and used them for plowing and for war. They lived a poor
lifestyle and had little in the way of what was considered modern
advances. When the Goblins saw some of the things the representatives of
the kingdom had, and were told of the Kingdom of Icefia and the king
Stasis, they were quick to nearly deify him. Since that time, the Goblins
have been some of the most loyal members of the Kingdom of Icefia.
Goblins are not known as an intelligent or strong race. They
do not ponder the mysteries of life, and are content to allow those they
consider great to lead the way. They are excellent at crafting,
especially at crafts that don’t require advanced or complex equipment.
Most of Icefia’s pig products and mushrooms come from the Goblins’ farms.
Although the Goblins do not like to travel far from their homes, many do
join the Icefian military. They see it as a way to do something good and
noble in the path of their hero without having to think too much about it.
Most Goblins live in their cities in the forests of Icefia.
Some live in the cities of the other races, but only those who are
extremely brave or adventurous. They are not persecuted, but find it
difficult to fit in a world of larger and more intelligent races.
Wherever they do live, Goblins stay in extended family units. They mate
for life, although they don’t marry in the traditional sense. Goblins
have as many children as possible, and a female will generally have a
dozen children before she dies, which will often happen in childbirth at
an older age. Females are expected to spend all of their time raising
children, while the male does everything else the family needs.
Besides having a unique bond with Hebablams, Goblins have a
love for two other things above all else: Stasis and firearms. Stasis is
the most often worshipped deity, since he is seen as the great hero that
brought prosperity to all Goblins. The Goblins usually do not understand
that technology almost destroyed the world. Lacking that understanding,
they have no problem wielding firearms. The Goblins love the fact that
firearms are loud, dirty, and strike an innate fear in most of the larger
races.
GREMLINS
No other race is as difficult to grab a hold of, both
figuratively and literally. The only rule that one can follow when
dealing with Gremlins is that nothing they have done or said before can be
used to predict what they will do in the future. They worship the deities
of change, anarchy, and trickery. The vast majority of Gremlins live in
the jungles that have born their name for millennia, which separate the
Destroytian peninsula from the main continent.
There is one distinction that can be made in the population.
When both Gremdelivian and Compture were deities, the Gremlins were split
as to which one was the more important. That split led to hatred between
eastern and western Gremlins. The western Gremlins believed Compture was
the greater of the two, and the eastern Gremlins believed Gremdelivian was
the greater. The debate came to an abrupt end when Gremdelivian was
trapped and slain. The eastern gremlins were suddenly overmatched and
nearly wiped out. Those that remained traveled across the continent to
live with the Jungle Elves, where they fell into the worship of Tommimao,
Falan, and Treetop.
While all Gremlins want to bring change to the world, the
western Gremlins look to cause change that will more benefit themselves
than anyone else. The eastern gremlins, the few that are left, case
change just for the sake of change. (see
Creature stats)
HOBGOBLINS
Only found in the lands of and near Borkondof, Hobgoblins are
a vile race, constantly searching of power and gratification. They have
taken much of their society from humans, orcs, and even the drow elves.
Nothing that the Hobgoblins design is innovative. Nothing they do is
creative. They are the leaches of the civilized world. They use the
other races that they are able to overpower or corrupt to further their
goals.
Hobgoblins in height and build are very similar to humans.
Their hair and skin is almost always tan or brown. Their eyes are often
red and sunken.
KOBALDS
Also found exclusively in and around the nation of Borkondof, Kobalds exist only because races like the Hobgoblins and drow elves allow
them too. Pitiful and weak, the Kobalds perform every task that they are
forced to do. Generations of slavery and mistreatment have led to a
culture of beaten and broken creatures. They are the perfect fodder for
experiments and war. Kobalds breed quickly, offer little resistance to
the commands of larger races, and few have any self-motivation.
With thousands upon thousands of Kobalds born every year,
there are bound to be some that break the mold. These few are clearly
distinguishable by the lack of scars from being whipped by a master or
beaten for sport. They are smart enough to know how to avoid the larger
races’ wrath. When one of these Kobalds looks for a purpose or a way out,
he is left with only two options. Some learn the secrets of sorcery, or
the Way of Blood as the Kobalds call it. Others tap into an innate link
that their race possesses with the race of owlbears. These Kobalds join
as an elite group as a Kobald can find, the Bearbacks, who ride owlbears
into combat. Although these Kobalds can match the power of the larger
races, they are few in number. Most choose to fight for their masters
instead of against them, simply because it’s easier.
OGRES
Many of Habololy’s ogres are near-mindless brutes that roam
the wilderness in search of their next meal. They squabble with trolls
over territory and control of lands that the civilized races wouldn’t
consider worthy of controlling. When they do wander into the lands of a
nation, they are quickly run off or dispatched. Most trained soldiers of
any background can deal with a lone ogre.
The exception are the ogres of the Ten Ogre Forest, west of
the nation of Pacyr. Centuries ago, one of the last great ogre tribes was
defeated by Pacyr, and the survivors were driven into the forest. Legend
claims only ten ogres made it there. Those few ogres were not heard from
for generations. When they finally did emerge from the forest, they had a
new outlook on life. The ogres were devoted to the religion of Habastly.
Nature was their ally and to be preserved at all costs. As time went on,
they also gained a hatred for all cults and all religions that opposed
Habastly.
The life style of these ogres has evolved away from the brutal
animalistic way of their cousins around the world. They revere all forms
of nature. Only dead animals and plants are used in clothing or for
food. Luckily, ogres can live off even rotting or decaying meat. Stone
and metal are highly valued, as no living thing had to die to provide
them. The only creatures that deserve a harsh death are those who oppose
life and the laws of Habastly. Luckily for Pacyr, and any other close-by
nation, these ogres enjoy their forest life too much to be a constant
threat. They raise an army once every thirty or forty years and march on
Pacyr, but other than that, they keep to themselves.
TROGODYTES
Often mistaken for some form of Lizardfolk, the Troglodytes
are humanoid reptiles that live underground. They are only found under
the lands of the main continent, and mostly in or under Borkondof, where
their presence is only barely tolerated. Troglodytes are not civilized by
most standards. Their tribes are brutal and led by the cruelest and most
powerful. They interact with other races only to gain power, or food.
They only venerate deities out of a desire for power.
Vishtoo, Dresta, and Loomashyn are the most commonly worshipped. They do
not raise families; they do not adhere to any law except that of the
powerful rule over the weak; they hold nothing sacred.
VISHTOO
The Vishtoo are the most feared humanoid race on Habololy.
Their existence has been a constant plague on the world. Their
obsidian-like skin and featureless faces are the stuff or nightmares.
Their existence sucks the life out of any area they inhabit. Religions
and cults alike tell of a time when the deity Vishtoo brought creatures
formed in his image to Habololy to plague the world. Since that time, the
Vishtoo have coveted all the lands that have reached. They attack those
that live on the lands and either kill those creatures or die themselves.
Luckily for the races of the world, the Vishtoo have only ever managed to
control the badlands between the String Mountains and the Grean Republic.
(see Creature Stats)