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The Guide: Races
On this page you will find information about the fantasy races currently populating Elveron. Please also visit the other guide pages for more information regarding race specific military units, magic spells and buildings. Or if you wish to see all that information that is specific for a race gathered in one place click here.


| Human | Dwarf | Elf | Elemental | Shinobi | Terranoid |
| Amazon | Vampire | Orc | Troll | Leshkin | FlameWeaver |
Human
The most diverse of race in Elveron, humans have a wide range of skin colors, hair colors, and cultures. Even their height varies more than any other race with some of the shortest averaging about 5 foot tall and the tallest averaging about 7 foot tall. They tend to be devoutly religious, but even in this they aren't unified due to the fact that they have several religions that compete to be the exclusive religion of all Humans. These differences have at time led to horrible conflicts among the different human groups.

No special bonuses or penalties
Human Battle Mage
 
Dwarf
The dwarves are one of the oldest humanoid races of Elveron. In an era long gone they were the rulers of the Midrealm; ruling with an iron hand from their mighty mountain fortresses.
   But even this mighty empire was not destined to last forever. On the height of their powers a large fraction of dwarves believed the dwarven race to be divine, superior to all other races. This all lead to what the dwarves now call the Sundering. A large part of dwarves traveled to the underground deeming the surface dwellers unworthy of their greatness. In time they became a different race known as the dark dwarves.
   But still the mountain dwarves remained a powerful race ruling the Midrealm for many a year. This all came to pass when the dwarves allied with the Dark Dwarves. The mountain dwarves lost battle after battle, their mountain fortresses being destroyed one by one until the mighty empire was no more.

No lumber is needed to construct buildings
+10% population
 
Elf
All good types of elves have come together in "The Elf Alliance" to face the forces of lifelessness and evil. Their society is divided into 3 official clans. These clans are the Sylvan Clan, the Clan of Light, the Clan of the Woods. Elves that don't offically belong to any of those are considered clanless. While in theory all 3 clans are equal, in reality the Clan of the Woods is superior to the Clan of Light and the Sylvan Clan. The Clan of the Woods require applicants fight as members of the lower clans before they are even considered ready to be adopted by the higher clan. All elves have the potential to be members of any of the clans except for Half-elves who are discriminated against and those elves who show exceptional intelligence and too much independence who become Shadow Elves or High Priests.

No special bonuses or penalties
Elf Woodland Ranger
 
Elemental
As ages passed, Magnus, once the abducted infant from Trakhan by a band of Elementals was at the brink of reaching his lifelong goal; To enslave those that had enslaved them. The ultimate contrast of good and evil. Sir Magnus, head of the Elementals had succeeded in converting his once angry elementals to entities of caring and wellbeing. He achieved this by exposing them to mother nature and in time Gaia had touched them with her grace. Lust Elementals became aware of their sins and became Fire Elementals, the pure and harmonized elemental form. Envy Elementals slowly evolutionized to Air Elementals and from this day forth, Sir Magnus would be known as Highking Magnus, the Revolutionary. On his new crown the phrase:"Praise be to gaia" was etched in memory of the powerful goddess that had changed the once mighty armies that no old sage could possibly forget and no library is complete without the stories of the lust elementals being present in their archives.

Each acre of land house 1 slave in addition to normal population
 
Shinobi
A secretive, nomadic race of the Elveronian plains, the Shinobi place great value on the arts of stealth and subtle maneuvering. Nearly all Shinobi children are sent to academies to learn mid to high level ninjitsu, and those who excel from the core of a highly efficient military force that is renowned for its brilliant tactics. Calculating and ruthless, the Shinobi eliminate any who stand in the way of their plans, and they have been known to hire out the services of their most skilled assassins to the highest bidder. As a race, however, they are fiercely loyal to each other. Shinobi warriors who fall in battle, particularly those with strong ties to this world, sometimes return to their homeland as spirits known as shadowsylphs, yearning to protect their race even in death.

No special bonuses or penalties
 
Terranoid
Terranoids live underground on all land types, because they are closer to the World's core, their living environment is relativley similar (hot, dark, moist), regardless of conditions above. They are magically strong, and have mastered the powers of terraforming. Slightly shorter than Human in shape, with several defining characteristics:
  • Transparent skin
  • Improved vision
  • Able to detect minute siesmic vibrations from far away by touch
  • Able to withstand high temperatures
  • Strong magical bond with earth


Zero starting resources
Zero initial troops in the beginning of a round
Zero build, destruction and rezone costs
Land houses 20 citizens, buildings house additional 0
-10% Experience gain
Terranoid Earth Burrower
 
Amazon
Females of all evil races band together in a universal sisterhood to fight for their own interest. They enslave men to keep their population going and continuously fight with the patriarchal races for their independence.

Population growth is dependant on the percentage of slaves (men). Population growth = slaves% compared to population, max 3%
 
Vampire
The Vampires pride themselves in being a noble race - blessed, or cursed, with unholy strength and speed, as well as being able to convert other creatures to their cause. They are also incredibly hardy and hard to kill. Once merely just a part of the greater Undead army, the Vampires decided it was time to do things their way. As the result, the ruling Vampire barons withdrew themselves from Undead hordes, pulling their brethren with them. Vampires, being hunters of the night, draw their power from the moon, and absolutely abhor the sun. To counter their weakness during day, the Vampire barons enlisted the aid of their distant relatives, the Daywalkers as well as the Dhampires (human/vampire halfbreeds). With their army assembled, the Vampires lie in waiting, watching for the sun to set over Elveron's horizon...

No special bonuses or penalties
 
Orc
Pain is all an Orc knows. Orcs are brought into the world in a particularly painful childbirthing process that tortures both the mother and child. Infants are hurt deliberatly out of spite by older siblings and other relatives. Orcish children know no joy other than the delight that they learn from taking advantage of those who are weaker than themselves. When an Orc is old enough to try this with the opposite gender in a perverted manner, they are ready for the rite of passage. In it, they are forcefully held down and made to recieve mutilating piercings and ritualistic tatoos all over their body. They also recieve an unhealable scar. This scar is a constant reminder of how living is nothing but pain and suffering. As a result of their life of misery, is it any surprise that Orcs are so hateful and warlike?

No special bonuses or penalties
 
Troll
Nightmarishly strong, large, and always hungry, Trolls continuously brutalize Elveron. Nomadic in nature, they subject their young to vicious rites of passages that weed out the weak and inferior from the strong. Failure to meet the high demands are punishable by death. Even if a Troll is able to survive long enough to become a Whelp, they are then placed through even tougher tests in order to determine which faction he will belong in. Trolls are so determined to weed out the weak, that they are even willing to eat their own dead from the battlefield. Their obsession with eliminating weakness from their race causes their numbers to be smaller, but the surviving Trolls would have it no other way.

-25% population
Cannot build homes
Each Troll eats 0.4 food/h instead of the normal 0.3 food/h
 
Leshkin
Leshkin are creatures of incredible flexibility, their bone configuration is unique to the Elveron world. All joints on a Leshkin's body are double jointed, allowing movements impossible by any other being. Although vaguely humanoid, Leshkin have four arms, each of which terminate two hands, allowing for great dexterity and superior manipulation. Leshkin are coated in thick, matted fur, that is often hardened into a near solid layer with grease and oils. This layer of fur can be equal in effect to primitive armor. Leshkin are born with only bone and skin, lacking body fat and significant muscle development. As they grow older, their rise to adulthood is proven through an increase in mass, almost always purely muscle. Their fur color is ceremonially dyed a specific color after they complete their training, creating an obvious caste system.

Leshkin are frighteningly fast and agile due to their unique flexibility and the nature of their bodies. Leshkin nobles and elites master in the art of mage-craft, displaying both physical and mental prowess. Leshkin are arboreal creatures, preferring the solitary heights of their tree-houses, their body form giving them an edge in climbing, and on the ground they tend to walk on their back legs and upper, shorter pair of arms, wielding weapons in their longer, lower arms.

Leshkin eyesight has great acuity, but suffers during the dark hours of the night, such that they love to brightly illuminate their towns and cities. Such light makes any filth highly noticeable, and Leshkin tend to be very fastidious, avoiding swamps as much as possible. Such civic pride leads to a great sense of cooperation in the Leshkin, and when necessary, they pull together to overcome nearly any task.

Stygians and Amaranthine increases exploration gold cost by (Stygians and Amaranthine * 6 / land size)%
Kingdom Walls and Forges are not affected by any bonuses
 
FlameWeaver
Masters of Fire, these humanoids are able to control Fire and Flame Creatures with a self assured mastery that betrays some of their arrogance. Standing about 6 foot tall on average, the most striking characteristic about them is their skin that varies from bright orange to a dark red, their eyes that seem to glow with inner energy, and the hairlessness of their bodies. Through worshiping fire, they have come to control the immortal Phoenixes and the hot-tempered Magmasaurs beast.

No special bonuses or penalties
FlameWeaver Flame Invoker