Deriel: The Davrys Chronicles
Dwarves are perhaps the most prominent race in Northern Deriel, having moved here from Camililan long ago. They occupy virtually every island, have a hand if almost every dealing, and are the basis of the land’s culture. However, Dwarves are now frightened that their ancestral home is threatened by Akemos, and thus many have migrated back.
Dwarves can be anything, from raucous wanderer to humble bartender.
You value strength, your homeland, and the ability to help.
You excel in Paladin, Fighter, and Cleric
Half-Dwarf / Mul:
Half-Dwarves are almost as common as humans or dwarves in their own right, yet straddle the line between the two ideologies. They often were born in the Davrys Isles, and have seen nothing but the cold tundra all their lives. (Mul, derived from mule, is a derogatory term placed on them)
Half-Dwarves seek new things, and take from both of their parent cultures.
Your values are influenced by both Human and Dwarven cultures
You excel at Fighter, Barbarian, and Battlemind
The Duergar are a hated race, being the Dwarves who willingly submitted themselves to Akemos, and became demonic. However, their children also bear this mark, and the next, so the judgement is a murky one. Some seek to tap into their heritage, others straying from it in search of new purpose.
Duergar are at odds with the world, though their intentions and alliances vary.
You value (piety, loyalty, and brutality) / (forgiveness, gratitude, and strength)
You excel at Warlock, Cleric, and Warden
Humans are everywhere, and each one is unique. Though humans have a tendency to group up and form cults (often to The Beaked One), many are simply seeking honest pay and steady living.
Humans have a sense of belonging, and enjoy working together
You value teamwork, honesty, and faith
You excel at all classes
The elves of Deriel are often stepped-on slaves. From their original servitude under the Eladrin to the new and terrible Winterkin, Elves rarely get a break. However, some strong-willed folk break free and seek a new life, beyond their prior slavery.
Elves are secretive and wary of new folk, and are careful to trust
You value freedom, secrecy, and skill
You excel at Ranger, Rogue, and Seeker
The Eladrin are vain beings, not even content to rule over tracts of land rivalling even the Sorcerer-King. They often leave, or are exiled, from their home in Andraste to forge a kingdom of their own, borne purely out of vanity and arrogance. It is hard to say why others would team up with them, though their powerful mind does lend itself to battle.
Eladrin are vain, powerful beings with a need for superiority
You value yourself, power, and servitude
You excel at Wizard, Warlord, and Rogue
Whilst many exiled Eladrin fail in their quest to establish a kingdom of their own, the Winterkin have grown to rule over the island of Eladraste. Cold, calculating, and nihilistic, their subzero realm fails to serve any life but their own. However, some Eladrin who are denied entry into their court still bear the effects of the nearby magics, so Winterkin sellswords are becoming more common.
Winterkin are uncaring and elusive Eladrin who have become one with Davrys.
You value nothing, for all is bleak
You excel at Cleric, Wizard, and Swordmage
Bralani are known to all as the Winds that Walk, and are equally elusive. They appear to many in the form of Autumn-haired Eladrin, though their true visage is unknown. These kind spirits inhabit Oakenveil, though some have left to spread the will of Deriel. Many see them as aspects of Melora in mortal form, though no one knows for sure.
Bralani are nurturing fey who resort to violence only in rare occasions.
You value peace, growth, and nature.
You excel at Ranger, Warden, and Druid
Of all the races on Deriel, few can claim to be more prosperous than the Dragonborn. Having disdained Melora at their birth, they have instead turned to great industry and mercantilism. Due to this, traders and their families have settled down everywhere, including the Davrys Isles.
Dragonborn laugh in the face of honor and prefer to deal with things realistically.
You value shrewdness, riches, and diplomacy
You excel at Rogue, Bard, and Warlord
Though kobolds are often perceived as poorly-minded psychopaths with a need to serve… well, actually, that does describe them astutely. Kobolds are often found in the service of their larger kin, though many break away to escape the monotony of servitude. This freedom does not, however, stop their normal quirks.
Kobolds are cowardly, haughty lizards with a lust for adventure belonging.
You value your group, cowardice, and cleverness.
You excel at Monk, Ranger, and Rogue
Lycans, or werewolves in the common tongue, are not truly a race. Though their predominant features, in both mortal and bestial forms, are common, their actual race varies. Elves, humans, dwarves, all races can be werewolves, though they share common traits.
Lycans fight with the primal power of nature, though some seek to control it.
You value the wild, teamwork, and power.
You excel at Fighter, Barbarian, or Monk
The freed elves do not often form strong relationships, though when some do, Half-Elves are the result. Half-Elves do not often embrace their non-elven parent’s culture, rather exemplifying an extreme version of Elven ideology.
Half-Elves are extremists in whatever they do, be it battle, trade, or prayer.
You value devotion, freedom, and new experiences.
You excel at Warlord, Bard, or Warlock
Tieflings are spat upon wherever they roam, stabbed in bars, and lynched in cities. This hatred has a purpose, however, as these devilish humanoids have killed thousands and threatened all of Dwarfdom. Tieflings of the Davrys Isles watch themselves carefully, for even if they bear good intentions, and are heroes, they will receive no praise.
Tieflings are hellish humanoids whose ancestral goal is world domination.
You value conquest, brutality, and the dark arts.
You excel at Warlock, Psion, and Blackguard
Far from the merry gnomes of the south, the Halflings of Isodel are often tribal cannibals. Their nomadic groups rarely trade or talk with passing travelers, and when they do, the tax is in flesh. More moderate halflings exist, though even the seemingly good-natured ones still possess that ancient hunger for flesh.
Halflings are short, squat people who enjoy the world’s wonders.
You value new sights, food of all sorts, and battle.
You excel at Rogue, Assassin, and Ardent
The Goliaths of Isodel are helpful, lumbering humanoids distinguished by their stone-like markings. They often serve as guides, picking up on an area’s features quickly enough to act as humble pathfinders. That’s not to say they are dim-witted, just laid back enough to go with the desert’s flow.
Goliaths are wise, laid back humanoids from the deserts of Isodel
You value serenity, helpfulness, and a laid-back demeanor.
You excel at Fighter, Warden, and Cleric
What is a Changeling? Changelings are devious troublemakers. Or city guard. Or even the rulers of large settlements. In reality, a Changeling is all of those things, and more; a widespread race which inserts itself where it chooses. Though the pale-skinned form many know to be their “actual” guise is perfectly suitable, often they will play numerous characters. What sets them apart from the true Doppelganger is that they lack true transformation, only small glimpses of the power they once had.
Changelings are anybody and everybody, adopting whatever face they need.
Changelings have no true values, only ones they adopt.
You excel at Rogue, Bard, and Sorcerer
Seen to many as the Beaked One’s will made manifest, the undead Revenants of Deriel stalk the world as grim harbingers, seeking true death in the conclusion of their final purpose. The gaunt face they bear and greyed skin reflects the false life they possess, and their mind often reverts to litanies of the Beaked One they never heard.
Revenants are driven to fulfill a purpose in the name of the Beaked One.
You value your purpose, all other values come with life in undeath.
You excel at Assassin, Swordmage, and Paladin
With Lycans being more predominant in the Northern Wastes and the Davrys Isles themselves, it is only natural that Shifters too would be more common. A shifter is the offspring of a Lycan and a Non-Lycan, bearing some wolf-like traits along with whatever features they otherwise inherited. Shifters straddle a difficult life, between the call of nature and civilization.
Shifters bear the burden of the wild in the life of civilization.
You value survivalism, the wild, and honor
You excel at Druid, Ranger, and Seeker