World History

The races of the world don’t get along and as such they live is segregated cities. Some are close to all out war, others have uneasy truces. Half-breeds aren’t usually accepted, and in worse cases they aren’t even tolerated.

The Dwaves

don’t care much for any of the races, just themselves. Greedy greedy shitheads for the most part. They value their minerals and valuables over other lifeforms. Merchants run the city, and trade is the heart of the city. Merchants earn the highest respect, because they are the ones that make the heart of the city beat. Dwarves produce an excess of ore and gems, but only trade off a small portion, which is more than enough to fund the city. Dwarves that heed the call of nature are still accepted in society, but generally choose to live in the wilderness away from the industrial city. Heavily armored bearded stumps defend the city, their ranks comprised of paladins, clerics and fighters, its impossible to decern them from one another as they all we are the same uniform.

The Humans

are jealous of the other races ability to command magic. Nobody knows why they can’t harness mysticism, and the humans have devoted an extreme amount of resources to discover why but haven’t produced any results. And because irony is a cruel mistress, humans have a vast understanding of magic because of this. However, experiments have yielded an unexpected result; gunpowder. Because other other races have never had a need to discover magic and magic equivalents, gunpowder is a secret well kept by only a few human individuals. Magic items are valuable, and he who has the most toys truly does win in this city. Humans don’t produce any major resources, but mercenary guilds rent their services in exchange for trade (dwarves hire protection for a caravan, guild gets a percentage of that income, coin is used to buy imports). Mercenary guilds in the human city are the equivalent of merchant guilds. The mercenary guilds also serve as the city’s military.

The Halflings

don’t actually have a political view, and are the most accepting of other races. However they remain cautious about the other races, so cautious that it is impossible for them to gain any relation with the other cities. Most races ignore the halflings as they pose no threat of any kind, and that in turn gives the halfling city a weird kind of defense. Their military consists of a small militia, just barely enough of a force to keep invading orcs off their provinces. Halflings will use any skills available to them to defend their homelands, and as such their military force looks like a singing, sneaky, magically goofy mess. The major resource they produce is food, and they gladly trade excess food for resources.

The Elves

are secretive and most of their population is hidden in the forests. Nobody has seen this city, or those that may have stumbled upon it aren’t seen again. Elves don’t have a real need for a standing military, but vigilant rangers and druids maul and pick off stragglers that may reveal their centurys-old secret. Elves produce just enough resources for themselves and emit nearly 0% waste, as a result they have no need for trade. A “normal” elf of the city has no business leaving, and it is rare to see an elf functioning elsewhere, even in Freeheart. Any elf that leaves is considered a deserter and an abandoner, and is put at exiled status the moment they step outside. They view the halflings, gnomes and dwarves as stunted and wasteful, and the humans as gods-forsaken monkeys that waste more than the other three races combined. If the gods and even magic have no dealing with humans, why should they? Although magic runs in the elves veins, they must earn the right to command magic through decades of learning.

The Gnomes

are opposite of the elves and are extremely open about their population, but they protect their borders with typical gnome shit. They have achieved a perfect marriage of magic and machine. But perfect is synonymous with volatile to the gnomes unfortunately. Fortunately for the other races, this volatility has prevented the gnomes from world gnomeination. However, the gnome city is so volatile that any attack has been blown up, mostly by malfunctioning defenses (but the battle golem was supposed to explode… Wasn’t it?). They produce mostly magical items for trade, and the humans are their best customers. Only master artificers that have a clean (non-malfunctioning) record are allowed to produce tradeitems, nearly eliminating cursed or dud items from the market. Nearly.


if raised in a human culture, have less rights than full blooded humans and often have no other choice than to become servants. Humans dislike these half-breeds even more so because traces of elven magic flows through them. If magic manipulation would manifest, which is a rare occurrence in itself, it would happen in the teenage years of the half-elf. There are no half-elves familiar with elven culture, as no half-breed has ever set foot in the elven city. Elves also share a similar jealousy the humans do towards the half-elves, as the half-elves can manipulate the arcane without any formal training.


are not accepted in normal society, and are considered abominations by every race. They live a life of solitude, living off the wilderness. Half-orcs are usually the offspring of a father orc doing the dingdangdoodly with poor unwilling human. Human males are generally unattracted to female orcs, as female orcs look like male orcs. However, there are curious/desperate men. Most half-orcs have tapped into their primal side and have become excellent barbarians, however others practice natural magics while living off the wilderness.


are not playable, but are considered one of the primary races. They are all evil without exception, but thankfully they are too chaotic to organize. If they were to band together, they could easily overthrow each of the races one by one and reach world domination.

Barbarian Tribe

a mishmash of several races but they all have one thing in common, they have sensed the savage side of the wild and they like it. While they are certainly no arbiters of peace, and barbarian raids are common, they dont share the same views as the orc when it comes to world domination. They seem to only take what they need to survive.

City of Freeheart

There are major and minor settlements and colonies for all races all about , but each race has a metropolis capitol. There is however a large town that accepts all races (except orc, as they have announced hatred towards all other races indiscriminately) and is run by a council of five, one appointed from each race. It is a peaceful town that spends most of its political resources to remain neutral, and its military resources to protect against orc assaults. The city is a beacon of hope that one day all races can live in harmony. Its citizens are generally open minded, and the culture and education give them no reason to distrust outsiders. The laws are lax, but any aggressiveness is usually met with the townsfolk willing to protect the city’s tranquility. In the event of a law being broken (theft, violence or bestiality are about the only things you aren’t allowed to do) the accused is brought before a judge and witnesses, and if it is a particularly serious matter, the council will be present as well. About 20% of the citizens are outcasts or have seen tribulation for being an equal-rights activist, and are in “refugee” status. 30% of the citizens have many generations of history tied to the city, and may or may not “own” portions of the city. The remaining 70% of the population are regular joes, Bartenders, business owners, street cleaners, or even adventurers. Most of these people have upgraded from their refugee status, and graduated to full citizenship.

World History

Adventures in Terraglyph timmylarks timmylarks