[personal profile] orionsoftworks
Here is a sneak peak of some of the races present in Middlecrest, a description about them, and some development notes.

Generally speaking, Middlecrest's world is low-fantasy, so all the races could be considered "human" in generic RPG terms. The extent to which traditional fantasy races like dwarves, elves, various fae, goblins, etc, and how they will be incorporated into Middlecrest, is still to be decided. The tact, however, is to treat those races like their mythological counterparts -- more withdrawn and unconcerned with the world, uncommonly seen, and tending more other-worldly affairs. They typically won't be playable (except maybe some half races).

* * *


Southron - To the south of Ispanda sits a vast, unforgiving, inhospitable, and remote desert. The inhabitants have been forged by unrelenting conditions into a strong and stalwart people. The desert's remoteness has cut them off from most of the world and their culture stands in stark contrast to the civilizations surrounding them. They are largely a mystery to others, since their land offers very little in trade, value, or other interest, although the peoples of the southern deserts do rely on their neighbors for luxury and exotic goods. Very few venture into the deserts to see the secrets of this secluded people.

Inspired by the module Dark Sun (Advanced Dungeons and Dragons, 2nd edition), the ideas for this character race are taken from historical Aztec cultures, with some slight Egyptian touches, and a healthy dose of weirdness.

Abilities and Bonuses: The harsh environment they live in generally makes them more hardy than other races, and able to resist high temperatures. They are generally more versed in simple martial weapons (staves, slings) and unarmed combat. Due to their scarce environment, they generally have an aptitude for thievery and scavenging.


Brython - The Brython people hail from the newly formed country of Brytholm, an island nation historically torn apart by internecine warfare. They are deeply superstitious and have great sensitivities to magical and the fae-based energies of the world, producing many magically adept personages throughout their history. Although known as a reserved people, their reservation and self-restraint stems from generations of adversity, which has also earned them a reputation for bravery.

Inspired by Daggerfall's Bretons, ideas for their culture are taken from historical and contemporary British culture, including Anglo-Saxon accounts.

Abilities and Bonuses: They are more stereotypical medieval than most races in the game. The armored knight is their typical warrior so, in game terms, they have familiarity with heavy plate armor. Other martial proficiencies include flails and bows. Due to their superstitious natures and cultural familiarity with the arcane, they gain several bonuses to some magical schools.


Keltian - Years of unremitting hostility led to the subjugation of the native Keltians of Brytholm. The last remaining Keltian provinces form an uneasy truce. Remaining nominally Keltian, they endure the rule of Brython dukes and their dislike for Brythons is well attested. They stubbornly and pridefully hold on to their traditions and culture and dissension is always bubbling at the surface. Keltian warriors are renowned for their skill and determination.

They are supposed to have a pan-Celtic flavor, drawing mainly from ancient Ireland, the Picts, and to some extent the Celtiberians. Their political situation in Brytholm mirrors the modern and historical political arrangements of the Irish, Scots, and Welsh peoples with the United Kingdom.

Abilities and Bonuses: Their culture is familiar with shortswords, spears, and medium armors. They are adept with some magical schools, since they share much of the superstitions and otherworldly paranoia as Brythons.

May 2012

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