The Natives of Lithgar

Table of Contents
Draconics Dwarves Orks Merfolk Skaven


General Biology

There is an energy field that surrounds and penetrates Lithgar. The obvious effects of this field are the existance of the Gods and the ability to cast spells. One of the more subtle effects is it's effect on the native evolution. Creatures and their offspring are affected by the local collective energy field, i.e. children created near a battlefield are marginally more warlike, those created on blessed ground more prone to be healthy, etc. This is a minute and subtle effect, but successive generations will begins to show effects.

Secondly, many beings undergo significant physical changes over their lifetimes - sometimes to the point of seeming to be separate species. For convenience the races have been separated into five age categories, with each label generally corresponding to the typical fantasy description. This is a generalization, and some variations mature differently.

Race Larva Young Adult Mature Old
Draconics Tadpoles Troglodytes Kobolds, Salamanders, Saurus, Skinks, Slaan Dragonmen, Kroxigor, Raptors, Stegadons, Wyvern Dragons
Dwarves Hatchlings Gnomes Dwarves, Halflings Ogres, Ogre Magi Giants, Golems
Skaven Rats Skitterlings Skaven Bugbears Minotaurs, Owlbears, Rat Ogres, Grey Seers
Orks Gretchen Goblins Orks, Hobgoblins, Uruk-hai Gnolls, Trolls Giants, Titans
Merfolk Fish Locathah Dolphins, Mermen, Sahuagin Orca, Morkoth, Tritons Whales

There is also a correlation between aggression / self-control and intellectual capacity. As a being grows old it gets one or the other, which dictates what form it will grow into. Continuing the ork example, undisciplined orks will grow into trolls or giants, continuing to gain size but slowly losing their intelligence. As warlords and shamans age they become ogres, ogre-magi and titans. The other races follow a similar progression - Skaven grow into Rat Ogres, Owlbears and Minotaurs, Lizardmen become dragons and so on. Lifespans also vary - a Wyvern is not consitered a Dragon until he has reached 250 years, while skaven usually die of old age before 50.

As might be expected, there is a feeling of community within each race. This may not equate to friendship (skaven in particular are not nice to one another), but it is a good indicator that where you find one, you'll find the others. If a city has an increasing rat population there's probably a skaven outpost nearby, and ork armies are likely to have trolls and the occasional giant.

One assumption that might be made from this table is that there is a bell-curve for intelligence through the growth stages. This is in part true - Larvae are only marginally sentient, and the human-sized stage is equal to normal human intelligence. However, natural selection insures that while the aggressive ones may lose some (or most) of their intellect, they are at least the most cunning and capable. Giant Trolls are feared for a reason - they have survived and thrived in the bitter infighting and backstabbing that comprises most Ork societies. They are tough, perceptive, have very quick reflexes and can eat nearly anyone. Dragons in particular have a reputation that only the smart ones survive, and nobody really knows how intelligent whales are.

Within each race there is wide diversity, much as there is diversity between humans (asian, caucasian, etc) but more pronounced. Local environmental factors affect the short-term evolutionary path, as do as local societal pressures. Maturity rates, the time spent in an age category, proliferation can vary, creating a huge

In addition to the five sentient races there is a diverse ecology on Lithgar containing many species similar to ones on Earth (deer, wolves, frogs, birds, etc). These are named the same, and the only ones with new names are ones not found on Earth (i.e. a wolf on Lithgar is the same as a wolf on Earth).

The Elemental Races
Within each of the five major races there are highly specialized sub-species that have aligned themselves strongly with an element or environmental force, forming a symbiotic relationship. These races are typically small in number and limited to a geographic area, though some (such as fey) are widespread across the planet. Others are limited to the environment they can survive and are not found outside of it (such as niads).

Element Races
Air Aarakocra, Windwalker
Fire Fire Lizard, Firenewt
Forest Faun, Satyr
Lightning Stormsingers, Umplby
Magic Fey (Brownie, Leprechaun, Pixie, Sprite, Sylph, etc.)
Shadow Grimlock, Meenlock
Stone Crabmen, Deep Gnomes, Xorn
Water Bullywug, Kuo-Toa, Niad, Nixie, Nymph, Slaan
Wood Dryad, Ent

Racial Relations
Societies that are primarily family-based (clan, tribe, etc) tend to be suspicious, if not actively hostile to nearly everyone outside that particular group. Given that the five native races cannot interbreed, there is that additional level of separation between them. They have a rich history of war, theft, distrust, betrayal and aggression and while individuals and societies may work to overcome this historical antipathy, it is rare when it does not at least lurk just beneath the surface of civilization.

In short, look at how we humans have treated each other in the past few thousand years and on top of that give them the excuse of not fighting things their own race. Wars tend to be absolute, with the victors slaughtering or enslaving the losers - there is very little assimilation, and even less of how the Chinese treated the conquering Mongols (give 'em six native wives each and breed 'em into submission).

That said, most interaction between societies starts with the question of, "Do I need to live where you are?" If a group of people need a place to live and there's nowhere to go but into someone else's farmland, trouble will soon develop. The following table shows some very broad assumptions on how the six main races interact, based on birth rate (and by extension population density) and preferred environment. The elves aren't listed, as they're hostile to everyone.

Race Draconics Dwarves Skaven Orks Merfolk Humans
Draconics
Low birth rate, hot & dry or hot & wet.
- Good Good Poor Neutral Neutral
Dwarves
Low birth rate, high altitudes.
Good - Neutral Poor Neutral Neutral
Skaven
High birth rate, temperate climates.
Good Neutral - Poor Neutral Poor
Orks
High birth rate, almost all climates.
Poor Poor Poor - Neutral Poor
Merfolk
Medium birth rate, underwater.
Neutral Neutral Neutral Neutral - Neutral
Humans
Medium birth rate, temperate climates.
Neutral Neutral Poor Poor Neutral -

Good relations indicates that the races have little competition for living space and resources. They are likely to have long-standing alliances and established trading routes.

Poor relations indicates a history of active competition for places to live. Orks have are able to thrive in nearly all environments, and thus have the population pressure incentive to expand into everyone else's land. Skaven and humans are both warm-blooded humanoids who enjoy temperate climates. This is not to imply that these races will never ally, just that there is a fundamental conflict in their genetic goals.

Characteristic Maximums
The racial packages given are not absolute (there is much variation among the orks), but are a general idea of what to expect. When characteristics are increased, the Characteristic Maxima also increases by a like amount (i.e. the dwarven maximum CON is 23).

Draconics: Children of the Forge

Element: Metal This is the force of gravity, the minerals within the earth, the patterns of the heavenly bodies and the powers of the thunderstorm. It has form and structure, but with skill can be made to accept a new form when molten. It's motion is consolidating and inward, of cutting and reforming, but it is also a solidifying process.

Physical Aspect: There are five distinct draconic sub-races, each aligned with one of the five elements. They are able to interbreed, with the offspring being aligned with one or the other of the elements (sometimes both). All five races appear in most draconic settlements.

  • Kobolds (wood) are short, hardy and practical. They have a tendency towards mercantile persuits, and are the most likely to grow into the warlike raptors and stegadons.
  • Salamanders (fire) are active, energetic and comprise the majority of the poets, bards and explorers in dragon society. Along with the skinks they are practical engineers and experimentalists.
  • Saurus (earth and pictured left) are large, muscled and straightforward in attitude, and usually enjoy physical activity - be it farming, hunting, sports or warfare. The majority of blacksmiths are Saurus.
  • Skinks (water) are patient, philosophical, adaptable and amphibious. They are drawn towards the legal, political and engineering persuits, though many enjoy the scouting / spying / assassination aspects of warfare.
  • Slaan (metal) are the most logical and magicly-oriented, and tend to be less active and more cerebral. Priests, healers, herbalists and jewel-crafting are popular professions.

    Unlike most other races, draconics do not gradually grow into a new form. After hatching from eggs they grow from tadpoles into troglodytes, a short humanoid form lasting until about age ten. At that point they undergo their first illumination and change into their adult form, though most skinks never leave the amphibious stage. Most draconics are long-lived, with a remarkable number possessing an incredible lifespan (Dragons get to buy more points of Longevity).

    Growth Cycle: Dragons have two genders and reproduce by means of external fertilization in water (spawning pools). The two genders are otherwise indistinguishable and childrearing is a communal effort.

    Governments: Pedocracic bureaucracies (rule by educated administrators) are common, with theocracies, confederacies and oligarchies known. Caste systems are also common, though always with means to change one's station in life.

    At War: The draconic sub-races are nearly tailor made to roles in battle: saurus warriors form a heavy infantry core, with kobolds as light infantry, salamanders as missile support, skinks as scouts & skirmishers and slaan in the support roles. They have a natural affinity with some of the large reptilian species and often bring immense war beasts into battle.

    Draconic Racial Package Cost
    +1 CON (2), 1 PD/ED Armor (3), Diminished Eating (1), Extended Breathing (1), Longevity (1), +2" Swimming (2), Distinctive Features (-5) 5

    Dwarves: The Earth Folk

    Element: Earth This is the spirit of harvest time, abundance, nourishment and fertility, as well as decay, diease, death and rebirth. This is also regarded as central to balance and the place where motion takes on a new direction. It is the symbol of stability and being properly anchored.

    Physical Aspect: Dwarves are generally short and stocky. Their bodies are built for labor - solidly muscled and broad-shouldered with powerful limbs. Their hands are large and thick-fingered with considerable manual dexterity. Dwarven endurance is legendary; they are highly resistant to fatigue, illness and toxins - particularly alcohol (which they drink in great quantities).

    Growth Cycle: Dwarves have two genders and reproduce by means of internal fertilization (sex), with an eight-month gestation period in the female. One child is typical but twins are not uncommon. The average lifespan runs into the centuries, with ancient dwarves living as long as 600 years. Dwarves that are strongly aligned with their element grow slightly larger and much denser (becoming, in effect, living stone), while the less attuned simply grow larger (becoming giants, who are often exiled from their homes because of sheer size issues).

    Governments: Dwarves tend towards tradition-bound monarchies (rule by a single person with well-defined rights & responsibilities), though geriatocracies (rule by the old) and autocracies (rule by a hereditary family) are not uncommon.

    At War: Dwarves make the best heavy infantry on the planet, with their endurance (high carrying capacity), tradition of metalworking (heavy armor) and size (their low center of gravity makes a dwarven shield-wall nearly impossible to topple). Their missile troops favor crossbows that may be used in tight quarters. With their short legs they cannot utilize stirrups effectively on large mounts, so they have light cavalry, war beasts and chariots as their mobile forces, and have developed mechanized (mounted) heavy infantry.

    Dwarven Racial Package Cost
    +3 CON (6), +2 BODY (4), +1 EGO (2), Bump of Direction (3), Longevity (2), Infravision (5), -1" Running (-2), Distinctive Features (-5) 15

    Merfolk: Lords of the Sea

    Element: Water Water is infinitely flexible, yielding yet patient and infinitely powerful, ever changing and often dangerous with the capacity to nourish, cleanse and drown. Water can be rushing and musical or quiet and cold, representing the resting time of winter. It has a waiting, silent, still quality and its motion is downward.

    Physical Aspect: There are two known sub-species of merfolk, the sahuagin and the tritons (shown left). Sahuagin are humanoids with a scale-like skin, gills and webbing between their fingers and toes, and are able to walk on dry land. Tritons have a humanoid upper torso and the lower half of a fish, and are entirely waterbound. Both have powerful upper torsos, tough skins and are much more at home in the water than out.

    Growth Cycle: It is believed that merfolk reproduce by internal fertilization (sex), though there are reports of merfolk spawning pools on the western shores of Dil'Gotha. Multiple sets of merfolk have displayed similar physical characteristics and referred to one another as "brother", but it is not known if they are biological siblings or are brothers in a metaphorical sense. From comments made about schools of fish as "young ones," the former is more likely.

    Governments: The majority of merfolk interaction comes from trade, and appears to be dominated by a multitude of merchant houses. This has lead many to speculate on a syndicracy (rule by the major business interests, e.g. zaibatsu), but the fact that most merfolk encountered are male had lead others to speculate on both matriarchial and patriarchial societies. One of the few facts known about merfolk society is that there are at least five major nations, all but two of which are violently opposed to each another.

    At War: Merfolk and land-dwellers rarely fight well-defined wars. Ships occassionally report repelling sahuagin boarders, but if a group of triton wanted to sink a ship that was out of sight of land, it's likely there would be no survivors. It is not known how sahuagin and tritons fight each other, but rumors speak of riding dolphins and trained giant squid.

    Merfolk Racial Package Cost
    Sahuagin: +5 STR (5), +1 CON (2), +1 PRE (1), +1 PD/ED (2), Bump of Direction (3), Environmental Movement: Underwater (1), Life Support: High Pressure (1), Waterbreathing (5), +2" Swimming (2), -1" Running (-2), Dependency: water (-5), Distinctive Features (-5) 10
    Triton: +5 STR (5), +2 CON (4), +1 PRE (1), +1 PD/ED (2), Bump of Direction (3), Environmental Movement: Underwater (1), Life Support: High Pressure (1), Waterbreathing (5), +5" Swimming (5), -6" Running (-12), Dependency: water (-5), Distinctive Features (-5) 5

    Orks: Wilderness Personified

    Element: Wood This is the spirit of growth, spring and the creative urge to achieve - but which can turn to anger when frustrated. It is associated with the capacity to look forward, plan and make decisions. The motion of wood is outward, expanding, and is the force of growth and flexibility.

    Physical Aspect: Orks undergo almost continuous growth throughout their lives, and growth rates, maximum size, coloration and temperment vary widely between tribes. The only accurate description is that are a bipedal humanoid (two arms, two legs, two eyes, nose, mouth, four fingers & a thumb, etc). Everything else can vary. Their bodies are a symbiosis of animal and plant biologies, specificly an algal/fungal fusion subservient to a humanoid structure. This plant-like sub-system grants them a great resiliance to shock and damage, and is key to their reproductive biology.

    Both orkish physiology and psychology are products of the environment. They are affected by and (over many generations) become more like the place they were born; this creates a tremendous variation in what an ork looks like, and to a lesser extent, how he behaves (the ongoing ork-draconic wars of central Molnai have created a number of very aggressive tribes).

    Growth Cycle: Orks reproduce via sporulation (they drop seeds that grow into new orks). The release of spores is an unconsious action, much as a human sheds dead skin tissue without realizing it. When they settle in receptive conditions they will germinate and a new ork plant will grow, just like any other plant. Depending upon environmental conditions, within 2-5 years the root structure will attain maturity and a newborn ork will unearth itself. Himself, actually, as all orks consider themselves and are referred to as male.

    Damp and dark conditions are ideal for ork spore growth, and all forests on Lithgar have at least a nominal ork population. Caves, swamps and grasslands are also fertile areas, with mountains, tundra and deserts having virtually no native orks.

    When an ork is 'born' it is a small (10"), nearly-mindless being that wants little more than to eat and sleep. At this stage it is called a gretchen (equivalent to a 2-year-old human child), and is taken in and cared for by the community. After a few years a gretchen will have matured sufficiently to choose a name for himself. This is an ork's birthday and he is now called a goblin. Over the years (assuming he survives) he will grow in size and intellectual capability into a goblin and later an ork (and further into an uruk-hai if he wins a lot of leadership fights).

    Ork spores travel widely, and orks are sometimes born where there is no local orkish society. There is a high mortality rate among these gretchen, and those that survive are feral beings called hobgoblins. They travel widely, causing problems as they band together and 'investigate' (overrun, loot and eat all the food) farms and settlements they come across. Ork communities rarely feel a sense of kinship with hobgoblin bands.

    Governments: Orks favor communal organization such as communism and socialism, but this rarely works out in practice as rule by the strong has a firm hold. Confederations, militocracies and geriotocracies (rule by the old & therefore strong) are likely.

    At War: Ork armies vary widely but almost always contain a core of heavy infantry, though the quality and training may vary widely (from ranked phalanxes to a howling mob). There is usually a cavalry element (often on beasts as bloodthirsty as the rider) and a skirmishing force (usually made up of gretchen), and specialized units depending on the local terrain, technology and the preferences of the commander. Giants are commonly recruited to serve as mobile artillery.

    Ork Racial Package Cost
    +3 STR (3), +2 CON (4), +2 BODY (4), +1 PRE (1), +2 PD/ED (4), Infravision (5), Life Support: Disease (4), Distinctive Features (-5) 20

    Skaven: The Passionate Ones

    Element: Fire This is the spirit of heat, summer and enthusiasm. It is things at the peak of growth, and warmth in human relationships. It is symbolic of combustion, fleeting moment and maximum activity, with the knowledge that decline is then inevitable. Its motion is upward.

    Physical Aspect: Skaven are anthropomorphic rats, having long arms and legs and a pronounced snout. They are by nature graceful and athletic, with high hand-eye coordination and manual dexterity. Due to a fast-burning metabolism they must eat often, and famine is a common occurrance in densly-populated areas.

    Male skaven are workers & warriors. Females are more docile and slightly more attuned to the workings of magic, and those that have the spark of magic within them work especialy hard to cultivate it, as the life of the non-magical female is generally one of servitude, hard work and child-raising. A female can produce a litter of up to a dozen young every other year, and most do so.

    Skaven are covered with short fur. There is a high degree of intracacy and specialization in coloration, pattern and grooming, with information such as ancestry, age, clan affiliation, status and profession, as well as personal preferences.

    Growth Cycle: Skaven have two genders and reproduce by means of internal fertilization (sex), with an six-month gestation period in the female. A young skaven looks very much like a common rat, are self-sufficient within six months, and are able to walk upright within two years (and are then called skitterlings). Maturity is attained within ten years, old age reached by the age of 30 and a skaven that manages to live past 60 is ancient indeed.

    The link between physical or mental maturity is the most pronounced in skaven. An adult who is capable of self-control, of maintaining discipline and a balance in their life, is much more likely to grow old. Those that cannot control themselves, or allow themselves to be ruled by hatred and anger, undergo pronounced physical growth and a corresponding lowering of mental capabilities - this produces a wide variety of large, aggressive and semi-intelligent monsters such as minotaurs, owlbears and rat ogres. The more magically inclined skaven are more likely to possess this harmony, resulting in the classic wise old wizard. Magical longevity is a popular research topic.

    Governments: Skaven societies vary widely, with an inclination towards governments that promote social equality among the males (such as democracies and republics), though some may be more equal than others (e.g. democracy in ancient Greece). There is always a strong streak of geriatocracy, as the old are revered for their wisdom and self-control.

    At War: Skaven favor light and medium infantry supported by chariots and/or large war beasts. Their hips are not made for riding astride, and their natural speed gives them an advantage when lightly encumbered. Skirmishers and raiding parties are significant elements to skaven armies.

    Skaven Racial Package Cost
    -2 STR (-2), +3 DEX (9), -1 EGO (-2), +.7 SPD (7), Infravision (5), +1" Running (2), +1 Normal Hearing & Smell PER rolls (+2), Longevity (-1), Distinctive Features (-5) 15