WBJ Day 3: People and Races (2/2)


The Golems are a unique race compromised of using magic to merge a dead soul with a clockwork body. The result is a mechanical being with awareness, thoughts and feelings. However, when first created, they were intended merely as instruments of war who could think, analyze and adjust their combat style based on their enemy. After the wars died down, their tragic origins were revealed, and they were granted recognition as living beings.

Physical Description: Golems are constructs of large, metal bodies with clockwork engineering powering them. They are built in the shape of Faen, without the unnecessary details (such as reproductive organs, ears, etc.) Their heads look similar to the helm from a suit of armor, and their method of speech doesn’t move anything. They are strangely flexible and maneuverable, with blades built into their arms to use as hidden weapons for assassinations.

Society: Golem societies have only recently been developed. After gaining recognition as a race, the majority of the Golems moved to the now unoccupied Tel’Quin, where they closed off their borders to outsiders, angry at having been used and abused as mere objects. They built themselves cities made of steel and steam, having learned engineering from their original creators.

Relations: The borders of Tel’Quin are kept closed to outsiders and, as such, they have not developed very diplomatic relations with other races. The Golems care nothing for developing friendships beyond their own people, fearing magic being used to control them once again.

Alignment and Religion: Because of their horrendous creation, most Golems lost faith in the deities and instead focus on engineering and technology. They are often very neutrally aligned, but still hold a grudge against their former ‘masters’ – and aren’t opposed to killing them on sight.

Adventurers: Golems rarely venture from their territory, feeling distrustful of other races.



Said to be descended from a water deity named Orobus, the Kalari are a strange mix between a humanoid and a serpent. They are amphibious and prefer to spend most of their time within the water, whether salt water or not. They often build their homes deep beneath oceans and lakes, and it is common for them to locate underwater caverns in order to hide their homes from potential invaders. Possessing both gills and lungs, they are at home in the water but can easily survive without. Kalari reproduce as a snake would.

Physical Description: Kalari are serpent-like creatures with a humanoid body and long, snake tail in place of legs. They often have sleek skin in tones of blue or green, sometimes speckled with brown or gold. They have black eyes with clear lids, webbed fingers, and smooth, hairless heads. They have only slits for nose and ears, like a true snake, and possess no sexual organs. As such, they do not wear clothing, finding it only impedes their ability to swim.

Society: Kalari society functions much like Faen society, merely below the surface of oceans and lakes. They build their cities into the stone of the earth, and fashion themselves a place to call home. Within the ocean, grand cathedrals and palaces lie just below the surface, where no land-based creature has ever roamed.

Relations: Kalari are wary of other races, however are not hostile unless their cities are being threatened. They are typically a peaceful race, however possess the training and discipline of a functioning army – if necessary. Their cities are built beneath watery surfaces, and otherwise function much like the Faen homes.

Alignment and Religion: Kalari are peaceful and lawful creatures, rarely losing their temper or feeling hostile towards others. They believe in Orobus, The Rainbow Serpent, who supposedly birthed them.

Adventurers: It is not unheard of for Kalari to wander away from their homes in search of other cultures and learning in the world. They will often come back home after a couple years abroad, bringing with them fantastical tales of the different world above the waves.



Sylvari are elemental beings who are formed when a large amount of mana coalesces in one locale. The mana itself merges under pressure and forms a physical being with awareness and consciousness. They are rare creatures, and often appear in the guise of Faens – as such, they are nearly impossible to identify, save for the fact that their blood will glow whenever they use their magical talents as they tap into their very life source for the mana required to fuel spells.

Physical Description: Sylvari can take on the appearance of any humanoid, decided at the time of their creation, however they nearly always choose the form of a Faen – the most common of races. However, they are typically much shorter and are identified by their glowing blood that appears whenever they use magical abilities.

Society: Sylvari integrate into Faen society, and rarely can identify each other. They are rare and, as such, don’t possess their own unique culture or societal norms.

Relations: Sylvari aren’t picky about who they meet and interact with, valuing anything they can glean from other races. As elementals with long life spans, they are wise and patient, often choosing to help guide young individuals through life’s hard roads. They will often bond with one or two individuals and seek to help them.

Alignment and Religion: Sylvari typically follow the belief in The Creator, insistent on their lives being a gift from above. They prefer to follow a lawful lifestyle rather than chaotic, viewing it as keeping balance for themselves and the world around them.

Adventurers: Sylvari are often travelers, wanting to learn more of the world before they fade back into the world – an unavoidable end to the Sylvari’s lifespan when they finally run out of the mana that formed them. They value knowledge, culture and the lives of others.



The Ventiri are cousins to the Faen, having once been a part of the same society. A mistaken alliance during a lost war led to their banishment into the deserts beyond the kingdoms. Surrounded on all sides by sheer mountains and cliffs, the desert is nearly inescapable and most Ventiri have resided there the majority of their lives. They often have shorter lifespans than their elven counterparts, mostly due to the harsh conditions in which they reside.

Physical Description: Ventiri closely resemble their Faen cousins. However, they typically possess stronger, muscular builds, dark skin, and hair in shades of brown or red. They are adjusted and acclimatized to life in the desert, and their appearances reflect their lifestyle.

Society: Ventiri live in nomadic, gypsy-esque tribes. They are constantly moving around the desert an rarely have a single place to call ‘home’. The entire desert is their home, and they defend it vigorously from outsiders. Outsiders are met with hostility at best, and Ventiri often don’t even trust other Ventiri.

Relations: Ventiri are distrustful of each other almost as much as they distrust Faen. They remember their banishment to the deserts and hold a strong grudge against those who, in their eyes, betrayed them. As such, they rarely allow outsiders and often won’t interact with non-Ventiri.

Alignment and Religion: Ventiri aren’t necessarily evil, however they are very chaotic and unpredictable. Most don’t care for religious beliefs, seeing those as part of Faen society. It is common for them to commit heinous acts, or rob travelers blind without remorse.

Adventurers: Ventiri constantly travel around the deserts, but are forbidden from leaving to enter the other kingdoms. As such, it is difficult to label a Ventiri as an adventurer.


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