From the proud and resilient humans, who embody the spirit of adaptability and ambition, to the graceful and enigmatic nymphs, guardians of nature's beauty, and the steadfast dwarves, masters of craftsmanship and tradition, each race brings its unique essence to the realm. Amidst this rich tapestry, you'll encounter the Ferox, an animalistic race embodying the wild and adventurous spirit of exploration, and the Undead, haunting reminders of the complexities of life and death. Dare to traverse the realms as an Anomaly, a being from distant dimensions, or embrace the rich history of the Venyra, heirs to ancient magic and lore. As you navigate the intricacies of Pannotia, forge bonds, unravel mysteries, and embark on epic adventures, remember that your journey is but a thread in the grand tapestry of existence, waiting to be woven into the fabric of legend.
Human
| Human |
|---|
 | |
"Determination and Tenacity" |
Originating from the continent of Ortim, humans have spread far and wide, establishing themselves as a formidable force in the Kingdom of Galudon. From the bustling cities to the remote villages, humans have built a society that values ambition, innovation, and diversity. Governed by the influential Kingdom of Galudon, humans have risen to prominence through sheer determination and tenacity, rivaling even the ancient Elven and rising Orcish civilizations. Humans have come into their own in the last several centuries, driving technological innovation and cultural revolution in the case of the Orc peoples. At the cutting edge of high society, the Human race rests strongly toward the top. Humans possess an innate ability to question authority, always driving the cultural bottom line forward on idealism and personalized moral values. Often associated with a progress-focused race, humans spend much of their time attempting to improve the world they live in, whether by social means or technological ones. The Human collective across its many kingdoms always seeks to be on the cutting edge of innovation, as it perpetuates its advantage on the global stage to be more professed in comparison. |
|
Dwarf
Dwarves are famed for their robust cities cut from mountains and their deep-rooted traditions spanning every continent. With a population of 100 million, dwarves are fewer than other races but formidable when unified. Standing 3'6" to 4'7" tall, dwarves are thick-bodied and long-lived typically reaching 600-700 years. They value grooming and are recognized by their distinctive beards and often opulent, mineral-rich jewelry reflecting their mastery in metalwork and gem crafting. Dwarven attire is utilitarian and complements their hearty cuisine designed for sustenance through rigorous labor, epitomized by their stout dwarven ale. Culturally, dwarves prize honesty and direct communication, underpinned by a revered and intricate legal and bureaucratic system known for its integrity and lack of corruption. However, they possess no magical abilities, a unique trait that intrigues scholars across the world. Their society, emphasizing wealth and craftsmanship, shuns deceit, making dwarves straightforward but emotionally expressive, a trait that underscores their enduring legacy and the respect they command in the realm. Despite a general aversion to water, which keeps them from maritime pursuits, dwarves remain influential through their exceptional engineering skills and their unyielding adherence to tradition and law. |
|
Elves
The Venyra, inhabitants of the vast continent of Ellawren and self-proclaimed spokespeople for Elven society, stand as the figureheads of arcane marvel and cultural expansion. With their roots possibly tracing back thousands of years, they have established dominance over the arcane and political spheres of Pannotia. Born with an innate ability to wield magic, the Venyra see it as their custodial duty to temper the world's use of the arcane, often opposing other races' unchecked technological advancements. While they are largely closed off in their Hextech advancements in return, they keep a relatively close eye on the technological advances of the various others in the world. Specifically going as far as keeping a close eye on the current technology that Humans have begun making and using in the world. The Venyra, having managed to in the last several years make use of Cymrinite in a variety of magical components and into technology in more recent years, has pushed them into their technological advancement. It is widely noted how, after finding out that many folks who wereless than honest about their ways of work, were using Cymrinite to make human made artifacts which concerned the Venyra greatly. Such pushed them back onto the world stage in more recent years, beginning to work closely with other magically inclined and other races, including the Ferox and Nymphs specifically. They have been mostly pushing forth the ideology of the Age of the Scepter in sharp contrast to Humans, pushing forth the use of magic and Hextech alike. |
|
These ashen elves, known for their martial prowess and mastery of the darker arts, have woven their legacy into the very fabric of Pannotia since time immemorial. From the early days of petty kingdoms to the grandeur of empires, the Thalzar have stood as guardians of elvenkind, their discipline and military brilliance unmatched. Led by legendary figures like Archon Abithfel, they forged a path of conquest and unification. In more recent years, they have taken to being part of the Cerulean Conclave alongside the Venyra and Nephi in a means of uniting the elven kind. However, they do still keep to their ideals of pushing themselves to the limit and reaching their goal, along with the work, sweat, and toil is an important part of life for them. Defeat is just as admirable as a victory in such a society as long as the Thalzar in question does their absolute and truly best in the moment. Taking it easy is not a common thought in their society, being notably frowned upon even to be means of exile. Yet they are not above indulging in delights, as long as it is earned through hard work and they are to the point of exhaustion, a common saying among them being wine tastes best when you’ve won it. Another group doesn’t have a strict belief in philosophy or gods, but in the way, they haven’t been given an easy time in Pannotia from the start. Constantly pushing themselves to be better than how others before them were, something to be admired even if it is a tad bit bloodthirsty in the eyes of others. |
|
In the verdant heart of Ellawren, the Nephi elves stand as gentle stewards of nature's bounty. Born into the sacred duty of nurturing the land and preserving its delicate balance, the Nephi have honed their mastery over flora and fauna through centuries of harmonious coexistence. With deep reverence for the natural world, they weave their lives intricately into the tapestry of the forests they call home. Yet even their pasts, which are largely lost to time and only seen from the views and the teasing from their Venyra and Thalzar counterparts, portray them as barbarians worshiping the moon. At least, that is how they were before the Equilibrium according to the Venyra’s views on the Nephi elves. In the newer age, after such an event, they have grown into their name of the Nephi, most notable for the peculiar birthmarks upon their skin depending on the season they find themselves born in. Those born in the winter having birthmarks like snowflakes, and those born in warmer months with a plethora of plant-like motif marks upon their skin. This is to show just how in tune these elves are with nature, and the natural world, at large. Due to such, animals have an innate trust in the Nephi which goes to show just how long they have worked with - and subsequently lived in - nature. After much of their time spent in nature, they have taken to largely being pacifists unless their territory and even nature at large is harmed. They are swift to resort to violence if threatened enough, but are never ones to fight just to fight but only on the defensive. Something that came to pass after their history and sour end to how it all ended with King Bleiddyn, a notable figure in the Nephi history. |
|
Orcs
In the rugged archipelago of Destresh, the Orcs of Pannotia forge their destiny with an iron will and steampowered ingenuity. Once enslaved by the Dwarves, the Orcs have risen from the ashes of oppression, crafting new civilizations and formidable gearclock golems. Their society thrives on strength, both of mind and muscle, as they seek retribution against their former masters. In alliance with the Human Kingdom of Galudon, they stand as stalwart defenders of their newfound freedom and creators of technological marvels. After being given Destresh for their troubles initially, a group of islands that are adjacent to that of Galudon, worked closely with Galudon at large. While being known for their might, whether it be mind or muscle, they are also further known for their want to repopulate their people after the years of slavery beneath the Dwarven Empire. Something that is deeply lingering within them is their want of retribution on said Empire, which is widely apparent in their homelands. They are a variety of shades of skin color from light gray to brown but most are commonly seen with a green pigment on their skin. Along with such, tusks is a swift way of pointing out an Orc beyond their muscles. Either way, they are a race that is working swiftly at regaining what was lost to them along with working closely on their alliance with Galudon itself and the tech they thrive on. |
|
Nymph
The Nymphs dwell in groves within the elements of nature, beings of natural grace. Shrouded in mystery and wonder, these pastel-colored creatures embody the very essence of their wild surroundings. With the ability to metamorphose into stationary foliage or aquatic forms, they are elusive guardians of nature's splendor. Whether as Forest Nymphs, Water Nymphs, or Stone Nymphs, each embodies the spirit of their habitat, blending seamlessly into the tapestry of the natural world. With no set culture but a deep reverence for the environment, they wander the countryside or tight-knight groves, seeking to revitalize and protect the very essence of life itself. Not only that, they are also well known for their want to uplift and make people laugh and see joy in the world itself too. Nymphs are a race that seem to not have a specific or set culture beyond their own views of staying true to their home habits. And even more oddly enough, they are also particularly interested in steam power, adapting machinery to be powered by heated water to help the natural world rather than leaning too far into how Humans have a plethora of factories. Another thing that piques the interest of many is the natural affinity Nymphs have with music, being well known singers that can enchant and enthrall the masses with ease. And they specifically avoid any actual religion, focusing on nature more than anything else, having a joint view with the Ferox and how they see nature. They are commonly brought in as slaves to tend to gardens and entertaining children, something that many people argue about to this day. |
|
Infernal
From the ashes of conflict and the depths of Potentia, the Infernals rise, born of blood and fire on the forsaken island of Tanrytiq. With forms ranging from vaguely human to demonic beasts, they are a race shrouded in mystery and driven by an insatiable thirst for glory. Towering in stature and androgynous in nature, Infernals defy convention and embrace the chaos of their existence. Their society, steeped in bloodsport and ritualistic challenges, revolves around the concept of the Qalnn, co-ed fraternities that shape the upbringing of these fiery beings. |
|
Goblins
Born from the depths of selective breeding involving Orcs, they stand as a testament to experimentation gone awry. Despite their origins, Goblins have dispersed across Pannotia, integrating into society with a blend of hard work and playful trickery. Standing between three and four feet tall, with vibrant green skin and expressive ears, Goblins are a sight to behold. Their society, built upon trust and camaraderie, values honesty and solidarity above all else. Yet, beneath their playful exterior lies a history of oppression and struggle, as they fought for acceptance and dignity |
|
Anomalies
Anomalies represent unique beings not originally from the Pannotian Cluster, a term denoting the cluster of dimensions interconnected with our world. Unlike other dimensional clusters, the Pannotian Cluster is particularly anomalous because it uniquely interacts with unconnected dimensions, allowing for the sporadic creation of portals that introduce external entities into Pannotia. These portals are a result of historical events during the period known as the Great Equilibrium, when immense surges of magical energies caused irreversible changes to the primary dimension, altering its behavior forever. When an anomaly—a character from an external universe—enters Pannotia, they are endowed with a new soul akin to native beings, gaining access to unique game mechanics such as resurrection, though they experience initial disorientation including mood swings, and hazy hallucinations of their past life, lasting several months. Anomalies must undergo certain adaptations to integrate into the lore of Gears of Galudon; for example, a character from another game universe might have their race and abilities adjusted to fit the Galudon setting. |
|
Undead
The term "Undead" refers to creatures born out of necromancy and flawed resurrection processes in a world that once only knew the basic reanimation of corpses through dark magic. These undead entities, predominantly Husks and Wights, are the products of an ancient curiosity about life and death, evolving into complex forms as resurrection techniques improved. Husks, the earliest form of undead, are soulless beings that follow necromancer commands or wander aimlessly, posing threats primarily in numbers. Wights, on the other hand, are tragic figures produced by resurrection errors; they are technically alive but suffer from gradual bodily decay and societal rejection, often pushed to society's margins. Over time, technology has allowed Wights to adopt prosthetics and other enhancements, leading to the creation of Iron Wights and the more desperate Junk Wights. Iron Wights integrate technology into their decaying bodies, gaining societal acceptance and sometimes even a fashionable status among the living. Meanwhile, Junk Wights, who replace much of their body with mechanical parts face severe addiction to the magical material known as Cymrinite which has become necessary for their survival often leading to crime and ostracism. |
|
Ferox
Ferox are a diverse race that takes after a multitude of animals. They have integrated into societies across Pannotia, driven by their innate curiosity and wanderlust. From canine to reptilian, each Ferox bears the physical traits of its animal counterpart while possessing the intelligence and creativity of sentient beings. Their adaptable nature allows them to thrive in various environments, from bustling cities to untamed wilderness. Ferox's culture celebrates individuality and exploration, reflected in its eclectic architecture, vibrant arts, and diverse cuisine. Ferox are cultural sponges, integrating various cultures across Pannotia, and incorporating the various values and flavors into their personalized expression. Ferox has a bold sense to intermingle amongst other races, it not being uncommon to see half-breed Ferox, as the acceptance and tolerance of other races for the Ferox is a first principle, which largely is a driving force for their exploding population in the last few centuries. The Ferox is natural tinkerers, more so than inventors. Enthused by the wonders of mechanical technologies alike. The Ferox are innately intellectual, fancying themselves as explorers and scientists. With a natural inclination toward nature, the Ferox are incredibly attuned to their environment. Minds focused on improving and stabilizing the world that they inhabit. |
|