Races of Arcanum: Of Steamworks and Magick Obscura
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The races of Arcanum: Of Steamworks and Magick Obscura (aka Arcanum) are borrowed largely from the Tolkienian pool of stock fantasy races used in many computer role-playing games.
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[edit] The Minute Races
[edit] Dwarves
The dwarves of Arcanum are typically Tolkienian in their portrayal – thick beards, short, stocky frames, a preference for axes and hammers as weapons; however, Arcanian dwarfs also take overwhelming interest in technology. The dwarves were the fore-runners in the technological race long before humanity had mastered industrial machinery such as the steam engine. Due to the destruction technology caused by human misuse, the dwarven clans have recluded (although many city dwarves pride themselves on their cosmopolitan nature).
[edit] Gnomes
It is said that gnomes evolved from dwarves due to some supernatural agent interfering with natural selection, and are so regarded as a slightly magickal race. However, this gives them no bias in favour of the arcane, and they are just as ready to try their hand at technology. Gnomes tend to organise themselves into strong family units, often running large businesses or syndicates. They are the foremost capitalists of Arcanum, naturally good with money, banking and commerce. Tarant, for example (the largest industrialised city in Arcanum) is run by a gnomish oligarchy. Gnomes are distinguished by fleshy, crooked noses and while not fat, they tend to grow pot-bellied in their senior years.
[edit] Halflings
The most dimunitive of all the minute races, halflings are practically indistinguishable from the Tolkien's hobbit. They are found wot live and work in agrarian capacities. They relish their food, and are alleged to be the most hospitable race on Arcanum. Like all races, halflings have recently seen more of their kinsmen move to industrial centres such as Tarant and Caladon. Halflings make ideal thieves due to their natural dexterity and small, agile frames. Elves are unusually fond of halflings.
[edit] The Median Races
[edit] Humans
Arguably the most common of all Arcanum's races, humanity has capitalised on the industrial revolution sweeping the world, their populations having experienced a boom as a result. With no natural bias toward either magick or technology, they are nonetheless more likely to turn to technology due to comparatively short lifespans and the favourable quick returns technology provides on investment. Humanity interbreeds with Median and Gigantic races Humans are the stock race from which all of Arcanum's other median races derive.
[edit] Elves
The elves are the foremost magickal race in Arcanum, the supernatural agent which split them off from humans several thousand years ago still present in their blood. Due to their magickal nature, they have a hard time becoming technologists and elvish characters take severe penalties when trying to develop their technological skills (in fact it is easier for a dwarf to become a mage than it is for an elf to become a technologist). Like the dwarves, they have gradually receded in wake of the destruction of their forests at the hands of humanity. Their only remaining sizeable settlement is Qintarra, home to their Mother-Queen, the Silver Lady. Elves are characterised by their slender build and handsome demeanour.
[edit] Half-elves
As their name suggests, half-elves are human-elven crossbreeds. Whilst sexual intercourse between these races will produce a half-elf, two half-elves can also have half-elvish children, proving that the blood links between humanity and elvenkin are far stronger than many care to admit. Although they are subject to "half-blood" social stigma, half-elves are lucky in that they lose both the greed of their human bloodline and the arrogance of their elvish blood, and are generally well liked by all. They can bear the varying traits of their parentage, such as ear shape, to any degree. Typically half-elves resemble humans more than elves.
[edit] Orcs
The orcs of Arcanum differ from the orcs found in most fantasy games. Whilst widely regarded as feral and bestial, they are not innately vicious or evil. For millennia they have lived as nomads, scouring the plains of Arcanum's west for subsistence. Not exempt from the effects of the new industrial age, many orcs now reside in city slums, employed largely as factory slave labour. Despite their highly magickal heritage (which some assume is even more powerful than that of the elves), they are prevented from undertaking any study of the arcane due to their naturally poor intelligence. Orcs are distinguished by green-purplish skin and bear traits such as upturned snouts or porcine tusks.
[edit] Half-orcs
Unlike half-eves, half-orcs have borne the brunt of the recent spout of interbreeding. Despite a broad diaspora, they are treated no better than their orcish brethren, as they are usually the product of a male orc raping a female human. Half-orcs are considered natural criminals, yet it is due to this stigma that half-orcs can often be found working as thugs or hitmen, the higher echelons of society denied to them. Half-orcs are more intelligent than their full-blooded cousins.
[edit] The Gigantic Races
[edit] Ogres
Ogres are the largest of Arcanum's races, having diverged from the human line during the Epoch of Enchantment. It is widely believed that they are descended from the giants, who became extinct some several thousand years ago. They tend to live out in the wild in semi-tribal systems, often seen as no better than animals. Elves are naturally hateful towards ogres, seeing them as the embodiment of all the characteristics they find repulsive – eg. stupidity, brutishness, rage, ugliness, foulness. Ironically, ogres are also natural enemies of the dwarves, as the two races often compete for territory in the mountains. They've a fairly low intellect; usually the most advanced weapons they fashion are rudimentary clubs.
[edit] Half-ogres
The origins of the half-ogre are shrouded in mystery. They are often employed as bodyguards by wealthy gnomes and humans, given their outstanding combat ability combined with a gentle domesticity around children and halflings. Due to their imposing nature, half-ogres also find employment as factory guards or doormen and receive scarce social discrimination, if any.