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Warcry's Racial Archive
The following information is no longer available on the offical website and may be inaccurate. Some of the information may be similar to what is current, but some may vary.
Current and reliable information can be found here.
The Good
| Humans of Mercia |
One reason for the dominant position of the human race on Agon is their adaptability. In addition to being mentally resourceful, humans are equipped with a flexible physique, and genetic material that responds quickly to changing conditions.
As a result of their genetic flexibility, humans are the least homogenous of all the races inhabiting Agon. They vary greatly in height, for instance, with everything from 215 cm to 155 cm being considered normal. Female individuals tend to be shorter than males, but exceptions to this rule are plentiful.
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| Mirdain of Merindil |
The Mirdain are an ancient race of forest-dwellers, who live in the vast Mirendil forest of south-western Agon. Other races have little understanding of Mirdain culture, which is as old and many-faceted as the woodlands they inhabit.
Many mirdain are convinced that their tradition-rich culture is superior to all others. Partly because of this, and partly because of wealth freely displayed through art and architecture, the mirdain tend to be regarded as arrogant and haughty by other races.
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| Dwarves of Dvergheim |
The mountainous nation of Dvergheim is home to the magically disinclined but technologically advanced dwarves. Here, they mine for iron and precious metals, while taming the land with feats of engineering.
The dwarves of Dvergheim worship a reclusive god called Ymir, who appeared among them in the dawn of their culture. He taught the dwarves many secrets of stone and metal, and encouraged them to research and explore further. Before leaving, he promised to issue one final task when he deems the dwarves ready. If this task is successfully completed, Ymir said, a golden age will follow. |
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The Bad
| Mahirim of the Tribelands |
The vast Tribeland plains are home to this fierce race of predators. They are a physically imposing breed, who tends to rely on finely tuned instincts and physical strength, rather than strategy and planning.
Traditionally, the mahirim are fairly primitive, and their weapons and equipment have tended towards the uncomplicated but effective. In recent centuries, however, powerful priests have incited cultural progress and change, while spending vast resources on weapon research and refinement. |
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| Orks of Morak |
Orks stand slightly taller than humans, and are a great deal more muscular. They are physically intimidating to other races, and the individual ork puts a great deal of pride in being strong and resilient. Weak individuals are not accepted among them, and millennia of selective breeding based on brawn and martial ability has shaped a race of strong and combat-cunning warriors.
Orkish skin is thick and varies greatly in colour between individuals: Orks can be dark green, dark blue, deep red, and black. Almost from birth, orkish skin resembles the bark of an ancient tree; it is as gnarled, wrinkled and impenetrable to the wind and rain. Male orks are bald and their bodies are hairless.
The oldest Ork information can be found here. |
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The Ugly
| Alfar of Nagast |
The alfar have been shaped by millennia of dwelling underground: The eternal darkness of the caverns has paled their skin; some senses have been sharpened while others have been dulled; and a constant shortage of nourishing foodstuffs has given them a slighter stature than the surface-dwelling races. The alfar are, in other words, a well-adapted and highly specialized race.
The alfar average height is approximately 165 cm. Few individuals deviate measurably from this average, and those who do are considered freaks of nature. An abnormally short or tall alfar (say 155 or 175 cm.) will probably never survive adolescence, and certainly never be allowed to breed. Alfar females have the same average height as males. |
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