Races

Durs is home to many races, some of which are highly intelligent and build vast, intricate empires. Others are less intelligent and live a nomadic lifestyle in various corners of the wilderness.

Humans

The Humans of Durs are like humans anywhere else. They make up the vast majority of the population, are divided into countless different political and religious groups and are constantly at war with one another.

Korphus

Not a race, per se, but the name given to the walking dead in Balzu, specifically, vampires. Korphi (plural) traditionally congregate in extended 'families' and are highly secretive. Fresh Korphi are generally quite weak (like the fragile humans they so recently were) and must be protected by elder Korphi, generally their makers. Over time, they become more powerful and eventually strike out on their own to create new families. Korphi retain their ability to grow and learn as individuals but are little affected by the passing of time; consequently, many become master swordsmen or powerful sorcerers. An elder Korphus is a serious threat and should be treated with extreme caution. Korphi are also sometimes disrespectfully called 'manghouls' (slight abbreviation of man-ghoul).

Legorus

Not a race, per se, but the name given to shape-changers in Balzu, specifically, werewolves. Legori (plural) traditionally form small bands or 'packs' and live in extremely remote wilderness regions. Occasionally, a Legorus suffering from wanderlust may enter a rural area and inadvertently (or intentionally) create another Legorus. Unintentional offspring are left to fend for themselves and are generally easily killed by mortals, but intentional offspring are typically taken to live with the pack or taken as husbands or brides to start new packs. Contrary to conventional wisdom, Legori and Korphi do not have any inherent dislike toward one another. As they live in different worlds and their paths infrequently cross they have little interest in one another beyond ordinary curiosity.

Elves

The elves are a little more alien and menacing than in traditional fantasy settings. The Wild Elves, for example, pride themselves on their hunting skills, and are not above hunting, killing, and eating humans. The High Elves are more civilized, but still consider humans to be less-evolved creatures, hardly worthy of consideration.

Dwarves

The dwarves are also a little more alien than in traditional fantasy settings. They still dwell below the earth and are masters of the forge, but care little for the concerns of the surface-dwellers. They are primarily interested in exploring and conquering the entire crust of Durs and have built countless miles of tunnels and shafts, both with stone and metal. They have a kind of primitive clockwork and steam technology (but have not gotten to 'steampunk' yet). Dwarves are 'blind' in the traditional sense, but have highly developed infravision and acute hearing. They are perfectly at home in the dark below ground and move about as easily as humans in daylight. Although short, dwarves are quite strong and have thick, calloused skin. Contrary to some opinions, dwarves are not 'stout' but tend to be quite wiry to muscular. Dwarves consider goblins to be a despicable nuisance and have no compunctions about exterminating them when the need arises.

Goblins

The goblins of Durs are savage, ugly, slimy, albino monsters with a late stone-age technology. They breed quickly (like cave cockroaches) and swarm the underworld. They are a constant nuisance to the dwarves, but don't pose a serious threat. They are not intelligent enough to form organized armies or to fashion metal arms and armor. Goblins have a primitive sort of hive consciousness that allows them to 'swarm' very effectively. Certain individuals, notably female dams, often serve as a focus point of this consciousness and often demonstrate surprising ability at manipulating occult forces. These 'witches' or shamans should be considered very dangerous and are often protected by the largest and fiercest goblins in a nest. Goblins tend to continue to grow until very late in their life-cycle. Although many young goblins are only about four or five feet tall, there are reports of goblins approaching seven or eight feet in height.

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