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These are the races of Gisido LARP, a player must choose one of these races to represent him or her in game. The races include:

HumansEdit

The most commonly found race in most surface cities in Gisido. Humans tend to have a knack for trade skills and have been found in most other societies.

The humans of Gisido were once the rulers of the realm. Their totalitarian kingdoms spread far and wide to every corner of the known realm. However, the Great War changed that. The laws set forth by the ruling tyrants were quickly abolished and replaced by the victorious rebels. Most humans scattered to avoid guilt by association. Now, humans are found in nearly all societies and coexisting with all races.

Asaltante - This sect of humans usually dwells on the cost lines in large settlements. They hold great respect for their elders which tend to be the governing bodies of Asaltante society. The Asaltante support their communities by raiding and pillaging weaker settlements. They tend to take to nighttime raids by sea. Seldom do they leave any survivors. Those that do survive the raids usually end up as slaves.

Gaesin - A group of humans who seek to restore the former glory of the old empire. These people are seen as zealots by most of the other races. They despise the other races and are quite often behind assassination attempts against nobles of non-human lineage. Usually, the Gaesin will refuse the assistance or company of beings of other races. Gaesin groups are extremely organized and their society is extremely militaristic. They will gladly, and sometimes blindly follow the orders of their superiors, so long as they are human, and refuse those of beings of other races.

Gypsies - The gypsies are a fun-loving type of human who travel about the realm. Most gypsy clans still roam the lands in trade caravans or in search of a new home. To a gypsy, the most important thing in life is family. A gypsy who is known as a friend is one of the most trustworthy people to know. Gypsy society is usually governed by an elected male member of the clan. Each clan has their own set of ethics and guidelines. They are known for their skill as bards and their love for dancing and drinking. While they may appear friendly, they will not share everything with someone who is not a member of their clan.

DwarvesEdit

The dwarves of Gisido are known as some of the best blacksmiths in the realm. Their hearty bodies and diehard determination make them excellent fighters. They love potent ales and are usually the suppliers of most of the popular taverns in larger cities. Due to their stocky frame, dwarves may find it difficult to perform as a rogue. Dwarves take great pride in their beards and take care to groom them. Even the females go to great lengths to proudly display their beards and will decorate them with braids and beads. Dwarves are known to be gruff and seem to care little about the emotions of others. 

ElvesEdit

Agile and graceful, these pointy-eared people prefer living in the forests than in the city. They make for excellent archers.

Forest Elf - The forest elves are a seemingly uncivilized breed of elves who take to primitive ways of life. Seldom are they seen in common clothes—they usually are seen in hides and leathers. They are adamant protectors of nature and as such are commonly rangers or paladins. They are usually found in tribes deep within the forest. Most Forest Elves won’t socialize with outsiders until the outsiders have proven their friendliness to the tribe. In Forest Elf Society, the tribe’s elder is the highest level of authority. Forest Elf law is much different from common society. Forest Elves originally fled from the Old Empire to seek freedoms deep within the forests and still find safety and comfort within. Laws of the Forest Elves: No man shall betray his kin. Those who would are to be hung by their ankles for two days. Stealing is unacceptable. To do so causes the thief to be given many cuts and tar-covered thorns shall be placed within. To kill a creature without reason means to starve for a week. To kill a kinsman is to be tied to a post by the entrails and forced to disembowel oneself.

Sobin - These elves are more common within most cities. The Sobin are known to keep to themselves and to rarely interact with the other races. In Sobin culture, craftsmen are valuable to society and given fair respect. Additionally, to the Sobin warrior, the weapon is the soul and is thus the most prized possession. Family weapons are commonly passed down from generation to generation. These people are extremely civil and even the rudest of gestures is considered polite among most of the other races. However, the Sobin revere themselves as higher beings than most other races as they got along with the humans of the Old Empire. To the Sobin, what one individual does effects the social standing of the entire clan or community. In addition, honor is the most valuable aspect to a being. Most Sobin would prefer death before dishonoring their loved ones or themselves. This being said, it is very common for these people to fight in duels to reclaim or defend their honor. These duels are held with some rules which dictate who would be the winner, the terms of loss, and the means of combat. An agent from both parties is present for the duel to ensure the fight follows the set rules. Lost honor can be reclaimed by a cleansing ritual known as seppuku. In this ritual, the dishonored individual disembowels himself with

HalflingsEdit

Short people with a love for food, inventing, and practical jokes. They tend to have bushy sideburns and eyebrows.

Two words easily define these people: short and furry. Halflings are a good deal smaller than average people and have a great deal of body hair, especially on the feet and hands, but the hair on their faces tends to be a great deal thicker as well. Halflings are extremely curious and love to experiment with new ideas. When they aren’t inventing something new or enjoying their beloved baked goods, they are most likely playing a game of some sort. Most often, these games include trickery and pranks. Most Halflings prefer to make money through business or gambling than by means of fighting their way to treasures. Due to their small size, two handed swords and two handed bludgeoning weapons are difficult to wield.

Half-OrcsEdit

Half-Orcs sport pale green skin and a more level head than their full-blooded relatives.

Half-Orcs are more pale and calm than their full-blooded relatives. They aren’t as hardy and are slightly weaker than their Orcish parents, but spells come a little easier to them. Half-Orcs are readily accepted in Orcish society but shunned as freaks and impure in Gaesin society, even though they are partially human. They usually work farms as they are viewed as too weak for Orcish armies.

KaddriEdit

This race appears to be one of animalistic humanoids. They display traits similar to their feral cousins such as fur, ears, and tails. These people are exceptional mages with both arcane and divine spells, and usually have a unique skill that is linked to their animalistic heritage.

The Kaddri are a race stemming from an ancient race of animalistic humanoids. They exhibit traits of their feral counterparts that can including, but are limited to fur, ears, and tails. Each Kaddri has a special skill or ability that relates to their animalistic nature. Given their animal traits, the Kaddri have an enhanced sense of smell.

Adhartha Bas- A sect of feline Kaddri who greatly value necromancy and any involvement Endo has in the world. Usually the Adhartha Bas will respect undead beings more than most other beings would. Treating undead creatures as if they were mindless slaves or mere tools is a great taboo in Adhartha Bas society and can sometimes result in one’s death—to turn the individual into an undead being.

ObernEdit

Constructs made of wood and metal that have been granted a sentient state through potent divine magic. These beings are naturally resistant to spells, but cannot harness much magical power for their own use. These beings have an artificial metabolism, and as such are affected by poisons. They know no pain, and as such are valuable in combat and prove to be a fearsome foe.

Obern are Constructs granted artificial life or infused with the life of a once-living being; the Obern are a new form of life to emerge. Given their lack of a natural body and source of life, their ties to the magical forces of Gisido have been cut; causing them to only be able to cast lower level spells. Their bodies are sturdy and strong and are capable of withstanding magical attacks with little harmful outcome. An Obern’s life force is concentrated in a gem that is embedded in their body. Obern have a faux metabolism, causing them to be able to be poisoned. A Halfling by the name of Isiphous created the original Obern after his wife died to a terrible disease as they hid in a cave during the Great War. Shortly after, he fled to the Free Lands where he built an Obern army for the revolution. Obern lack the ability to display emotion and are fearless warriors; leading them to be valued soldiers in most armies. 

OgresEdit

Grey skinned with black hair and lacking in intelligence. These people are often salves of Gaesin, as they were during the Great War.

Ogres are big, grey skinned, relatively unintelligent compared to the other races, and live for war. They were created to serve as frontline soldiers for the Gaesin Old Empire during the Great War by means of specific breeding and strange spells that have since been lost to history. Ogres have naturally centered their culture on warfare. Even with ill-temperament that surpasses that of the Orcs, they still understand the importance of discipline within the fighting squads. Warbands became family, of sorts. Weapons and armor become their most trusted allies.

OrcsEdit

Green skinned barbaric people who tend to let their short tempers do the reasoning for them. Their boys are taken at a young age and put through a vigerous training regiment that shapes them into some of the finest warriors in the land.

Orcs are big and burly and more importantly, they’re green. It is common to see two of them fight for dominance when meeting for the first time. Orcs enjoy violence and are prone to quickly losing control of their tempers. Given the warring lifestyle, most of these people are uneducated. Instead, young orcish boys are taken at the age of seven and put through the most intense training process known in Gisido to become their people’s finest warriors. In the end, elder warriors select candidates to join specific clans and houses. Those not selected are expected to become farmers to support their betters. The use of ranged weapons is commonly looked down upon in Orc society. Given their lack of education, most Orcs are extremely superstitious and most tribes are led by a shaman. Due to their harsh lifestyle and tendency to fight, Orcs are hardy and knowledgeable on the handling of two handed blades. Orcs stick to a tribal, nomadic lifestyle because their ancestors during the age of the Old Empire were shunned and banished from common societies for their appearance and forced to live in the wilderness. Alongside the Obern, they made up most of the front line forces during the Great War.

SekahnEdit

Black skinned elves with snow white hair. This outgoing breed’s natural home is deep below the surface. They are rarely without a kind expression and are known to be capable swordsmen.

The Sekahn are black-skinned elves that live in cities built in caverns deep underground. Their hair is usually silvery or as white as snow. These elves are very outgoing and are usually seen with a kind look on their face. Few wander to the surface, and fewer still are known to be outwardly unfriendly. Due to their kind nature, Sekahn are often protectors of the poor and the weak. Sekahn are easier to get along with than their lighter skinned cousins. While they share cultural similarities with the Sobin, their society differs in one major way: their women are more commonly the centers of social power. Most Sekahn are known to be remarkable swordsmen. Additionally, Sekahn look down on the use of mind affecting spells and poisons.

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