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Arduin core races part 1
Race pictures of typical Arduin races part 1

Remember that these are the core races and ANY racial combination is generally possible in Arduin!

Gara-Khai (Centaur sub-race)
Shinda-Khai (Centaur sub-race)
Tara-Khai (Centaur sub-race)
Hight Elf
Wood Elf

Please find typical race pictures to show the diversity of Arduin races on several pages. (Thank you John for the suggestion). All art is copyright Emperors Choice Games & Miniatures Corp. all rights reserved, permission given for personal use, other uses should be requested for in writing.

Outlook: Amazons are a female warrior race typified by a terrific joy for life and the profoundly honest and absolute belief that they are better than males of any race or type. Contrary to stereotypes, these women do not hate men. Amazons honestly and absolutely believe they are better than men as a whole, so naturally they should run things! They equally believe they are the epitome of what women are meant to be, and often do not understand the lack of shared perspective from other women, regardless of race. Their role model is the warrior woman, who is independent, strong, and willing to face death, danger, or disgrace. The Amazon mindset holds a woman as a warrior, leader, and mother all at the same time. Frequently women of other races are seen as lacking in these feminine qualities, and Amazons feel compelled to try and “help” those lacking in the right womanly traits, not understanding the unwillingness of other females to strive for these same goals.

Appearance: Amazons resemble humans: 5 to 7 feet tall, athletic with lean frames, and bronzed or golden-tan colored skin. Their hair ranges from a brown to honey-blond, though occasional reds crop up. Eyes are usually shades of grey or blue, but amber eyes are occasionally seen. A rarely seen Amazon type is the darkly colored, with Nubian features and short, curly hair.

Common Culture: Ardashaera, Avelda, Cynabahr, Dalshyra, Jazanda, Misty Isles, Naphalöé, Rainbow Isles, Silavira, Sorphalaz, Vargalla.



Outlook: Neither as civilized as the Gara-Khai, nor as barbaric as the Tara-Khai, the Shinda-Khai are known for their hardiness and survival skills. They will wear more than simple harness or trappings, deigning to include loose wraps and burnoose to withstand the burning sun. They are totally nomadic, and rarely make permanent settlements. While they cannot equal the abilities of the Gara-Khai in combat, they make excellent scouts, and are often hired out for this purpose. As far as weaponry, the Shinda-Khai employ short bows, sabers, and small light targes. They rarely use lance, spear, or armor, feeling that it only slows them down. Shinda-Khai tactics tend towards the hit and run variety, and many a stronger enemy has retreated rather than suffer the constant and relentless harassment of Shinda-Khai raids.

Appearance: The Shinda-Khai are an arid desert breed of Centaur with short tails, narrow chests, long backs, and flat ribs. They are of palomino coloration, and their legs are long and slender, clearly revealing the tendons. They have a superb native gait, and can cover great distances in a mile eating pace. Their human like portions are equally lean and angular. They have black or brown eyes and hair, and are deeply tanned.

Common Culture: Skohrzaki Domain


Outlook: Deodanths are surrounded in mystery and legend, so much so that they themselves no longer know the whole truth. Thaumaturgical research confirms that they are a hybrid race, the result of a necromantic blending of Elven blood with some dark and unknown thing probably feline in nature. According to legend, they are lost time travelers from eons in the future, when the universe is old and the last suns are dying. They are known for their fierce nature, as well as their cunning battle tactics. A nomadic breed, they travel alone or in small groups, and are solitary in their habits – so much so that most of their history has passed out of memory despite their long lives. They seldom wear much clothing beyond a loincloth and weapons harness, disliking bulky, encumbering accessories. Even these are eschewed for their natural states outside of restraining social settings. They are practical, however, and can and do wear armor in situations where it is needed or desired. They favor greatly the heavier types of rapiers and martiobarbuli. They can move as quietly as hunting cats, and fear nothing in the Multiverse.

Deodanths have a reputation for being vicious and cruel. For the most part, it’s a well deserved reputation. Most Deodanths enjoy inflicting pain and torture, and are sadists of the worst kind. Some of their victims have been known to live ten years or more, spending every second of that time in excruciating pain. In fact, some will commit suicide rather than accept falling into the hands of Deodanths. A few Deodanths do not share this penchant for vicious cruelty, but they are exceedingly rare and generally considered deranged by others of their race. Even these “kinder and gentler” Deodanths are predators by nature, and woe to the opponent who makes the mistake of crossing one! There is an old proverb: “The cruelest creature in the world is a merciful Deodanth”. Deodanths are natural predators. From time to time, their instincts get the better of them. Only a rare Deodanth can resist the prospect of a good hunt. Quite often, Deodanths have been known to drop what they were doing in order to stalk and kill some enticing prey. Think of a cat playing with a mouse, but make the cat human sized with incredible strength and an arsenal of weapons. Deodanths hate Elves for historical reasons and vice versa. In fact, they don’t like anyone very much, a feeling reciprocated by the world in general.

Appearance: Muscular and whipcord lean, Deodanths resemble nothing so much as a sinister blending of Elf and something feline. They are tall: six feet is short and seven more common; their skin is jet-black; their nails are pointed and silver. They are totally hairless. Deodanths have faintly glowing, pupilless, red eyes and wickedly pointed teeth. They have phenomenally strong leg muscles, a legacy of their mysterious feline forebears.

Common Culture: Arduin


Elves are an old, highly magikal race. Once a single race, over time they have split from their common ancestry and taken two distinct paths.


Outlook: The High Elves are a very old, very magikal race. It is entirely possible that they were the first sentient beings, though some claim that this honor goes to others instead. No matter what the case, the fact remains that the Elves are an ancient people and very wise. They are a joyful people, but not frivolous: studious when necessary, but not serious by nature. To short-lived Humans, Elves sometimes seem overly relaxed or even lazy, but this is merely the result of a lifespan a hundred times as long as that of the most venerable Human. When one measures life in millennia, what matter if a particular task is accomplished tomorrow or a hundred years down the road? Elves, literally, have all the time in the world. The High Elves have little to do with the affairs of Humans or with the outside world in general. They live in isolated splendor atop the most secluded mountains, passing their days in the pursuit of poetry, music, magik, and intricate ceremonies of courtly grace. For all their refinement, though, they are among the fiercest of warriors when provoked. If not for their very low population and birthrate, High Elves might easily rule the world; as it is, they choose to ignore it.

Appearance: High Elves are tall and slender, usually having light complexions and very light brown to silvery blonde hair. Their eyes are green, violet, lavender, purple, or pearlescent grey. All Elves have pointed ears to a greater or lesser extent, and their eyes are slightly epicanthic, giving them an almond-eyed look.

Common Culture: Arduin, Bossalia, Dreaming Isles, Orguria


Outlook: Gnolls are a cowardly lot who will rarely stand and fight unless they have the upper hand. They favor ambushes, raids, and hit-and-run attacks, often showing great cunning with these tactics. Gnolls overall are not the most brilliant of races, and they think more about mating, killing, and keeping their hides intact day-to-day than anything else. Their society is overcome and ridden with bestial and primal urges, and they raise little beyond savage primitivism due to this fact. A few Gnolls do claw, scratch, and kill their way to higher levels of existence. These are the exceptions, as most are met as the leaders of their own race, or heavily influenced by other races or cultures. Gnoll society is a very hierarchical one, with Gnoll males having a clear understanding of where they stand in the pecking order. The strongest male will be the leader, and will make all the decisions for the group. Gnolls tend to become highly disorganized if they become abruptly leaderless, something their enemies tend to exploit. Directly below the leader are the rest of the Gnolls, who constantly try to improve their place in the group through fights, or forming small groups that rise to power as an alliance, but quickly fracture once they have seized control.

Gnolls are horrible individualists, and react, think, and fare poorly outside of groups, small or large. Set upon a single Gnoll, and he will run even if you are cut, bleeding, and dragging your intestines with you like a rope tied around your boots. Add three or four more Gnolls to the mix, and suddenly they find bravery to take on even the most formidable looking and equipped warrior. It’s all about perception for Gnolls, and if they can’t see the upper hand in a situation, they cut and run.

Appearance: Gnolls stand between five and a half ft and seven ft tall, although only rarely do individuals reach the upper limit. They resemble a slightly humpback humanoid version of a hyena more than anything else. They are lean, and often appear undernourished, although this appearance is deceptive; even a well-fed Gnoll appears half starved. Gnolls are covered in a pelt of dark to light brown fur, which in all cases appears mussed since Gnolls never groom. A thick, unkempt mass of black fur arises from the base of the triangular head, extends down the back of the neck, and continues half way down the body. A Gnoll can raise the mane of black hair on its back when frightened or angry to look much larger, which it usually does in conjunction with roaring to frighten off an attacker or as a preparation for its own attacks. They have well developed front incisors, but the rear teeth are little more than thick pegs. They have pronounced jaws, and can bite powerfully enough to break bones. Gnoll hands are more humanoid than canine, and they have two opposable thumbs. The lower portion of their bodies is a different matter however, and their feet and the support legs are more in common with a canine than a humanoid. The foot is skin to a canine foot, complete with thick, calloused pads on the bottom, and stubby, blocky nails.

Common Culture: Armandoria, Khandruzia, Malgoreem




Outlook: Gara-Khai are beings of great appetites, be it for food, drink, or adventure. Seldom given to subtlety or pretense, they can be the best of friends, if a trifle rough around the edges. On the other hand, they can also be the worst of enemies, so it’s best to tread carefully around a touchy one! If a Gara-Khai gives his word on a matter, you can generally bet your life he’ll keep it. Likewise, break a promise to one, and you’re likely to find his whole clan showing up on your doorstep to exact revenge. Gara-Khai are more civilized than other Centaurs, but fierce warriors nonetheless. They tend to do the most trading, and some maintain herds of livestock. Gara-Khai warriors, unlike most other Centaurs, can and will use any armor that is available, most often scale or brigantine mails respectively. They favor light lances, short bows, two-handed swords, or axes, and occasionally light crossbows. The Gara-Khai are shrewd tacticians and masters of contemporary cavalry warfare.

Appearance: Gara-Khai are a temperate grassland breed of Centaur that range in color from buckskin and bay, to liver and black, with an occasional appaloosa. They have long sloping shoulders, broad chests, short strong backs, and strong sturdy legs. They have long thick tails, thick heavy bones, and well formed tough feet. Their human like portions are well formed, proportioned to their equine physiology, and tanned to a near bronze color in hue. They have a range of hair and eye colors, but their hair always matches their equine hue.

Common Culture: Cyndyra, Khandruzia, Kyr, Taghorean, Viruelandia, Zagrana



Outlook: The Tara-Khai tend to view the amount of clothing many other races wear with a certain amount of disgust. They will wear a variety of trappings and harness, but little beyond this and the accompaniment of a blanket or similar wrapping for chilled temperatures. They will use accouterments as necessary. These Tara-Khai are a wild and difficult bunch to deal with, having a hereditary claustrophobia that drives them insane in a matter of hours should they be locked up or hemmed into a small area. They dwell in the wooded areas, and follow a nomadic existence, usually traveling between three to six seasonal settlements, relying on hunting and gathering. The cultural and hereditary fear of closed spaces is likely the reason they are commonly seen as berserkers. It also means that you won’t catch a Tara-Khai within spitting distance of mines, caves, dungeons, or other nasty holes in the ground. Due to their inability to follow orders on a consistent basis, Tara-Khai mercenaries tend to be used as irregular skirmishers for raiding parties and the like. They utilize mainly long spears, throwing axes, and javelins. A few use short bows. The Tara-Khai disdain armor of any kind, preferring to rely on natural skill and mobility to avoid blows.

Appearance: A woodland breed of Centaur, Tara-Khai are most often grey to white, and are found primarily in the woodlands. Their hair is soft and full, and they have long leg hair growing from the middle of the leg down to the hoof. The Tara-Khai also has a sure-footed ground consuming gait. Their bodies are deep, well ribbed, and muscular. Their legs are proportional to their bulk, and they have equally well-formed hooves for their size. Their human like portions are well formed, proportioned to their equine physiology and tanned to a near bronze color in hue. They have a range of hair and eye colors, but their hair always matches their equine hue. They are the largest of the Centaurs.

Common Culture: Aradnast, Höhenaré, Orguria, Tharkhala, Viruelandia, Zagrana


Outlook: The Dwarves are an ancient people, nearly as old and as magikal as the Elves. Dwarves tend to ponder things for a time before acting, never acting before they are ready. They are often more stubborn (and frequently grouchier) than mules. Since they are long-lived, they tend to be more patient than other people, but not to the same degree. Their general tendency toward stubbornness makes them reluctant to try new things without greatly pondering on the consequences – more so since Dwarves love strong drink, good tales, and better arguments. Any matter of importance facing a clan will be put up to debate in an open forum. These forums sometimes last for months, even years! Short-lived races are advised NOT to expect speedy results from a Dwarven Conclave. Dwarves are sometimes called “The Constant Folk” and with good reason. They have exceedingly long memories, and never forget a friend – or an enemy. There have been cases where grudges have gone unpaid for decades or centuries, but never forever. It’s a common thing for a Dwarf to show up in a Human community, claiming grievance for some wrong done by the local Innkeeper’s great-great-grandfather! Dwarves take these claims extremely seriously, and it’s generally best to accommodate them. While not all Dwarves are ruled by the legendary gold lust of their kind, many are, and almost all are at least touched by it. There is a strong acquisitive streak in the Dwarven nature. This drives many Dwarves to look for any advantage in any contractual negotiation. There is no more formidable a trader in Khaas than a Dwarf, especially a female Dwarf. Even with friends, Dwarves will often stick to the letter of a contract, reasoning that it’s the friend’s responsibility to tend to his own bargains. It’s common for a Dwarf to wind up coming out of the adventure with a double share or more of gold, and then reserve the meanest accommodations he can as a way of saving money! Even so, no Dwarf would ever let a true friend go hungry or suffer.

Appearance: Not surprisingly, Dwarves are shorter than Humans. Stocky of build and extremely dense, they often outweigh Humans and other creature of comparable size –very little of that weight is fat. Dwarves usually have dark complexions and brown, black, or rust-red hair. Most are bearded although a few daring young rebels have taken to the highly controversial fashion of wearing a long moustache only.

Common Culture: Arduin, Azelkha, Bossalia, Chardos, Chrysolia, Chund, Cyndyra, Falohyr, Ithalos, Khorkhroé, Khorsar, Myrmydios, Saast, Viruelandia, Vorangé.


Elves are an old, highly magikal race. Once a single race, over time they have split from their common ancestry and taken two distinct paths.


Outlook: By far the most common sort of Elves, Wood Elves dwell in the majestic forests of Khaas, which they have claimed as their domain since time past memory. They are a joyful people, open, honest, and tuned to the pace of life. Like their cousins, Wood Elves sometimes seem overly relaxed, or even lazy, but this is merely the result of an immortal lifespan. As they live so long, Elves are very careful on whom they will bestow their friendship. They also have long memories for enemies. They are hard to anger, but once they are angry, they are much harder to mollify. They may carry on righteous retribution over the course of millennia, if necessary. Less aloof than their other kin, Wood Elves nonetheless value their privacy, and aren’t reluctant to let intruders know this with the help of a well placed volley of arrows! Wood Elves have a deserved reputation as the finest archers in Khaas. They take a great deal of pride in their archery. It’s traditional for a Wood Elf to plant the sapling that will grow into his or her first bow at the age of 15; thus, an Elf literally grows up alongside his bow, and treats it very nearly as a living member of the family.

Appearance: Wood Elves are tall and slender, usually having light to golden complexions and brown, blond, red, or pale silver hair. Their eyes are green, hazel, lavender, purple, or pearlescent grey. All Elves have pointed ears to a greater or lesser extent, and their eyes are slightly epicanthic, giving them an almond-eyed look.

Common Culture: Aradnast, Arduin, Falohyr, Ghorfar, Höhenaré, Ithalos, Malgoreem, Orguria, Panduria, Talafar, Viridia, Viruelandia


Outlook: If you think you’ve made a good deal with a Gnome, count your fingers. Gnomes are the most notoriously mercenary race in Arduin. Most of them are willing to do anything for money – and unwilling to do anything unless there’s something in it for them. Exceptions to this rule exist, but are rare enough that, in general, people keep a close eye on their money pouches when there’s a Gnome around! Dour and mistrustful of outsiders, Gnomes tend to live in small communities of their own kind. They are secretive and not given to saying much of anything without a good reason. Gnomes tend to be loners, and, for this reason, are rare in adventuring parties – but for the right price, a Gnome will put his paranoia aside and go adventuring (and that’ll be payment in advance, thank you very much.) Taciturn by nature, Gnomes are xenophobic in the extreme, considering other cultures and races as barbaric at best. Gnomes have a very strong sense of community, and live in closed communities. Sprawling settlements are rare.

Gnomish culture is an interesting dichotomy. On the one hand, they don’t much like other races, and prefer to keep to themselves. On the other hand, they want to make money, and the best way to do that is by fleecing gullible Humans (or Elves, or Hobbitts, or any race to dumb with the cash, oh wait, that’s everybody!). As a result, they tend to make their homes near, but not in, Human communities. They venture out to do their business, and then immediately return to their own enclaves, where outsiders are most definitely NOT welcome or entertained in a friendly fashion. Gnome fashion is largely a contradiction in terms. While a working Gnome tends to dress in sensible, baggy clothing that blends in with the surroundings, their social wear is another story entirely. When a Gnome is going out on the town, he or she usually dresses in the loudest, most garish clothing imaginable. Gnome alchemists have developed some of the most mind-mangling bright dyes known to man, so these outfits tend to be very memorable.

Appearance: Gnomes bear some resemblance to Dwarves, though they are shorter and slighter of build. They also tend to have darker complexions, with skin in earthy tones. Gnomes generally keep their beards trimmed shorter than Dwarves.

Common Culture: Azelkha, Bossalia, Khorkhroé, Malgoreem, Myrmydios, Zagrana