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A Beginner's Guide to Playable Races of Altera

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A Beginner's Guide to Playable Races of Altera

Table of Contents:
Races & Cultures - A direct link to the Lore section


Restricted (Playable through an Application process after being whitelisted)
Immortal Constructs

Endangered (No new Applicants):


Humans are known for their adaptability and their variety of characteristics. Over the years, they have adapted to many environments and adopted several beliefs and customs of the other races, which has led to quite an array of cultures and individuality. .. { Learn More }

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The Anhalder
- The Anhalder are a human ethnic group known primarily for their strict religious and cultural beliefs and for their martial prowess, united by a belief in one deity and a sense of bloody honour. The majority of Anhalder are isolated in a single kingdom in the northern pine forests and mountain dales of the continent they refer to as Gottland under their ruler, the Kaiser, and his lords... { Learn More }

The Kaltic - The Kalts, Kaltic, or ‘Kaltic-Anhalder’ are all labels which describe an isolated northern culture which has in the past been associated with the more southern Anhalder culture. Queensport has existed for generations, even before the rise of the Anhald Empire, but whatever culture it had before being taken over was supplanted and melded with that of the Anhalder. Now with the empire having fallen from grace, the Kalts of the north continue on unperturbed, as they had before the empire, and will continue to long into the foreseeable future... { Learn More }

The Soolera - The Soolera are generally dark-skinned with grey, black and brown eyes, depending on the caravan. Soolera are also renowned for the colourful clothes they wear. The long, winding routes the caravans take lead to some excellent trade opportunities, which include access to rare and vibrant dyes they use in their clothing. However- their Caravans may consist of many different races whom they may consider as family... { Learn More }

The Sangrian - A Sangrian is born in the coldest north, and the warmest southern lands, taking home to the eastern strip of what they call the New World - Austermere. A curious, hard working folk that hold immense interest in sports, hobbies, and professions to distract themselves from the ongoing threats to Altera. They will fight and die for glory, and hold immense respect for other Sangrians, despite their playful nature. Fond to activities close to water, including spearfishing, whaling, and sailing, most Sangrians are not without scarring, or dangerous tales of the sea... { Learn More }

The Aorian - The Aorian comes from a unique cultural background, a combination of other races, including the Soolera. The original race consists of the Aorian Caparii and Soolera, integrated and developed from their original backgrounds into the society as it is today. But even so, they still strongly hold onto their ancestor’s history and behavior, maintaining a fierce connection. They are known for their ambitious attitudes and strict views of life and death while most maintain a fierce personality. This means they are often refreshingly welcoming to outsiders, but with a limited tolerance for ineptitude and irresponsibility. Cousins of the Azerwind Culture, the Aorian are commonly known to have separated from their cousins during the Mass Exodus and having developed further on their own, as most cultures do... { Learn More }


Elves, as they grow older, tend to perceive time as passing faster. This is a simple matter of arithmetic: A decade for an elf of two hundred years is almost no time at all; merely five percent of their lifetime, a twentieth of it. A decade for a human of forty years, someone who is nigh passed their prime for that race, is one fourth of their entire life. An enormous amount of time. .. { Learn More }

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The Origin of creation between the three sub-races defines the difference between them.

The Silver Elf- The first to branch out after their creation by Shalherana and Sallana, they are noble like in stature and achievements. Unlike their cousins who live primarily amongst nature, the Silver Elves choose more urban habitats, usually formed in gentle landscapes. Coastal towns are especially favored, and their graceful and smooth architecture used to be found lining the more serene beaches. The downside to these locations is the amount of sun present, which is avoided by covering the body and applying salves they believe ward off damage from the sun. .. { Learn More }

The Forest Elf - The second to branch away, they follow the path of Theodra, the huntress, and the forests of the wilds. Forest Elves take an almost childish delight in nature and all things green, and are heavily connected to the trees around which they live, both mentally and physically dependent. As such they are highly protective of the woodland realms and will guard them with their life if needs be. Their affinity and love for nature defines their being and shapes their lives; they cannot be without it. .. { Learn More }

The Moor Elf - The last to branch out, but not by choice, these elves were corrupted by the deceased Queen Grief and forced to do her biddings. Moors are the least-cheery among the other sub-cultured Elves, yet they do not lack emotions- nor do they hide it. Their body language shows their motives and inner workings, as well as their current temperaments. .. { Learn More }


The dwarves are a historically proud race. In the past, their cities and societies have focused around Korog, and rooted many of their traditions around him. In times of old, the dwarven traditions lent themselves to giving the race a reputation for being great craftsmen and smiths, rowdy lovers of drinking halls, and fierce warriors. Now, many dwarves find themselves living among other races and forging their own traditions. Although frequently found in multiracial cities, the dwarves still hold a great sense of pride and feelings of superiority... { Learn More }

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The Frostspeak Clan -
The Frostpeak Clan was one of three core clans that Korog brought to being, perhaps even the strongest of the three. Unlike the mining folk of the Deepforger clan or the metalworkers of the Duskhammer clan, the Frostpeaks were the stock from which the Kings of Yearnen saw fit to recruit their generals, commanders and infantry. Yet ages pass.. Calloused hands learned to treat scrolls and books with respect and reverence while axes and bows collected dust on their weapon racks... { Learn More }


The caparii are referred to as "Goat Men" because of their unusual builds. They are free loving and free spirited forest people, by tradition. They fight threats to their homes as fiercely as they love. As legend goes, they were created by Shalherana to defend her forests and have done so since before recorded time. It is this idea of deep forest folk that has shaped much of their culture and the perception that other races have of them. Many caparii have a loose sense of morality, as compared to some of the other races and because of this they are viewed as debaucherous. .. { Learn More }

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The Lenngseah Óancoll
- The Lenngseah are generally cheery, welcoming caparii. They delight in sharing company with guests, seeing new places and chasing new experiences, and can often be found in places where people gather, wandering through trade cities and great capitals alike. They enjoy taking part in celebrations and festivals, seeking them out across the continent to take part and bear witness to different cultural experiences. Though they are highly traditional and rather zealous in their faith... { Learn More }


The halflings are typically a lively people who have had a difficult past and now face dwindling numbers. Long ago, Queen Grief culled their numbers to create the Greylings, and ever since they have been working to regain their sense of identity. Whether this is in a caravan, or in cities, it is a mark of the halfling people that they live life with a degree of optimism for the future. Also known as small folk... { Learn More }

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The Roavers - After their numbers dwindled, many halflings lost touch with their caravan ways and settled in cities or made their own settlements to try and stave off dwindling numbers. There are still those that cling to the old ways, and Roaver caravans can be seen parked outside of cities and along the roadsides, with their campfire songs, their caravan dogs howling in the night, and merriment heard all till morning... { Learn More }

The makani are avian humanoids indigenous to the rocky island of Vata’inu, a previously unknown landmass that has drifted through the skies of Altera for millennia. There are three clans scattered across Vata’inu’s cliffs that hold distinct physical differences, colorations, and even varied beliefs. Regardless of clan, the makani are a race that hold hope for brighter futures, but a fierce readiness to danger... { Learn More }



The PoMakani Clan -
Their coloration most reflects ravens, red-winged blackbirds, common grackles, crows, and starlings. Feathers are black, sometimes with traces of dark green, purple, and teal with an iridescent sheen. They are the lowest caste, and provide a great deal of the manual labor in makani society. ...

The LeiMakani Clan - Their coloration most reflects parrots, macaws, cockatoos, cardinals, bluejays, peacocks, emberlarks, and birds of paradise. Feathers are bright and multicolored, with any number of vibrant patterns. They are considered the most skilled makani, and tend to be craftsman or performers...

The YaVeiMakani Clan - Their coloration most reflects hawks, eagles, osprey, owls, and other birds of prey. Feathers are brown, white, tawny, and golden. Their clan makes them most esteemed and act as warriors, hunters, and guardians to all makani...


The Half-spawn are the result of Earthspawn ritual and magic. They are furthered by propagation with either Earthspawn or humans. As the oldest of their kind say of their creation; “Our forebears, when faced with extinction cried out for help. And their plea was heard. And so the Half-spawn were born.” The Half-spawn stand as a halfway point of Earthspawn and Humans, holding characteristics of both but knowing their superiority comes from the Earkzian blood, rather than any human blood. They were stronger than humans, and weaker than Earthspawn. Smarter than Earthspawn, and less brilliant than humans. They follow the Earthspawn traditions and hold their values, with the only changes being that humans are more accepted into households than they were when the blood was pure. Those souls of Eark newly born into this world, changed forever, sailed from the island of their creation and into the world once more. The Eark, unable to fully prevent their destruction, settled on a half-measure. Preserving their blood and ways of life as the could. Now a new race walked the surface of Altera, their path to be forged by their own hands... { Learn More }


Immortal Constructs

The Immortal Constructs are the Immortal Kings’ answer to Corruption, an ancient, deadly force of destruction. They are mechanical analogues of humankind, strange steel golems sculpted in the shape of man, blessed by their creators with tremendous resilience, and near-perfect longevity, made to weather the storm of a long forgotten war. Their millennia long slumber, a strange lucid dream cast upon them by their ancient makers, have kept them quiet and unknowing to their forgotten state. By a tremendous stroke of luck, or perhaps through a strange manipulation, their ships were pulled into the material realm. They plucked themselves from the wreckage of their ancient ships, the memory of their slumber soon fading, as they meet the faces of Alterans, unknowing how they will be greeted… { Learn More }


Endangered / Restricted Races

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The Earthspawn - The Earthspawn were created by the Greylings using foul and black magic to be their slaves and the vanguard of their army. The Eark, or Earthspawn, as well as being strong in body are strong in spirit and they would not resign themselves to slavery for long. Eventually the Earthspawn rose up and broke their shackles, freeing themselves from the slavery imposed on them by their creators.. { Learn More }

The Greyling - Greylings generally have disfigured faces and bodies considered ugly by the Overworld races of Altera, the rows of needle like teeth do not help in the slightest. They are short of stature, generally standing between three and four feet tall. Their grey and green skin tones help them to blend into their surroundings while their slight frame natural agility and claw like hands make them adept at climbing. { Learn More }

The Nakam - The Nakam are considered "Feline Humanoids". Their beliefs do not surround all knowing beings or creators or anything of the like. As far as they're concerned, the world's always been here. The closest thing they have to "gods" would be the Naklefam, the first four, which are four Nakam who are credited with beginning the entirety of the species. { Learn More }


Art Credit:
Humans - [x] [x] [x]
Elves - [x] [x] [x]
Dwarf - [x] [x]
Caparii - [x] [x]
Halfling - [x] [x]
Makani - [x]
Half-Spawn - [x]
Earthspawn - [x]
Greyling - [x]
Nakat - [x]
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