Goblin
Ugly diminutive humanoids. Height tends to be 140cm at most. Many individuals are around 120cm. They have greenish skin and pointed ears. Though they can vary, they tend to be clever and won’t engage in battles when they are at a disadvantage. Prefer to act in groups. Have formed a kingdom ruled by a royal bloodline. They give birth in litters, they have a short gestation period of around three months, and they mature quickly, so their species has an extraordinarily large number of individuals. One trait they have is that they carry a small bag called a goblin pouch slung over one of their shoulders in which they keep items of value. High-ranked goblins decorate their pouches, and these decorated pouches themselves can sell for a high amount. They seem to have a liking for fashion, as they often wear expensive items on themselves. Something to target.
Hobgoblin
A subrace of goblins which are less common compared to the standard goblin. They resemble goblins but are built larger, being roughly human size. They are more fierce than goblins but less intelligent, sometimes being tamed by goblins and turned into slave warriors. They are generally bullied for being taller than the other goblins. Some intelligent hobgoblins have formed a tribal society and regard goblins as enemies. Occasionally there is a submissive hobgoblin that has been tamed by goblins, armed as a bodyguard, and will fight fiercely on their behalf. Most important goblins have such a hobgoblin protecting them.
Pit Rat
Rats that are roughly the size of cats. They are speedy and have exceptionally hard hair. Similar to porcupines. They have the trait of curling into a ball and rolling away at high speed. Many subspecies exist. They are omnivorous but like meat, and there are pit rats that will target larger animals (including humans) as prey. Their meat is not very tasty. Their pelts are of little use. They are vermin.
Undead
One faction of the undead. A new race created by No-Life King. Skeletons, zombies, and ghosts are not technically undead (though humans often view them as undead). Undead are creatures that have died but are not dead and do not rot. They have powerful regenerative abilities, and even when their brains are destroyed or they are burned, it does not destroy them. It is said that dead bodies given No-Life King’s black blood became the undead, but even now with No-Life King gone, the priests and bishops of the undead perform the “ritual of undeath” to undeathen corpses. Those who are undeathened lose most of the memories that they had in life, pledging allegiance to No-Life King. This remains unchanged even now that No-Life King is no more.
Zombie
Due to “No-Life King’s curse,” those who die in Grimgar, unless proper measures are taken, become “servants of No-Life King.” Zombies are the servants “with meat,” while those that have fully rotted become skeletons. Severing the head or destroying the brain will stop them from moving, but left alone, they will become either partial skeleton parts or ghosts.
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Warrior
Mage
Thief
Priest
Hunter
Paladin
Dread Knight
*There are also other specialized classes such as Samurai.
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When a skill or magic is first learned through training, what is learned is only the basics: enough to execute it, but not to execute it with sufficient power and effect. Through practice or use in battle (use in battle is said to be ten times as effective) your degree of skill builds, and gradually you become able to execute it with the power and effect it was meant to have. It takes considerable time and effort to master it fully.
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A team or group formed by volunteer soldiers, primarily those working toward the same goal. Members are all comrades. When assaulting a fortress or labyrinth that is too large for a single party, a number of parties must band together. It is thought that these sorts of circumstances are what lead to the formation of clans. In the Volunteer Soldier Corps, there are no fixed regulations for them, but it is recommended to report it to the office when forming a clan.
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There are a number of guilds in this world. Most are organizations for a designated trade, and a pact between all of the guilds ensures that an individual may only hold membership in one guild. In almost all guilds, there is a code that all members must follow. This is not written down, but passed verbally to the members, and those who break the code are expelled. Expelled members may never return to the guild. Furthermore, whether expulsion is the worst that happens to the offender depends on the guild. In some guilds, pursuers will chase down the expelled, seeking their lives.