Some races posses racial requirements, these are often physical but sometimes cultural markings that highlight your race. These markings should be on a visible part of your body/kit. In the case of cultural markings (such as Zanar and Dwarf) then if the player is not prominently displaying their characters markings then they cannot gain any of the advantages or abilities their race would grant them, however they are still subject to their races disadvantages.
Average life expectancy 80-100 years.
Max Racial Hits: 7 HPL
Advantage: Adaptable
Disadvantage: None
The most common of all races, Humans have spread across the whole of the known world. They have a diverse set of cultures and have been part of most great civilisations.
Adaptable: Pureblood characters start with 80 XP as opposed to 65 XP for all other starting characters.
Average life expectancy 30-50 years.
Requirements: Clan markings
Max Racial Hits: 8 HPL
Advantage: Frenzy
Disadvantage: Cannot learn or cast Necromancer, Coercer, Cleric or Warden.
Zanars are a warrior race, and come from a vast nation that dominates the North East of the known world. They are Clan based people, who lead a nomadic lifestyle. Zanaria has a rich and turbulent history, and Clan allegiances are strong. Outsiders see them as a barbaric, violent people, who are all too keen to fight. Few Zanars live past 45 before they become slow and are killed in combat. They are often perceived as stupid although they rarely are, and have in the past been relegated to the status of second class citizens in many places.
Zanars have a strong oral tradition, and deeply distrust the written word. They distrust extra-planar magic and book learning. Many Zanar are illiterate but with so much upheaval there has been a push for recording knowledge and as such, while uncommon, being able to read and write is not as unheard of as it used to be.
Zanars, even those who turn to the gods, are so spiritually connected to the Totems of Zanaria, that they cannot be connected to Gods and become Clerics. It is also impossible for a Zanar to become a Warden, Necromancer, or a Coercer.
Frenzy ... by my nature frenzy: Zanars have a natural ability to ‘frenzy’, once per day. For 10 seconds they are enraged and immune to all damage calls, both magical and physical. Immediately afterwards they fall to the ground in agony for 20 seconds, remaining immune but incapable of retaliation. Zanars have full mental control when they frenzy.
Clan Markings: Zanars display their clan proudly and mark their faces with both the clan they belong to and their standing within the clan. The basic markings are a coloured stripe across the eyes in the colour of their clan. The colours are as follows:
Clan Dragon: Green
Clan Stallion: Black
Clan Leviathan: Blue
Clan Timber Wolf: Brown
Clan Stone Snake: Grey
Clan Phoenix: Orange
Clan Ghost Bear: White
Average life expectancy undetermined.
Max Racial Hits: 7 HPL
Advantage: Steal Essence
Disadvantage: Immune To Magical Healing
The Sebythe are a secretive, supercilious and rare breed. Although legend tells that they are inextricably linked with Elves and magic, no one really knows how the Sebythe came to be, or indeed how their descent works, as sebythe does not necessarily breed sebythe. Unlike most Humans, the Sebythe can increase their lifespan and stave off the aging process, potentially allowing them immortality. It is thought that their ability to drain essence from the dying is what keeps them young as they literally steal the years of the people they drain.
Steal Essence ... by my nature steal essence: Once per day, a Sebythe can get within touch range a dying body (someone on their bleed count) and use their ability to temporarily endurance rank drain the individual to 1 endurance rank on each location – if the target is healed after this effect will last for 15 minutes/1 Combat. The sebythe receives the effect of a Complete Healing or Regeneration (player's choice).
Immune To Magical Healing: Apart from through stealing essence, a sebythe can only be healed by herbal means or bind wounds. No healing spells from any class of magic will work on them, except for the spells Magic Graft, Resurrection and Reincarnation.
Average life expectancy 80-100 years.
Max Racial Hits: 7 HPL
Advantage: Hit Shift
Disadvantage: Immune to Herbal Healing
Although not as common as purebloods or zanars, Alians have played an important part in the history of Human society. They are particularly given to diplomacy and commerce, but can be of all walks of life. Originally hailing from the South East of the known world, they have spread throughout most countries.
Hit Shift: When conscious, an Alian can move their ‘hit points’ around their body, from one location to another. It takes 5 seconds of concentration to move 1 hit point. You cannot move hits from a location on zero or less hits.
Immune to Herbal Healing: Alians cannot be healed by herbal preparations at all. They can heal by magical means and by binding wounds, and are still affected by non-healing herbal potions and poisons.
Average life expectancy Unknown
Max Racial Hits: 7 HPL
Advantage: Feed from Weakness.
Disadvantage: Immune to Shamanic Healing.
Humans, mainly Paravalians that were living in areas of necromantic magic. During the events of the Voidal Eclipse, where the Void covered parts of the material realm, some, not all, of those humans who lived there, were Cursed. Filled with necromantic energies, their bodies are caught between that of a living creature, and that of an undead.
Feed from Weakness….by my nature: Once per day the Cursed can use their voidal connection to heal themselves from the dead to survive. The Cursed can use a corpse to heal themselves if the corpse is not severed on its core. This grants 10 points of healing to the caster and severs the corpse to all locations. Note Corpse means its death count has expired.
Immune to Shamanic Healing: Due to their new status as not totally natural beings they cannot be healed by shamanic magic.
Skeletal or Zombie features: Due to prolonged exposure to the void some parts that were once human have become more undead like in appearance. A Cursed Character must have a Phys-rep requirement of either something skeletal or zombified either through props or facepaint.
Requirements : Horns. These can be any style of horn, including antlers, and can be in all sorts of size and shape. Panisc can have more than one set of horns, or only 1 horn, as long as they are only on the head. Phys reps for horns must not be used as weapons at any point.
Average life expectancy: 200 years.
Max Racial Hits: 7 HPL
Advantage: Last Hope
Disadvantage: Susceptible Mind
Panisc are faun-like humanoids with horns on their head who are inherently born of magic. They were only created and born into the world in the summer of 1124ac, when the dragon, now known as pandora, was born and took its place amongst the other dragons. Pandora is the dragon of hope and due to this the panisc are creatures infused with hope. The amount of hopefulness , while inherent in their creation, felt and shown will differ from individual to individual meaning some who feel this more strongly might be more naive, wanting to believe lies and will be easier to manipulate, were as others who feel it less strongly, or who simply can control it better will not be like this. Despite only just being created all panisc were created with an inherent knowledge of this fact, how they were created and a knowledge of the world, its people and history and the gods and other realms and so on. Again this knowledge will differ from individual to individual. Being only just created, most of them live on the new island of Pandora, though some were created scattered around the world. Some were created as adults, others as children, so even though they are new they have a healthy and mature population with memories of the life they would have previously lived.
Last Hope: Once per day they can channel their inherent hope and cast by my nature revive, working like the spell.
Susceptible Mind: Due to their inherent hopefulness their mind and emotions are more susceptible to manipulation. They automatically fail the save on the first mental or emotional effect aimed at them each day.
Note: There will be a period where anyone can travel to Pandora and change their race to the new race if they desire. This cannot be undone. (Barring oc issue)
Average life expectancy: 1000 years
According to legend, all elves are descended from ‘high elves’ although some elven races consider themselves ‘higher’ than the others.
Requirements: Players who choose to play elves are required to wear makeup to represent their racial markings and pointed elf ears or ear tips. The form taken by the racial markings is up to the player, who may choose simple line markings or more elaborate full face makeup. Markings are part of the character’s skin and should remain consistent during all game sessions.
Vulnerability to Iron: All elves react strongly to iron, and can detect its presence in an area or room. They can be damaged just by touching it, and iron weapons will do an extra point of damage to any Elf. Elves as such are incapable of holding or wielding anything with an Iron ribbon attached.
Requirements: White or blue markings
Max Racial Hits: 7 HPL
Advantage: Meditation
Disadvantage: Vulnerable to Iron
The most aloof and haughty of the elven races, cloud elves consider themselves to be the closest relations to the original high elves and therefore superior to all other Elven races. In particular, they hold a long lived animosity towards dark elves.
Meditation: Once per day, they can call By My Nature Cloud Meld to regain up to five (but no more than originally possessed) of their magic points by mediation. For this to work, the Elf must meditate for 1 minute, if interrupted this timer is reset.
Requirements: Red or yellow markings
Max Racial Hits: 7 HPL
Advantage: Healing By Flame
Disadvantage: Vulnerable to Iron
Generally seen as hot tempered, arrogant and egotistical by outsiders, fire elves can be charming when they want to be. They have a strong affinity to non-magical fire, and can turn this to their advantage.
Healing By Flame: Once per day, they can call By My Nature Fire Meld to become immune to the burning of non-magical flames for 10 minutes and heal by half of their maximum hits (rounded up) on each location when it is first touched by the flame within 10 minutes. A fire elf on their Death Count can be placed in a fire to heal, and provided it has not already been used, his or her natural ability will heal him or her.
Requirements: Green markings
Max Racial Hits: 7 HPL
Advantage: Tree Meld
Disadvantage: Vulnerable to Iron
Wood elves are traditionally creatures of nature, they like to be surrounded by natural landscapes, and can often be skittish or nervous in big cities. They make particularly effective shamans, because of their love of the natural world. However, over time they have become more cosmopolitan city dwellers, following all other walks of life with spirit.
Tree Meld ... by my nature tree meld: All wood elves maintain their affinity to trees, in the form of a ‘meld’ that allows them to slip inside a tree once a day, and remain there for up to 15 minutes. When in the tree, they can see and hear as normal, and will be forced out of the tree if it is felled, although they can exit at will.
Requirements: Brown markings
Max Racial Hits: 7 HPL
Advantage: Earth Meld
Disadvantage: Vulnerable to Iron
Earth elves are the most level headed of the elven races, and like wood elves have traditionally been creatures of nature. Their down to earth approach to living suits them to manual professions, particularly scouting and tracking, and they can now be found in most countries in the known world. Earth elves for the most part detest travelling on water. Traditionally earth elf clans have strong ties with local Dwarven communities.
Earth Meld ... by my nature earth meld: Earth elves can ‘meld’ with the earth once a day, allowing them to stay within the ground for 10 seconds, during this time the elf can travel at their normal speed.
Requirements: Black or black and silver markings.
Max Racial Hits: 7 HPL
Advantage: Shadow Meld
Disadvantage: Vulnerable to Iron
The most mysterious and sinister of the elven races, dark elves traditionally live underground, in caves and tunnels close to the surface. Treated with suspicion by many, who subscribe to the stereotype that they are murderers, dark elves have become quite thick skinned as they have become part of the multicultural city societies. They are usually slow to trust anyone not of their own skin, including other races of elves. This distrust is increased further by the affinity they hold for the shadows, which some consider ‘creepy’.
Shadow Meld ... by my nature shadow meld: A dark elf can bend light around themselves rendering themselves invisible for 15 minutes once a day. If they move, the meld is broken.
Average life expectancy: about 40 years
This is not an indication of how long they can live, but merely the talent they have for getting themselves killed.
Players who choose to play greenskins are required to wear makeup to represent their character’s skin colour. Make up should be applied to all visible skin. The colours depend on which type of greenskin is being played (they aren’t all green!)
Requirements: Grey skin
Max Racial Hits: 10 HPL
Advantage: Troll Regeneration
Disadvantage: Weakness to Fire, Illiterate, Unable to learn or cast magic.
Trolls are stereotypically large and straight-forward creatures, with grey stone-like skin and regenerating flesh. They are slow learning anything not instinctive to them, such as reading or writing, with many judging them to be stupid as a result. Trolls have an instinctive fear of fire. Fire prevents their regeneration and burns hot against their body. It is a well known fact Trolls cannot learn or cast any magic. What isn’t known is why not. An easy explanation is their perceived stupidity, but a troll legends states that when Ladon, Dragon of Magic, gifted magic to the races, a troll punched them in the nose, breaking it. They then cursed all trolls to never know magic as a result.
Illiterate: Literacy is not a free skill for trolls, but can be learned and purchased accordingly.
Troll Regeneration: A conscious troll can concentrate to regenerate damaged part of the body. For every 30 seconds concentration, they can re-grow one point of damage.
Weakness to Fire: Fire will do double the damage to them and will prevent a Troll from being able to regenerate until they have it healed through other means. Additionally trolls cannot wield anything with the Flaming modifier as a primal fear will cause them to immediately drop the item.
Requirements: Green Skin
Max Racial Hits: 8 HPL
Advantage: Soul Burn
Disadvantage: None
Orcs are physically strong and are given to fighting but are not as primal as trolls. They are scheming and cunning, often making good war leaders and strategists. Most are not bound by the same morals as Humans and elves when it comes to methods of killing or the subtly of war.
Soul Burn ... by my nature soul burn: Once per day, for a duration equal to their current max death count, an orc that finds themselves on their death count (0 or below on the core) can trigger their soulburn ability by calling by my nature soulburn, setting their soul aflame and allowing themselves to fight until severed. This does not stop or pause the death count so long as they remain at or below 0 on the core. All body locations can be used until they are severed (reaching negative the individual’s current maximum endurance). Once a location reaches severed it becomes useless as per reaching 0 without soulburn. This means that if the core reaches sever the individual is incapacitated and can no longer fight, cast or move. The effect does not end if the individual is healed above 0, and their death count resets if they drop below 0 again, if they are below 0 on the core when the effect ends or if they reach the end of their death count at any point within the fifteen minutes then their soul is burned out and destroyed completely and irretrievably.
Requirements: Green skin with pointed ears.
Max Racial Hits: 5 HPL
Advantage: Goblin Luck
Disadvantage: Weak.
Goblins are physically the weakest of the greenskinned races. Quick and strangely cunning, a goblin’s mind works in a way that is completely indecipherable to anyone apart from another goblin. Rumour has it that they were originally an alien race, which came to the world in 1079. This rumour however was put about by goblins so make of it what you will.
Goblin Luck ... by my nature goblin luck: This luck extends beyond everyday chance, into a more defined ability that allows them to cheat magic, poisons and general bad luck. Once a day, a goblin can call By My Nature Goblin Luck to pass any save called against them. They must call this ability at the time of the save being called instead of passing or failing.
Weak: Goblins have a maximum HPL of 5.
Requirements: Dwarven Runes
Max Racial Hits: 8 HPL
Advantage: Dwarven Constitution
Disadvantage: Sensitivity To Activating Magical Items
Dwelling traditionally below ground, dwarves are sullen and serious, and often lacking in a sense of humour. They do however appreciate a drink - a very strong drink.
Dwarven Constitution: A dwarf’s strong constitution has two major advantages. They start with one extra free endurance rank, and they are also resistant to all ingested poisons; mainly because they historically drink Dwarven Ale, which is strong enough to count as a poison.
Sensitivity To Activating Magical Items: Dwarves are naturally suspicious of magic, and although they can learn to cast and have been known to become famous mages, they cannot activate magical items without hurting themselves. Should a dwarf choose to activate an item such as a scroll or a healing ring, they will take one point of damage to the location which is used to activate it, usually the arm with which they are holding it.
Requirements: Rat features including but not limited to whiskers and a tail should be phys-repped using masks, makeup or prosthetics.
Max Racial Hits: 5 HPL
Advantage: Speed
Disadvantages: Weak.
The Ratkin are Human sized rats, with all the cunning, stealth and resilience of their smaller brethren. They populate the tunnels under major cities living in packs and family groups numbering the thousands. It is very rare for a ratkin to leave the safety and comfort of the nest and seek a solitary life above ground, but is does happen for a variety of reasons. The ratkin that seek this life are often wayward and over curious, with little sense of self preservation. They speak common in their skittering broken way, but find it difficult to understand the ways of men and elves. They relate better to greenskins, although even this is difficult for them as the greenskins don’t relate well with them.
Speed ... by my nature speed, time freeze: Ratkin can move extremely fast when needs be, so fast that they are gone in the blink of an eye. They gain a use of speed once per day. (see Abilities)
Weak: Ratkin have a racial hit maximum of 5 HPL.