Humans are normal people. They are able to excel by adaptation, liked by almost no other species. Humans in this world are a diverse and adaptable race, capable of thriving in a variety of environments. They are known for their creativity, innovation, and resourcefulness. While they may not possess the innate magical abilities or physical prowess of other races, they make up for it with their intelligence and ingenuity. Humans are often found in cities and towns, where they engage in trade, commerce, and the arts.
Humans can become vampires or were-creatures.
Height: 4'10 - 6'6"
Native Languages: Common
Life Span 20-60 years depending on their habit of fucking around and finding out.
Special abilities: They're humans, we all know what these are.
Goblins are typically cunning, with a love for arson, adventure, gadgets and explosives. These height challenged green skins thrive in the shady dealings of a city because they can stomach a lot of the work others may shy away from. The phrase "If at first you don't succeed, blow it up," is known to a common thread amongst these spirited short folk.
Goblins can become vampires or were-creatures.
Height: 3'6" to 4'
Native Languages: Common, goblinoid
Life Span: from two to fourteen years. Goblins living older are mere rumor.
Tinkerers and gadgeteers notorious for their creative inventions blowing up in their faces, often these small folk are half the size of a man with their brains stuck working on their next big idea. Known to possess an insatiable curiosity, gnomes often find joy in learning complex skills and magic as well. The notion that a new gnome is born whenever an existing one is punted is, sadly, not true.
Gnomes can become vampires or were-creatures.
Height:3'5" to 4'
Native Languages: Gnome, Common, Underdark
Life Span: Unknown, no gnome has ever died of old age. Just bad choices and explosive reactions.
Special abilities: Affinity for tinkering and arcane magic, and the consequences of blending the two.
Elves are of human stature with famously pointed ears, quick wits, and long life spans. Known for their beauty, grace, and traditions.. A proud and noble race of warriors, mages, poets, and scholars with a long lifespan, theirs is a path of many masteries and long traditions. Often taking up the role of guardians, their study of spells and swords makes them versatile foes armed with centuries worth of warfare knowledge to add to their tactics. When elves send an army, they only send a handful of their men. For more would be overkill.
Elves can become vampires or were-creatures.
Native Languages: Elven, Common, Drow
Life Span: Usually 750 to 1,000 years though many find a means of agelessness
Special abilities: Low light vision, high perception, immune to sleep spells, only need 4 hours for a full rest.
Dwarves live in and on mountains and hills known for their honor, ale, and beards (Female dwarves do NOT have beards). Short and stout, hardy and often drunk. These legendary giant slayers and craftsmen are respected by nearly every race for their tenacity against cruel giants, orcs, and goblin hordes, They are masters of stone and metalwork. Few species can match a dwarf's natural talent in armor craft. These jolly beer-gutted stout bastards prefer to settle their problems with hammers and pickaxes, including their most hated foe; the dreaded trees.
Dwarves can become vampires or were-creatures.
Height: 4'1 - 5'2"
Native Languages: Common, Undercommon, Dwarven
Life Span 500-600 years
Special abilities or notable facts: Excellent stone masons, dark vision.
Capricious beings tied to nature or emotion, hailing from the Feywild/First World, embodying untamed, magical wilderness. Often ethereal, beautiful, and sometimes dangerous, their forms vary wildly. Fae/Fey are mystical and enchanting beings closely tied to nature and the natural cycle, often taking up roles as stewards of particular areas, or tied to certain tasks. They come in many shapes and sizes. Cousins of elves, they favor chaos, intrigue, pranks, and games when they’re not scheming on how to advance in their own political courts. They are also famous for their promises, making deals, and strange capability of following certain laws despite their chaos-infused souls.
Height: Highly variable, just like humans and many other races, from diminutive pixies to humanoid Nymphs (5-6 ft) and larger creatures.
Native Languages: Sylvan, Common.
Orcs are typically born into adversity, these crude warriors depend entirely on strength and their intimidating size. Rarely encountered alone, these green-skinned demi-giants are as ferocious as rabid boars and as strong as polar bears. They are known for their sturdy and savage nature, often possessing a fierce, tusked appearance with skin ranging from browns to greens.
Orcs can become vampires or were-creatures.
Height: 6'5" -7'6"
Native Languages: Orc, Common
Life Span: 30 years
Special abilities: Being obnoxious and destructive to their surroundings. War like and always looking to fight and earn their place.
Gifted and Cursed Races
Beings touched by the energies of the Upper Planes (heavenly realms). Often possess features evoking beauty, light, or divine power. Radiate an aura of goodness or otherworldly presence. Not always humanoid. Celestial-blooded are beings who possess a divine heritage and can range from angels or celestials to their descendants several generations removed. Their lineage often makes itself known physically, such as golden or glowing eyes, skin as white as marble or having a golden hue, or hair like spun gold or silver. They often feel the call to do good, but there is little more frightening than one given to wrath or righteous fury.
Height: Variable, Aasimar are human-sized, and Angels can be much larger.
Lang: Common, Celestial.
Humanoids with infernal heritage, marked by traits like horns, tails, unusual skin tones, and sharp teeth. Often face prejudice but possess innate charisma and cunning. Not inherently evil, shaped by choice.
Height: 5 ft 0 in - 6 ft 2 in (1.5m - 1.9m), similar to humans.
Lang: Common, Infernal.
Oni are the merged souls of evil warriors who lingered long enough on the material plane forgoing their final judgment to haunt and slaughter mortals until they obtained a physical form. These are the combined souls of the fallen warriors and mages who have merged to form a singular, often evil spirit given shape.
Fire yai are renown warriors seeking vengeance for the fallen souls that make its form.
Height: 6 ft - 8 ft
Native Languages: Giant, Common, Ignan.
Ice yai: Blue or white-skinned Oni associated with cold and frost. Dwell in icy mountains or frozen wastes. May command ice magic or exhale freezing breath. Can be more cunning or patient than Fire Oni.
Height: 6 ft - 8 ft
Native Language: Giant, Common, Aquan (or unique cold tongue).
Kage yai are the combined souls of thieves and brigands who were slaughtered by the honorable brought together by their inability to accept their fate.
Height: 5 ft - 7 ft
Native Languages: Giant, Common, Undercommon, possibly Infernal.
Beastkin are usually half human hybrids who are gifted with aspects of animals. Their perceptive nature and keen intuition for survival are second to none. They often live isolated lives due to their small numbers, and yet that doesn’t slow them down for rarely do they consider a threat too big to not try their luck on. Their habits and appearances differ from species to species; most animal hybrids, if they are not fae, fall into this category.
Height: Varies by animal
Native Languages: Common
Life Span: Varies by animal from 15 to 50 years, generally
Special abilities: Looks and smells like a wild animal.
Beings composed entirely of one primordial element (air, earth, fire, water), native to the Inner Planes. Their forms are typically rough, humanoid shapes made of their constituent matter. Often alien minds.
Description: Whirling vortexes of wind and cloud, barely visible. Fast-moving, often associated with storms and flight. Difficult to pin down, embodying freedom and chaos. Appear as cyclones or vaguely humanoid gusts.
Height: Variable, often Large (5-8 ft tall).
Language: Primordial (Auran). Common
Description: Slow, ponderous beings of rock and soil. Incredibly strong and durable, embodying stability and endurance. Appear as roughly humanoid piles of stone and earth. Can glide through earth.
Height: Variable, often Large (5-8 ft tall)
Language: Primordial (Terran) Common
Description: Living pyres of roaring flame. Aggressive, destructive, and quick. They embody raw energy and consumption. Appear as vaguely humanoid shapes of pure fire. Can set things ablaze by touch.
Height: Variable, often Large (5-8 ft tall).
Language: Primordial (Ignan) Common
Description: Flowing creatures of living water. Can be calm or crashing waves, embodying adaptability and relentless force. Appear as vaguely humanoid shapes of water or waves. Can engulf creatures.
Height: Variable, often Large 5-8 Ft.
Language: Primordial (Aquan) Common
This race is limited to alternate characters at this time.
Undead beings requiring blood (or life force) to sustain themselves. Often possess dark charisma, enhanced physical prowess, and distinct weaknesses (sunlight, holy symbols, running water). Cursed, not born. Vampires are beings cursed with a terrible affliction and sustain themselves by feeding on the blood of the living. They are often associated with immortality, superhuman strength, and supernatural abilities like shape-shifting and preternatural speed. Vampires are typically nocturnal and weak to sunlight. Whether a vampire holds himself to a certain standard or not, there is always a risk involved if he or she is injured or has neglected to feed at regular intervals.
Height: Typically retains height from mortal life, often 5 ft 5 in - 6 ft 5 in (1.65m - 1.95m).
Native Languages: Common, languages known in life
Dragons are powerful and dangerous creatures that take many forms. Many are capable of acquiring a humanoid form, while others remain in their draconic form to spread terror and awe to lesser beings.
Description: Embodies draconic arrogance, greed, and dominance. Often cruel, territorial masters (like Blue dragons) or avaricious, destructive forces (like Red dragons). Chromatic dragons are typically evil-aligned.
Height: Variable by age/specific color
Language: Draconic, Common, often regional or Undercommon/Infernal.
Description: Dragons are deeply connected to magic, either as skilled casters (Gold/Silver) or embodying psychic/elemental magic (Gem). Often studious, wise, or fascinated by knowledge and magical phenomena.
Height: Variable by age/specific type
Language: Draconic, Common, Celestial/Planar tongues, Ancient languages.
Description: Represents one of the oldest and most powerful age categories for any dragon type. Possesses immense physical might, vast knowledge, potent magic, and near-mythical status. Epitome of draconic power.
Height: Large can vary
Language: Draconic, Common, numerous ancient and planar languages.
Description: Dragons linked directly to deities or divine power (e.g., Bahamut the Platinum Dragon). Embody celestial virtues like justice, protection, and wisdom. Often serve as agents of good or cosmic balance.
Height: Variable by age/specific type.
Language: Draconic, Common, Celestial.
Warrior
The rush of heat from another gout of fire glanced off his raised shield. The soldier looked to his left, then to his right; the phalanx that he had marched in lockstep with was starting to break. Damned war mages! Without their fancy magic, they were as weak as children when put to task; if they could close the gap between the mage's staves and their blades, this would be over quickly. "CLOSE RANKS. MARCH FORWARD!" The sound of shields clashing together as one preceded the drumbeat of boots stepping in unison, echoing overtop the chaotic rush of the next wave of spell-slung heat.
Warriors—what else needs to be said? They are the direct path, the straightforward fighters who charge through fire and brimstone to bury their axe in a dragon's skull. Tough, unforgiving, and brutally effective.
Rogue
As the parade of knights made their way through the crowded streets, on their way to the tournament and the celebration and festivities in honor of the king, a thin slip of a woman wove her way between bodies. With each passing touch of her hand, her coin purse grew heavier while another's dwindled. Festivals, parties, and executions were always ripe pickings for a skilled pickpocket. Suddenly, she was halted by a gauntlet gripping her wrist; one of the knights had left his horse and seized her, having spotted her misdeeds. Now the real fun was to be had, her target made himself easy prey as she palmed a dagger behind her back.
Few words sum them up: Bandits, thieves, assassins. These are the most common paths for the infamous Rogue. Adorned in light armor and dark clothing, these knife-obsessed, backstabbing individuals are quick to get into places they don't belong and thoroughly mess up their victims before they even know what hit them.
Mage
She stood atop the stone pillar, a horde of skeletons and nightmarish beasts marching past her towards the tear in reality that had formed before her. An invasion from another plane into her home? Not while she had any say in matters. With a lift of her grimoire in a hand, another incantation was shouted into the sky; energy arced out from where she stood moments later, spreading through her undead forces. The glow of a protection spell circled each of her soldiers as the ear-piercing screech of an approaching abomination ripped from the tear towards her where her forces made ready.
Mages are a veritable force of nature, excelling at destroying one or many enemies simultaneously. However, they are known for their relative physical fragility.
Cleric
He felt the corruption in the corpses, as he made his way to the center of town. Even the tree, once vibrant and thriving, was nothing but a twisted and thorny mutation planted in the center of the square. A great evil had passed over this place, leaving a tainted stain in its wake. He lifted a symbol that he kept with him at all times, a blessed token of his god; as his hand rose to the sky, the clouds above broke, letting sunlight cascade through the object. Everywhere the light touched, corruption was burned away, leaving only the purity of what had been ravaged in its wake.
Clerics are dedicated healers and support spellcasters, considered among those closest to the gods they worship. They are adept at keeping their allies in fighting condition and bolstering their efforts with divine power.
Bard
He knew this town, just as he had the one prior - this town though? It seemed familiar for a specific reason. Never short of lovers of all types wherever he went, his skill with his words and his lute melted hearts and stoked fires, both born of eager fondness and bitter envy. As he ventured into his favorite tavern, he stopped at the sight before him. Ah! This was why the town was so familiar! As he rushed to turn and flee, a glance back was enough for him to laugh in merry humor; the owner of the tavern was swiftly gaining ground, a curse on his lips about his daughter's stolen virtue. Oh yes; life was good.
Bards are renowned entertainers and spies. Few can gather information as effectively as a bard, whether by eavesdropping during a performance or by charming secrets from a hapless, loose-lipped noble. Their power of persuasion is matched only by the marvels they perform with their arts, inspiring the brave and disheartening the weak-willed.
Paladin
The man was thrown against the wall of the crypt, his senses rattled. He could taste blood on his tongue as he lifted his gaze to the demon that had tossed him; was it laughing at him, or was that just his head ringing from the impact? He climbed to his feet, raising his blade with some effort; even through the armor, he could feel the sting of broken ribs. With a grunt of focus and an exhaled prayer to his god, his blade slowly shone with the strength of his faith. As he rushed the demon, his weapon channeled the divine smiting of a god upon the monster, banishing it to its fate with a roar of unholy defiance.
Paladins are the valiant holy knights dedicated to protecting the weak and innocent. They champion righteousness, justice, or sometimes, their own deeply held morals. Often forming a formidable unit with Clerics and Avengers, these heavy armor-wearing warriors are the legendary heroes spoken of in childhood tales, ever ready to smite their foes into oblivion. While capable of mending some wounds, a Paladin's divine energy is frequently channeled into empowering their righteous attacks.
Sword Saint
She ducked just in time as her opponent's blade swung overtop her hair, severing errant strands. She lunged with her own blade, striking true, piercing the chainmail that protected her attacker from her own assault. A whistling filled the air as the man dropped to the ground; she turned, seeing a foe sighting an arrow on her. Swinging her blade, a brilliant burst of energy swept over the ground between them until it struck her foe. That was the second close call in so many minutes.
Imagine a fusion of a Paladin's righteous might and a Martial Artist's disciplined agility, and you begin to understand the Sword Saint. In some ways similar to a Magus, they eschew armor, relying instead on their highly honed agility and instincts—much like a Martial Artist—to evade harm. Swift and precise, Sword Saints masterfully blend swordplay with divine energy, unleashing devastating maneuvers that, while powerful, are taxing on their mana reserves.
Ranger
The man put his fingers to the ground, examining the tracks he had been following for days. Bringing his fingertips to his nose, he sniffed; he was close. He unslung his bow and readied an arrow, creeping off the trail into the brush; today, he would finish this hunt and return with the monster's head for payment. All that was needed, was to listen... to wait for it to make the mistake he could see. So it was, that with the snap of a twig, he had found his quarry escaping the chase. In that moment of discovery, the arrow was nocked, his prey focused upon, the world falling away but for the release of that single, killing shot. A lengthy hunt - but a profitable one.
Rangers are the ultimate scouts and masters of the wild, possessing unparalleled knowledge of nature. They are keen trackers, capable of following prey from the slightest hint of its presence. A Ranger's archery skills are second to none, and their capability with a simple bow and arrow should never be underestimated.
Magus
The proud Magus is a master of a demanding profession, requiring decades to grasp even the basics. They blend arcane power with martial prowess, using a keen mind and an agile body as their primary defense against both spell and sword. The Magus relies on a single one-handed weapon, wielded in concert with arcane gestures. This allows them to channel arcane energy directly into their swordplay, generating explosive and devastating results in combat.
Avenger
Avengers serve as a temple's dedicated scouts and assassins. They are dispatched to spy on and eliminate threats to the clergy, or to battle monstrous foes alongside paladins and clerics, providing skilled support. Utilizing their training in stealth and tactics, Avengers excel at diverting a foe's attention. With foundational training in divine magic and a selection of unique skills, they are well-rounded and formidable opponents.
Martial Artist
Do you like to punch people? Does kicking the ever-living stuffing out of someone who hides behind armor and weapons sound like your ideal evening? Then the Martial Artist class is for YOU! The Martial Artist is one at peace with their own body, training endlessly to hone their physical form and instincts to react to danger and strike with focused, devastating force.
Shinobi
Shinobi are deadly warriors who operate from the shadows. They are known for employing thrown weapons and explosive magical talismans to deal with groups of foes, often using the ensuing chaos of fire and smoke to make their escape. These ambush specialists are incredibly dangerous when patient and are adept at fleeing combat by briefly turning invisible and teleporting short distances to hide.