Human: Humans spread far and wide over Ananke. Known as hard workers and quick studies, they have an easy time finding work wherever they go. The Occupation has treated them more kindly than the other races, which offers them an easy life within major cities, but some distrust and contempt from the other races.
Humans are versatile and work well for any type of character. Generally recommended for people new to roleplay.Ho'ua: Ho'ua are one of the oldest races in Ananke, hailing primarily from Anshu or Andjo. These bird-like creatures vary based upon the powerful blessings of The Windlords, taking after The Phoenix, the Rohk, or the Strix. They have vibrant, ornate clothing and are generally skilled workers.
Ho'ua have some of the most elaborate costuming, and are good for people who take pride in their clothing. They also excel at the Subclass system, so people who prefer a Trade job to combat may enjoy this race.Metalic Dragon: Metalic Dragons come from the rough desert city of Drachma. As their city is in open rebellion against the Drosians, they face harsh scrutiny in Occupation cities, and as a whole are an impoverished and starving peoples. They keep their ancient customs strongly, as it is all they have left of their once great society.
Dragons have no respect for formalities of standard society, and are excellent choices for abrasive or chaotic characters. Their natural defenses also make them good choices for Guardians, Knights, and front line fighters.Starborn: Starborn carry a piece of the god Erebus within them, granting them truly exceptional spiritual powers. Their even tempers and willingness to seek compromise makes them natural diplomats within the world. Their city of Zavra is one steeped in religious tradition, deliberately removed from Occupation influence.
Starborn are fragile, but make excellent healers, Summoners, and Eidolons. Their calm disposition and dedication to peace make them excellent choices for characters focused on bringing Good into the world.Inzbeth Homunculus: These constructs have their soul bound to the will of the Pantheon, and each carry a tiny fragment of Erebus. They are bound to ideals, and travel the world preserving this concept.
Inzbeth Homunculi are sturdy, and make fantastic tanks in combat. Their in-human nature makes them an interesting choice for roleplay, as they single-mindedly pursue their ideal.Half-Drosian: Half-Drosians are the results of crossbreeding between the Drosians and one of the peoples of Ananke (usually a human). This is not usually a happy affair, and these people often come from broken families. They usually come from Occupation Zones, and survive by either trying to look as native as possible, or as Drosian as possible to avoid being snatched up by the Occupation for experimentation.
Half-Drosians are intended as intense roleplaying experiences, literally being torn between two worlds, suffering the deleterious effects of this one, and shunned by both societies should your true origin come out.Gnome: Gnomes were once the largest and most powerful empire over Ananke, but that was over 20,000 years ago. Now they are believed to be long extinct by most of the world. A very few have survived deep in the crags amidst the ruins. The world believes them dead, and they believe they are better off without the world.
Gnomes are intense roleplay experiences, requiring the player to keep their true heritage a secret among the world at large to protect themselves, and their families who still live. They are handy things, and excellent for people who want to play with long-forgotten technologies with unexpected results.Base Pools: Your starting pool values are listed: Blood, Spirit, Strength. and Will.
Creature Type: This is the type of creature you are. Some things in the world only affect certain races, and some affect all creatures of the same type.
Racial Spike Damage: Every race may call an [Element] spike damage strike. This is restored after 15 seconds, or 5 attacks.
Racial Vulnerability: When hit with an element you are vulnerable to, you must take Pain, Fear, or Rage. You choose at the time you are hit.
Base Racial: Every Bloodline has 1 Basic Racial that you have access to, regardless of your costuming or level.
Racial Costuming: Every race (except Humans) have a list of 6 possible costume requirements. You are not required to incorporate any of these into your costuming, but doing so gives you access to more racial skills. This represents giving in to your in-human heritage, and the less human you look, the more powerful your Bloodline abilities become.
Racial Boons: You gain access to these skills by incorporating more racial costuming into your costume. At 1 piece of Racial Costuming, you unlock all of T1. At 3 pieces of Racial costuming, you unlock T2, and at 5 pieces of racial costuming, you unlock T3 (This means that you are never required to incorporate all 6 pieces of costuming. This is to allow for people who cannot wear contacts to achieve full racial bonuses.)