In Vitality, the races are intricately interwoven with the lore. It's essential to deliberate on the advantages and disadvantages of each race before establishing the personality and foundational traits of your character. Recognizing the significance of character creation, this guide is designed to dissect each race with this in mind.
The following is a consolidated list of races and additional descriptors. It's important to note that nearly everything presented here is a stereotype. You have the flexibility to diverge from your race's stereotype as you see fit, and this includes the paths outlined.
Paths serve as valuable guides for shaping your character's overall demeanor and behavior. They provide a framework that enables you to authentically roleplay your character, staying true to their identity. Explore the details of each Path below, including their impact on your character's ethical and moral perspective in the context of player interactions.
The Enchantment's End
In the ancient past, the various races were capable of wielding immense magical powers. These powers had a broad range from healing the sick to raining fire down upon unsuspecting victims. Seeing an opportunity when Galixthus stripped flight from the races, the gods took the mortal race’s connection to magic at the same time, knowing Galixthus’ short sightedness would be his undoing. The gods did not wish for another war to be started when the races merely used magic to fly instead. No longer could they hop upon the air or create ice barriers with their minds. They were powerless without a god’s intervention, which they were not keen to offer to any but their most devoted supplicants. This intervention would only come in the form of consequences after intricate rituals were performed. Some still search for any powers the gods have left behind, or artifacts they overlooked, but none have been found so far.
path: any
Humans exist as a driving force of nature. Ever progressing onto the next big hurdle and as such are just as likely to be pure good as pure evil. Due to their indomitable spirit and knack for facing dangerous living conditions, they are more adaptable than other races, having a higher fortitude for new and hostile climates. Due to this, you will find humans just about everywhere from the grassy plains, to snow bound lodges, to grand cities. This adaptability has limits, however, and you generally will not find human settlements battling the harsh conditions of volcanos or along the coasts of the swamplands.
Human Temperament is also widely varied among individuals; where one might be friendly and helpful another will ignore you or be outright rude. Human appearances can be as varied as their temperaments. The oldest recorded age of a human was 100 years, though that was long ago, with few living to that age now.
Religion:
Humans of a tribal nature will typically worship the land deity known as Chernaroth, for safe passage through the fabled chalk hills. Whilst Civilized Humans will worship and sing praise to Siegfrid.
RACIAL TRAITS:
Positive: None
Negative: None
RACIAL ABILITIES:
None
STAT ADJUSTMENTS:
Health - 1.0x
Stamina - 1.0x
Oxygen - 1.0x
Food - 1.0x
Water - 1.0x
Weight - 1.0x
Melee Damage - 1.0x
Movement Speed - 1.0x
Crafting Skill - 1.0x
Fortitude - 1.5x
path: chaotic any
No one knows exactly where the Fae came from. They seemingly crawled out of the imagination of other races, then took a life of their own. Ancient tales claim they once held grand magical abilities, however they have lost this through the eons. All that remains of their once former glory is the strange shapes they hold, startling any unaccustomed to such outlandish presentations.
The grand cities of the Fae are truly a sight to behold, filled with high towers and ornate keeps regardless of where you find them. Even their smaller villages have a sense of purpose as they are well thought out with the hopes of attracting enough of their kind to help morph it into something grand. Typically, the Fae settlements can be found in the rolling green plains, deep within the hearts of the forest, or high up in the mountains, but occasionally a group will band together to build cities that seem to float upon the water.
Appearance:
The Fae are known to have an appearance that can range from a small half-man, half-goat to giant behemoths with large beaks on an eagle’s head. They are the Nymphs, the Centaurs, the Satyrs of the land, walking amongst us. Through research and study, it has been noted they age at around the same rate as an elf, although they tend to be fully mature at around 30 years of age regardless of appearance. The longest known lifespan of any of the Fae is 350 years.
Religion:
The religious followings of the Fae are as vast as their appearance. While they all tend to worship some primal deity or another, they will often also show reverence to any other god that shows the slightest hint of favor towards them. Due to their ancient origins, Fae have stories passed down through the generations speaking of a time when they could commune with any deity they wished on a whim, and they hope to one day be able to regain that ability.
RACIAL TRAITS:
Positive: Carnotaurus Neutrality, Hearty (Increased Health)
Negative: Attune with Nature (Lower Crafting Skill)
RACIAL ABILITIES:
Night Vision, Jumping Legs, Climbing Claws
STAT ADJUSTMENTS:
Health - 1.3x
Stamina - 1.5x
Oxygen - 1.0x
Food - 1.0x
Water - 1.0x
Weight - 1.3x
Melee Damage - 0.8x
Movement Speed - 1.0x
Crafting Skill - 0.8x
Fortitude - 1.0x
path: chaotic neutral
Orcs are by and large the strongest race. These large creatures have a knack for warfare, and as a result, it is their most common means of diplomacy. Though never using force to overwhelm a foe they would consider unworthy or weak, orcs actively seek out conflicts with races they see as a challenge, especially more reactionary factions or aggressive races.
Orcish tribes are typically nomadic, though this varies greatly from region to region, with some tribes electing to remain in place, springing forth fortified settlements, some growing large enough to even be called cities. These settlements can be found typically throughout the grasslands, forests, jungles, tundra and mountains. While some orcs choose a seafaring life, none have been noted to establish a settlement of note on the water.
Orcs interact and trade most closely with their fellow greenskins, Goblins, whom they trust most to not betray them. Not being the most cunning of creatures, orcs have been manipulated far and wide throughout the ages, by other races and deities, always to different ends, but always by the same means - violence. Praised for their military use by human kings and warlords nearly as often as they are hunted in human domains, some orcs capitalize on this need. Many orcish mercenary legions are both renowned and feared throughout the lands. Thankfully for their warish ways, Orcs tend to become fully mature at 10 years old. If allowed by nature's course, natural causes will claim them around 120 years of age, though many orcs will fall far short of that age, opting instead for a warrior's death in battle. Orcs value honor and service to tribe, land, and, above all, deity.
Appearance:
Orcs have a larger stature typically standing heads over every race with bulk to match. Orc male skin tones are typically brighter and more vibrant while female tones are typically on the grayscale or duller in color.
Religion:
Made in her image, most Orcs are raised to worship Vrash-Shelog, but it is also common practice for wandering tribes to make offerings to Siegfried, or Chernaroth, for favor of the land. Orcs that take to the sea almost always do so with Brunhild’s name on their lips, and more righteous orcs may find themselves praying to Frost-Fang for comfort and strength.
RACIAL TRAITS:
Positive: Daeodon Neutrality, Battle Born (Increased Healing), Hearty (Increased Heath)
Negative: Gluttonous (3x Food Drain), Unintelligent (Lower Crating Skill), Cumbersome (Lower Movement Speed)
RACIAL ABILITIES:
None
STAT ADJUSTMENTS:
Health - 1.5x
Stamina - 0.8x
Oxygen - 0.8x
Food - 1.0x
Water - 1.0x
Weight - 1.4x
Melee Damage - 2.0x
Movement Speed - 0.9x
Crafting Skill - 0.7x
Fortitude - 1.7x
path: neutral
Goblins are one the founding races of civilization, bringing with them the implementation of trade and commerce. Their natural love for shiny objects and amassing large hordes of treasure quickly helped them develop a currency system, as carrying their wealth around with them was not feasible. The other races saw this and quickly adopted it, leading to a great financial revolution throughout the land.
Goblins are not known strictly for their monetary advancements. Quite a few over the years have developed power technologies, usually involving gunpowder and things that explode, which coincides with their occasional partnership with Gnomes. If one were to enter one of their joint laboratories, extreme caution and excessive safety gear is highly recommended.
Goblin cities and settlements are typically found in grasslands, forests and the tundra with the odd village or two sprinkled around the swamplands. No matter how small the settlement, you will always find some form of commerce setup, with the largest of cities hosting magnificently decorated trading halls.
Nomadic Goblins typically find themselves around wolves and Direwolves, while more settled Goblins find themselves mounting triceratops, and other slower large mounts for use as beasts of burden or mobile shops.
Appearance:
All Goblins share a short, flat face, pointed ears, sharp teeth and typically eyes that are red, yellow or orange in color. Skin colors typically range from gray, yellow, orange, red, green, and even as a rarity blue. Height-wise goblins stand as the shortest race and thus have a faster scamper, yet lack the strength of other races. Young Goblins are fully mature at 10 years old, but tend to only live to around 80 years.
Religion:
Goblins don’t practice worship of any kind, with both tribal and civilized goblins preferring to operate on a trading system with gold or shiny things being the object of affection.
RACIAL TRAITS:
Positive: Wolf and Direwolf Neutrality, Quick (Faster Movement Speed), Tinker (Higher Crafting Skill)
Negative: Short Reach (Lower Melee Damage), Frail (Lower Stamina & Fortitude)
RACIAL ABILITIES:
None
STAT ADJUSTMENTS:
Health - 1.0x
Stamina - 0.8x
Oxygen - 1.0x
Food - 1.0x
Water - 1.0x
Weight - 1.0x
Melee Damage - 0.8x
Movement Speed - 1.5x
Crafting Skill - 1.8x
Fortitude - 1.3x
path: any
One of the most ancient of species, the Insectoids have an interesting history. Once, the only members of this race were those deemed worthy by Lysrix, broodmother of all insects. These were of a hive mind, doing her bidding as she attempted to assert control over all the worlds, destroying any in their path.
Over time, as Lysrix uplifted more creatures to sentience to better do her bidding, the Insectoids began to build communities and create sentient life by procreation. They erected great towering cities teeming with all sorts of life, ever expanding their borders. They may think for themselves and exercise some free will, but they are still, to some extent, controlled by the original hive mind of Lysrix and her deep desire for domination of all others.
The settlements of the Insectoids, referred to as colonies, are filled with individuals all working towards a common goal, similar to an ant hill. The goal is usually expansion, be it in territory, population or wealth. The colonies can be found where the Insectoids feel the land will be advantageous to their aims.
Appearance:
Attempting to qualify the appearance of the Insectoids would be akin to detailing the differences in every leaf of the forest. Some have antennae, some mandibles, some claws or unusable wings. Hard carapace bodies in a multitude of colors or soft bodies covered in some sort of fuzz are equally as common as human-like skin. Due to the rate of their reproduction, many Insectoids live a short life span of about 40 years, but reach adulthood around 5 years.
Religion:
It would be rare for an Insectoid to not worship Lysrix. That being said, many also worship, to a lesser extent, Chernaroth, Hua’Loa or Blu’Xoloth.
RACIAL TRAITS:
Positive: Bug Neutrality (Reduced Aggression Range), Exoskeleton (Increased Heath), Arthropod Might (High Carry Weight)
Negative: Cold-Blooded (Lower Hypothermic Resistance), Hive-Minded (Lower Crafting Skill)
RACIAL ABILITIES:
Night Vision
STAT ADJUSTMENTS
Health - 1.2x
Stamina - 1.0x
Oxygen - 0.6x
Food - 0.8x
Water - 1.0x
Weight -2.0x
Melee Damage - 1.0x
Movement Speed - 1.1x
Crafting Skill - 0.8x
Fortitude - 1.2x
path: any
Halflings are known to be a rather eccentric group. They are a catch-all for anything smaller than an elf that isn’t a Goblin or Beastfolk, from Hobbits to Gnomes and anything in between. These beings have long been hunted by the larger races, as they are known to play tricks, sometimes grand in scale, on any unsuspecting victim. Some Halflings have managed, through time, to gain admittance into society, however they are never fully trusted.
Due to this, the Halflings tend to build their homes inside small crevices or dig out hills and live inside them, hiding any doors or entrances into the natural landscape. The homes can be generally found in the grasslands, tundra, forests and mountains. They generally will try to avoid living near Dwarves, as they have learned the Dwarves will chase them off due to structural integrity concerns in their caverns. Generally, they do not build large cities, as they are too easy to find.
Appearance:
The Halflings are a short race, generally smaller than Elves, but without the distinct features of Goblins. Their skin tones tend to match whatever environment their ancestors came from in order to better camouflage themselves. Beyond that, every Halfling subspecies known has a different outward appearance from spindly legs to thick muscled arms, from hair covered feet to completely hairless. Despite these differences, no Halflings of any variety have been recorded to live beyond 150 years.
Religion:
Many of the Halflings choose to follow Vascalla in their day to day lives, however the more mischievous individuals will follow Hua’Loa, Blu’Xoloth or Hilpha.
RACIAL TRAITS:
Positive: Stout (Increased Melee), Advanced Tinkering (Very High Crafting Skill)
Negative: Malnourished (Lower Food & Heath), Hydrophobic (Low Oxygen)
RACIAL ABILITIES:
Night Vision
STAT ADJUSTMENTS:
Health - 0.8x
Stamina - 1.0x
Oxygen - 0.6x
Food - 0.8x
Water - 1.0x
Weight - 0.8x
Melee Damage - 1.3x
Movement Speed - 1.0x
Crafting Skill - 2.5x
Fortitude - 1.0x
path: chaotic any or lawful any
Drakes. Dragonfolk. Featherlights. Avians. All were stripped of the gift of flight as punishment for the sins of one their own. Galixthus, eternally watchful of any challenging him, did not take kindly to another attempting to attain god-like powers.
Over the centuries, this race has more or less adapted to life on the ground. The Featherlights and Avians, being the physically weakest of the four, have become very rare as they have either been subjugated by more powerful races or hidden themselves away to avoid interaction with unfamiliar people. The Drakes and Dragonfolk have managed to form an uneasy truce with each other, and oftentimes will be seen living together in larger settlements, though small townships are usually inhabited by a single species. This has allowed the secrets of war, crafting and trophy hunting to be shared among them and now most individuals are equally skilled.
The weaker Flightless species tend to live away from large groups in hidden enclaves. Their usual professions are almost exclusively agrarian, though some of the braver individuals seek out trade partners or hunt for rare materials needed to build or expand their settlements. Drakes and Dragonfolk often strive to build large structures filled with architectural wonders to show off their skills. The castles built by both groups working together are a sight to behold, seemingly growing out of the inhospitable wastelands, volcanic regions, or jungles.
Appearance:
Wingless come in a variety of appearances depending on individual species. Dragonfolk tend to either have a bright chromatic coloring, or metallic hues. This used to rule their personality to an extent, however they have become more subdued since the loss of their wings and will typically not show the vanity they once held in centuries past. Dragonfolk age at about a fifth the rate of humans, until the end comes for them, usually around 500 years if they do not fall in battle first.
Drakes are identified by their large talon-like claws, with some having vestigial feathers growing from their bodies. They tend to be larger than the Dragonfolk with more muscle mass. While most research agrees drakes only live to around 250 years old, the sample size is not as large as with other races. All research has noted the drake race appears to mature at around a third the pace of humans.
At first glance, one would assume the Featherlights are the young of Avians. They share many of the same characteristics such as lightweight bodies, feathers covering their bodies and legs resembling a bird, though they are distinct species. Featherlights have adapted to the ground by being very fleet of foot to escape predators, which is a constant threat due to their small stature. Avians are slower, while being slightly shorter than humans. Both species age at around the same rate as humans, with the Avians living to around 110 years, and Featherlights living just under twice that length.
Religion:
The vast majority of all Wingless tend to worship Belnoroth in hopes that constant prayer and devotion to her will one day impress her enough to grant them wings again. Beyond this, individuals living in small communities generally worship Vascalla, or whichever deity ties closely to their profession.
RACIAL TRAITS:
Positive: Warm-Blooded (Increased Hyperthermic Protection), Ancestral Grace (Reduced Fall Damage)
Negative: Cumbrance (Lower Movement Speed), Warm-Blooded (Weakness to Cold)
RACIAL ABILITIES:
Climbing Claws, Night Vision
STAT ADJUSTMENTS:
Health - 1.2x
Stamina - 1.4x
Oxygen - 0.7x
Food - 1.0x
Water - 1.0x
Weight - 1.5x
Melee Damage - 1.0x
Movement Speed - 0.8x
Crafting Skill - 1.3x
Fortitude - 0.9x
path: lawful neutral
The world of the merfolk is as varied in biomes as the world of those who live on dry land, mer cultures and societies differing between tribes who exist in rivers, lakes, seas, and oceans. Despite that, many of them share a common bond of a general mistrust of non-mer, be it due to either a lack of understanding from growing up in such a cloistered environment, or plain xenophobia based on prior mistreatment by non-mer. As such, much of their histories, nuances of their native culture, and many of their advances in technology and magic remain hidden from the eyes and minds of the non-mer. Merfolk who have chosen to interact with the air-based races and join them on land almost exclusively choose to settle next to a water source, preferably one with a landscape similar to their home waters.
Even their origins are an enigma, as one school of thought believes that they came to be from humans or lizardfolk adapting to water while others believe that evolution happened in the reverse of that. In actuality, they are more akin to aquatic rufffians - a wild and varied species in their own right.
Appearance:
Merfolk do not have a standard appearance, their bodies being more varied and adapted to their environment, existing as a living tapestry of evolution in motion. Some may have crustacean features while others may sport tails, fins, and even non-humanoid heads. Mer from shallower regions often have a closer connection with land via their adaptation of having legs while mer that live far from any shore tend to have no legs at all. Few examples have even been found to have flippers that enable them to seemingly fly through the water.
One shared trait among all mer, however, is the presence of at least one set of gills which enable them to breathe water as easily as surface dwellers breathe air. The Mer are an interesting race to watch age. While they tend to age similarly to humans, their progression appears to slow as they approach 150 years, at which point they tend to die of natural causes.
Religion:
Merfolk who maintain a connection with the rest of Merkind will usually worship Xenraiki. If they have lots of exposure to the surface, or were exiled may find themselves worshiping Butt-Butt or Brunhild.
RACIAL TRAITS:
Positive: Sea-Creature Neutrality (Mostly - not all), Reduced Aggression Range for Sea Creatures, Webbed Feet (Increased Swim Speed), Acclimated (Hypothermic Resistance in Water)
Negative: Dry Scales (Increased Water Drain), Baked Fish (Lower Hyperthermic Resistance)
RACIAL ABILITIES:
Amphibious (Breath underwater)
STAT ADJUSTMENTS:
Health - 1.2x
Stamina - 1.5x
Oxygen - 1.5x
Food - 1.0x
Water - 1.0x
Weight - 1.0x
Melee Damage - 0.8x
Movement Speed - 1.1x
Crafting Skill - 1.0x
Fortitude - 0.9x
path: any
Purrrsians are a feline race originating from a warmer climate, usually living in jungles and forest. There are some subspecies of Purrrsians more adapted to the colder climates of the snow plains or tundra, but these are much rarer. Conquerors in ages past most Purrrsians will have an ancient ancestor they are trying to emulate. Purrrsian faith is based around a concept of reincarnation which influences the entire society. With such a heavy influence on religion Purrrsians often find themselves deeply devoted to faith.
Appearance:
Purrrsians lack sexual dimorphism unlike other bestial races, and have males and female appearing almost identical without closer inspection. Some characteristic markings of Purrrsians include leopard, tiger, or cheetah print fur patterns, many with cat-like ears and tails. While the Purrrsians believe in reincarnation, their individual lives rarely exceed 100 years, and they age as humans do.
Religion:
With such a strong influence in Purrrsian society most Purrrsians worship a past ancestor, usually someone of importance or power, while also paying worship to one of the greater pantheon deities.
RACIAL TRAITS:
Positive: Sabretooth Neutrality, Righting Reflex (Reduced Fall Damage), Furrr (Slightly Increased Hypothermic Insulation), Natural Claws (Slight Increase to Melee)
Negative: High Metabolism (Food Drain), Small Frame (Lower Carry Weight)
RACIAL ABILITIES:
Climbing Claws, Night Vision, Jumping Legs
STAT ADJUSTMENTS:
Health - 1.0x
Stamina - 1.5x
Oxygen - 0.9x
Food - 1.0x
Water - 0.8x
Weight - 0.8x
Melee Damage - 1.2x
Movement Speed - 1.1x
Crafting Skill - 1.0x
Fortitude - 1.5x
path: lawful evil
Drow hail from the deep reaches of the caverns across the land, from dark caves filled with rivers of liquid element to the subterranean forests littered with rare minerals. Their society is held to a high standard of secrecy, with few willing to even state which cave system they call home. Expeditions to find any of the caves without an explicit invitation usually end with at least three bodies being sent back to the land the expedition originated from. This has led to many people believing the Drow still retain some of the innate magical abilities their race was known for in centuries past, causing any Drow staying in a city to be harassed by the locals demanding answers.
The majority of Drow that have chosen to venture into the overworld tend to limit their interactions with the other races. They prefer to live in either caves or homesteads away from regular trade routes. Those who have been invited to visit the home of a Drow have marveled at the intricate wood architecture and tastefully decorated interiors, often comparing it to a museum level of perfection, with nothing out of place. Those accustomed to the traditions and proper nature of the Elves of the forests will often remark on the contrasting carefree nature of the Drow. While their homes are kept pristine, they tend to not keep their manners or everyday customs to the same standard.
Appearance:
In appearance, all Drow are easily identifiable by their pointy ears and darker skin tones. Drow hair is usually white or tan, although blonde or black are rarely seen. Drow are smaller than humans, standing typically taller than a Dwarf but shorter than a Human. Although Drow culture is not strictly matriarchal, female Drow tend to stand slightly taller than males, similar to forest Elves. Drow age physically the same as humans until they hit about 20 years old, at which point their appearance remains the same until about 300 years.
Religion:
Most Drow, like other Elves, worship the Grand Oak. However, many sects have been witnessed worshiping a variety of deities from Chernoroth to Hilpha. Observers have noted many of the Drow seem to worship deities based on which underworld cave system they come from.
RACIAL TRAITS:
Positive: Cave Dweller (Decreased Aggression Range for Onyc), Climatized (Hyperthymic & Hypothermic Increased), Fight or Flight (Slight Increase to Health, Melee and Speed)
Negative: Reliant (Lower Crafting), Winded (Lower Stamina)
RACIAL ABILITIES:
Drow Eyes
STAT ADJUSTMENTS:
Health - 1.2x
Stamina - 0.9x
Oxygen - 0.8x
Food -1.0x
Water - 1.0x
Weight - 1.0x
Melee Damage - 1.2x
Movement Speed - 1.2x
Crafting Skill - 0.8x
Fortitude - 1.8x
path: any
Rufffians is the catch-all term for the people who have mammalian traits but don’t fall under any other given race. The most common Rufffian to be seen outside the Great wood is the fox-like Vespula. The Vespula have given all Rufffians a bad name due to their innate thieving nature.
The Rufffian home known as the Great wood, is a forest of gargantuan scale. Abundant, green, and peaceful the Great wood is a paradise, so Rufffians who choose to leave seek adventure and riches, or have been exiled for acts against Rufffian kind. Out in the world beyond the forest, it is not uncommon to see Rufffians settle in the tundra, jungle, coastal areas or even the snow, as their individual forms allow them to adapt to many different climates.
Appearance:
Most Rufffians consist of Wolf-like humanoids, but can range anywhere from Foxes to even Bears and Mooses. Their colors and sizes vary as vastly as the creatures of the land. The longest recorded Rufffian lifespan was 100 years old, and they have been witnessed to age in a similar fashion to humans.
Religion:
Religiously Rufffians from the Great wood will worship the three primal forces, Chernaroth, Belnororth, or Xenraiki Those that have lived a great deal of time with other races may worship Butt-Butt or Netheri, While those of a darker persuasion might worship Minutio or even Hilpha.
RACIAL TRAITS:
Positive: Pack Mentality (Reduced Aggression from Pack-Creatures), Runners High (Increased Sprint Speed), Padded Paws (Reduced Fall Damage), Furrr (Higher Increase to Hypothermic Insulation)
Negative: Meandering (Decreased Walk Speed)
RACIAL ABILITIES:
Climbing Claws, Jumping Legs, Night Vision
STAT ADJUSTMENTS:
Health - 1.0x
Stamina - 1.0x
Oxygen - 0.8x
Food - 1.3x
Water - 1.0x
Weight - 1.5x
Melee Damage - 1.0x
Movement Speed - 1.3x
Crafting Skill - 1.0x
Fortitude - 1.2x
path: neutral any
Elves are all but tribal, with few ever leaving the forests they call home willingly. Elven society is held to a high standard of tradition, and breaking it generally leads to death or exile from the forests. Elves that are raised or live in settlements outside of the domain of the wood elves tend to not be as strict, but are still held to the same standard whenever they visit their forest kin.
The population of elves that live in cities have all but lost any connection to the forests and magic nature born Elves have. Some of these Elves have delved into previously unknown arts over the millenia, transforming their outward appearance and lifestyles. Some of these Elves prefer to live in settlements along the coast of oceans and rivers, in the grasslands, or large keeps in the frozen wilds. Regardless of where they may call home, Elves of all kinds worship the same deity, The Grand Oak.
Appearance:
In appearance, all Elves are easily identifiable by their pointy ears and lustrous skin. Elven hair is usually black or brown, although hues such as blonde or copper red are seen. Elves are smaller than humans, standing typically taller than a Dwarf but shorter than a Human. As Elven society is matriarchal, female Elves tend to stand slightly taller than males. Elves age physically the same as humans until they hit about 20 years old, at which point their appearance remains the same until about 300 years.
Religion:
The Grand Oak
RACIAL TRAITS:
Positive: Heart of the Woods (Reduced Aggression Range for Thylacoleo), Heart of the Woods (Terrorbird Neutrality), Shaded (Decreased Water Drain), Fleet Footed (Increased Stamina & Movement Speed)
Negative: Delicate (Decrease to Health and Fortitude)
RACIAL ABILITIES:
Night Vision
STAT ADJUSTMENTS:
Health - 0.9x
Stamina - 1.5x
Oxygen - 1.0x
Food - 1.0x
Water - 0.8x
Weight - 1.0x
Melee Damage - 1.0x
Movement Speed - 1.4x
Crafting Skill - 1.0x
Fortitude - 1.3x
path: any
One of, if not the most diverse race. Lizardfolk includes a wide variety of smaller races in a grander scheme. Semi-Aquatic, decent climbers and a hearty constitution make the Lizardfolk a deadly force in any climate or terrain. Most Lizardfolk settlements can be found in humid jungles, swamplands and coastal areas, with individuals occasionally spending time living in the deep sea if the mood strikes them. They are rarely seen in the snowlands or tundra without heavy preparation. With such a wide variety it's common to see Lizardfolks from all walks of life.
Appearance:
With its incredible diversity, the Lizardfolk have anything from Nagas, a snakelike people, the Soukhos, a race of larger Crocodile-like people, and finally the Varanus, a smaller, agile race of lizard-like people. Individuals can vary in each species and there isn’t a standard among the races. Regardless of outward appearance, all lizardfolk will retain their physical strength and abilities til death, which is usually around 175 years if natural causes are allowed to take them, and all appear to age in a similar fashion to humans.
Religion:
Lizardfolk don’t have a centralized religion, typically worshiping whatever deity best fits the individual.
RACIAL TRAITS:
Positive: Sun Bathing (Increased Hyperthermic Insulation), Buoyant (Stamina Regeneration Underwater), Hold Breath (Increase to Oxygen), Natural Claws (Increase to Melee)
Negative: Cold Blooded (Hypothermic Reduction on Land), Hungry (Lower Food), Cold-Blooded (Lower Fortitude)
RACIAL ABILITIES:
Climbing Claws, Thermal Vision
STAT ADJUSTMENTS:
Health - 1.0x
Stamina - 0.8x
Oxygen - 1.5x
Food - 0.8x
Water - 1.0x
Weight - 0.9x
Melee Damage - 1.3x
Movement Speed - 1.2x
Crafting Skill - 1.0x
Fortitude - 1.1x