Fated Races

Animal Kin

Animal Kin appear as anthropomorphized versions of their respective animals, taking on some visual characteristics and mannerisms of the animal. All may buy Resist Poison for 3 points as a racial ability and pay double cost for Arcane and Necromancy skills.

  • Prey
    • Snakes, birds, rodents, fish, large herbivores, etc.
    • They get racial Resist Poison at levels 1, 5, 10… etc.
  • Predators
    • Predatory carnivores such as cats, dogs, sharks, alligators, etc.
    • They have base 1 claws at level 1, base 2 at level 5, base 3 at level 10… etc.

Dwarves

All dwarves consider their beards a symbol of honor and would not be seen without them, thus all dwarves must have beards. All Dwarves are very proud of their respective clans and will fight viciously for its honor.

  • Must buy a craft skill at each level

Dark Dwarves

They are of dark complexion and have silver hair and beards. Dark Dwarves are reclusive by nature and generally do not socialize with many of what they call “outsiders”. Dark Dwarves value magical knowledge and lore and guard their magical secrets viciously.

  • -1 to the cost of Spell Smithing
  • -1 to the cost of Hex Dolls
  • Free level of Spell Smithing or Hex Dolls at levels 1, 5, 10.. etc.
  • Blinded by Eldritch Light spell

Hill Dwarves

They have lighter hair, generally blonde or light red. Hill Dwarves love to eat, drink, and simply enjoy the fruits of nature. Their Halls always have the sound of music and feasts emanating from them. Many races travel to the Hill Dwarves' breweries and taverns for feasts only heard of in legend.

  • -1 to the cost of Alchemy
  • -1 to the cost of Potion Making
  • Free level of Alchemy at levels 1, 5, 10… etc.
  • Double cost for Arcane, Nature, and Necromancy Skills.

Stone Dwarves

Stone Dwarves have dark hair and beards, such as black, brown, or dark red. They are very stoic and proud by nature. Stone Dwarves rarely do anything spontaneously and are very driven by gaining honor for their clan.

  • -1 to the cost of Blacksmithing
  • -1 to the cost of Gadgetry
  • Free level of Blacksmithing or Gadgetry at levels 1, 5, 10… etc.
  • Double cost for magic skills

Fae Kin

Fae Kin are people of the Prime whose lineage has been mixed with that of Fae. Often they live among the culture of their non-fae heritage. They generally appear as their non-fae heritage but have an obvious tell. For example, a Wood Elf Fae Kin would likely be raised in Wood Elven society, hold most of their cultural norms, and would rep themselves as a Wood Elf, except with one obvious and dramatic Tell chosen by the player and approved by plot. Examples of Tells could be wings, bizarre eye colors, gratuitous amounts of glitter, horns can be used as long as they can not be mistaken for Satyr horns, or any such combination. Due to their fae heritage they are capable of drawing on certain fae based powers. This is manifested by their racial abilities to Fade and Charm. They also take certain drawbacks due to their fae heritage which is why cold iron is dealt straight to their health.

  • Fae Kin can buy racial Fade for 6 points
  • Receive racial Charm at levels 1, 5, 10… etc.
  • May not wield cold iron weapons
  • Take cold iron damage straight to body

Goblins

  • All Goblins have high squeaky voices.
  • They gain Resist Poison for free at levels 1, 5, 10…etc.
  • They may buy Resist Poison as a racial ability.
  • They cannot use 2 handed weapons.

Green Goblins

These green skinned goblins are the most common and are widespread throughout the land. They usually live in huge family clusters. Due to the fact that they live in these family pods and must fight fight to scrape anything away from their siblings, they have a tendency to be selfish. Although it's rare for a Green Goblin to be willing to sit down long enough to obtain a formal education, do not assume these creatures to be dumb. They are often crafty, cunning, and quick-witted.

  • Pay double for Arcane, Healing, Necromancy, and Nature skills.
  • They may buy a racial Dodge for 10 build every ten levels.

Arcane Goblins

They often live in much smaller family groups, either taking refuge in old abandoned libraries and mage towers, or dwelling within cities, often working as mages, librarians, or curio shop owners. They are more sociable with outside races than other goblins. They are born with a lust for any sort of knowledge Arcane. They appear very similar to green goblins except for their trademark black skin and black hair.

  • Pay double for Natural, Healing, and Necromancy skills.
  • Cannot be Fighters
  • -1 to the cost for Arcane skills
  • -1 to the cost of Scroll Making

Hobgoblins

More surly than other goblins and less trusting of other races. They usually have brown or rusty colored skin. They have the full cunning mind of other goblins but often act with crueler intent. They're usually born in family groups like most other goblins, but are either thrown out or run away at an early age which makes them very self-sufficient. They are often very daring when put to a challenge assuming the price is worthwhile to them. They are also usually larger than most other races of goblin.

  • Half cost to Florentine
  • -1 to cost of create traps
  • Pay double for Arcane, Healing, Necromancy, and Nature skills.

Humans

  • All Humans may buy Courage as a racial ability.

Standard

Highly industrious and often live in cities, but are also not uncommon to be found in rural areas. They are comfortable pursuing any class or ilk. They have a tendency to succeed at whatever they put their mind to. They can also at times be capable of incredible acts of bravery or heroism.

  • At levels 1, 5, 10… etc. they get a free level of Craftsman type of their choice, assuming they have the prerequisites.
  • Due to their industrious nature they must buy a craft skill every 3 levels.

Rovers

Rovers grow up in tight-knit extended family environment. They have a strong familial bond which extends to all Rovers. When a Rover comes of age they're expected to go out into the world and find their own future. They're extremely confident and all Rovers seem to have a strong personal flair to them. This is often seen as eccentric by other races. Rovers have a tendency to see themselves as being the greatest of all races. This combined with their high amount of self-confidence has a tendency to make them believe that they are more competent than others, even in situations where it is not true. They are very cunning and tend to swindle other races which they call Gaja. Due to their highly familial upbringing they are expected to lend aid and assistance to any other Rover they come upon. Rovers also have a tendency to be very prideful and often overreact to insults to themselves or other Rovers. In situations where Rover honor is compromised they are able to draw on a special magic which flows through their bloodline to curse those who insult members of their kind. This power must be used sparingly because misuse of it will draw repercussions from other members of their family.

  • All Rovers must dress flamboyantly, talk with an accent, and lend aid to other Rovers.
  • When a promise is given and not held the Rover will take SOME CURSE until reparations can be made.
  • A Rover is incapable of making a promise they do not intend to follow through with.
  • At levels 1, 5, 10… etc they gain Rovers Curse/ Remove Rovers Curse

Barbarians

Stout tribal peoples who often live in harsh wildernesses. They often venerate warriors and shamans, although they have a strong distrust of Arcane and Necromancy. Often from a particular tribe and show a strong loyalty to it. The tribe is usually led by their bravest warrior and relies on the tribe's greatest shaman as a confidant and counselor. These tribes usually have strong animistic ties. Barbarians often show extreme courage in battle and are often passionate warriors who refuse to flee until their goal is accomplished.

  • Double cost for Arcane and Necromancy skills
  • Must have skepticism and leeriness to Arcane and Necromancy.
  • At levels 1, 5, 10… etc. they gain 2 body.

Kith

  • All Kith are unable to use two-handed weapons.
  • They get the ability Resist Bindo for free at levels 1, 5, 10… etc.

Gnomes

Gnomes, by nature, are very eccentric because of their constant impulse to understand how things work. They are some of the best engineers and craftsmen in the land. Gnomes normally do not like confrontation and other races will sometimes pick on them, but a gnome won't let it go very long before wondering how to take them apart.

  • -1 to cost of Gadgetry
  • -1 to cost of Trap Making

Hobs

Hobs typically try to live "larger than life." They always leave home when they reach adulthood for some epic quest they must accomplish. This can range anywhere from defeating some bandit to becoming "King of the Land." This can sometimes cause many Hobs to be on the very same quest. Hobs are far from skittish and usually will work with the adage "the bigger they are, the harder they fall."

  • Can buy racial Dodge once per ten levels.

Halflings

Halflings are very high-spirited and see the world as their playground. The map has many spots that need filling in and Halflings are more than willing to go help. Halflings will tend to wear trinkets on them as badges of honor from their past adventures, such as a goblet from a vampire's hall or a coin taken from a dragon's horde. Halflings love telling stories of their adventures to whoever will listen to them and may embellish the truth a bit all in the name of a good tale.

  • Can buy Ancestral Map as a racial ability for 4 points.

Ogres

Ogres are very temperamental creatures, being influenced greatly by the weather at the time. While they are some of the fiercest warriors known, even the fiercest warriors can be dulled by a rainstorm. Strongly believing in the natural cycle of life, Ogres have a distaste for Necromancy. There are four major clans of Ogres.

  • +2 body at levels 1, 5, 10… etc.
  • Can not buy Necromancy skills
  • Can buy racial Strong Arm once per ten levels.
  • Must answer call of a Grand Tournament

Fire Clan

Fire warriors are most driven during the Summer time by the fire within. They are led by the warrior who has proven himself strongest. The Fire clan also has pyromancer shamans who council the chief on matters of magic.

Water Clan

In Winter these Ogres are out most, as they tend to favor fighting when others tend not to fight. Many Ogres of this clan are Rogues who enjoy the lack of daylight and the shadows.

Air Clan

Home of the feared Ogre Magi who use magic as their primary weapon. Led by the strongest shaman, fighters and rogues often work as body guards. They are driven most in Autumn, during which Necromancy begins to gain strength.

Stone Clan

Driven in Spring when nature is most alive and strong. They are the warriors of nature and generally have a cause for nature.

Orcs

Orcs believe that through conflict, struggle, and war they will better themselves. Orcs live within tribes, fighting to gain honor for their own specific tribe. Orcs have split into three types.

  • +5 body at levels 1, 5, 10… etc.
  • May buy Strong Arm once per ten levels.
  • Double cost on all magic skills
  • Must answer call of a Grand Tournament

Red Orcs

Red Orcs are more prone to violent tempers and like to fare most challenges alone. Red orcs are taught that a group is only as strong as its weakest member, so they try to avoid weakening themselves through other people.

Green Orcs

Green Orcs are more sociable and will work together with other races to accomplish their goals. While Green Orcs will tend to charge into battle, they will do so when it works best for their tribe.

Black Orcs

Black Orcs do not like to be called "Orcs," but rather "Uriks," which is what Orcs call themselves in their language. Black Orcs generally do not trust other races because other races do not understand what it means to be an Orc. They tend to only work with other Orcs to accomplish their goals.

Satyrs

Satyrs are an extremely jubilant and outgoing race of lesser fae. They grow up in small households usually found deep within the woods. Since Satyrs live very long lives it is not uncommon for them to be raised not only by their parents, but also grandparents and great-grandparents as well. They're raised on a steady diet of stories of adventures, tales of wonderful parties, and speculations of the wonderful things that lie beyond their woods. They live on this until their imaginations are full to bursting and they decide they must go out and experience these things for themselves. Upon this day the family will throw them an extravagant party during which the young Satyr is expected to disappear at some time and are not expected to return home until they have their own great stories to tell. Satyrs are enthralled by the ideas of singing, dancing, and drinking. During this time they are empowered with a vigor rare to most other races of the world. Satyrs also seem to have an ability to pass on and instill their passions in others, often arousing their allies in just the nick of time. Satyrs enjoy pursuing being most any type of adventurer except for the fact that they do not seem to be able to channel some of the world's more macabre energies such as Necromancy. Also, due to being fae, cold iron is more harmful to them than it is to others.

  • May purchase racial Awaken
  • At levels 1, 5, 10… etc. gain 1 additional damage on weapon damage while dancing, singing, or intoxicated (these activities do not stack on each other).
  • Unable to buy Necromancy skills
  • Take cold iron damage directly to body
  • Must party once a day with at least one other person for a minimum of 15 minutes or they become melancholy and lose the ability to use their racial Awakens. The celebration is most often held at midnight to ring in the new day.

Trolls

  • All Trolls gain racial Regeneration as a per day ability at levels 1, 5, 10.. etc.
  • May buy Regenerate Limbs as a per day ability (4 build)

Coastal Trolls

Highly social, usually have some form of island accent. They often adorn their clothing with bones and shells, and often have long dreaded hair. They naturally have tusks, but some choose to file them down. They're usually a light-hearted race. Trolls have a cultural affinity toward Nature and Necromancy and show no prejudice to them, believing they work together. Some of them choose to participate in the Great Tournament but do not share the compulsion that Orcs and Ogres have.

  • Pay double for Healing and Arcane skills.

Savage Trolls

Speak in a gruff voice and have brown skin with tusks. Savage Trolls often speak slower and on average are very gentle and try to avoid fights. When forced to defend themselves they can pacify their foes. Savage trolls are more gullible than other Trolls.

  • Pay double for Arcane, Necromancy, Nature, and Healing skills.
  • May buy Racial Pacify for 6 points

Bridge Trolls

Bridge Trolls are savage, impatient and have brown fur with tusks. They are territorial, possessive and surly. They tend to live in isolated areas near water.

  • Pay double for Waylay, Arm/Disarm Trap, Mind for Science, and Pick Locks
  • May buy Racial Slay for 6 points

Elves

  • Cannot wield unbalanced weapons

High Elves

Extremely urbanite and civilized culture.

  • Resist mystic at levels 1, 5, 10.. etc.
  • Style Mastery for half price
  • Double cost for Nature and Necromancy skills

Dark Elves

  • Necromantic prerequisites for half cost rounded up
  • Resist sleep at levels 1, 5, 10… etc.
  • Double cost for Life and Nature prerequisites

Wood Elves

  • Command Plant/Animal at level 1, 5, 10… etc
  • Archery and Battle Archer at half cost
  • Double cost for Arcane and Necromancy Prerequisites
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