Races of Geomancy
From LiMaWiki
Once your character has stats, it’s time to choose a race.
[edit] Astral Walker
An Astral Walker is a being of planar residue. Hailing from the chaotic planes of the Mechanar, Limbo, or the Ethereal, Astral Walkers resemble elven-humanoid figures. Their face is thin and gaunt with jutting teeth, long ears, and widened eyes. Their skin can become pale white in the light of the moon or deep red in the blazing sun. Their eyes form spirals, that of which a galaxy shows. Astral Walkers are extremely loyal to each other and seemingly have no purpose in life. They are wanderers of the planes, looking to serve or help out "lesser races" from the daily struggles of their lives.
Starting Language: Elven, Empyrean, or Celestial
Hometown: Any major city
Notable Heroes: None
Astral Walkers roam the planes in search of magical power. Their adventures over the centuries have lead them to absorb energy faster than others.
Racial Ability – Star Crusher
Whenever the character does cosmic damage from any source, he can add in his Cosmic Mastery OR Cosmic Specialization skill as bonus damage. Also the SP cost of either Cosmic Mastery or Cosmic Specialization skill is reduced by -2.
[edit] Atrocious
Atrocious are creatures who have suffered horrid fates of demonic magics and centuries of torture. These are disfigured humans, ogres, trolls, even half orcs and half elves sewn together with dwarven parts for filler. They are all manner of monstrosities. Their figure is still the same, two legs, two arms, head, and torso. When first released from their eternal prisons, they were feared and hunted by all races. The ages have put those differences aside and Atrocious are becoming greatly known and accepted. Atrocious range from 5-7' tall and can weigh 190-280 pounds.
Starting Language: Dwarven, Elven, or Undercommon
Hometown: Any major city
Notable Heroes: None
Their disfigurements from magic have greatly increased the creatures ability to master anything.
Racial Ability – Magic and Body Mastery
MGD is now WIL/3 instead of WIL/5. The character also chooses 2 SKL attributes and reduces their cost to attribute/4 instead of attribute/5.
[edit] Avian
Avians are human in form and in most ways look like your average human. However Avians are frequently people of striking looks and grace. Their other feature that sets them apart is the ability to transform themselves into birds. All Avians carry a magical token of some kind- a ring, cloak, belt, or amulet. This item allows them to change shape. Avians are druidic in nature. The majority of Avians call Melia's Temple home and rule the city of Sylvan. Many Avians give up their ritualistic lifestyles to pursue evil in its many forms.
Starting Language: Thea
Hometown: Sylvan, Dawn Iri
Notable Heroes: Enna Elios (Pre-Demon)
Along with the ability to polymorph, Avians are considered some of the most beautiful people. Because of this, they are naturally charismatic towards every race.
Racial Ability – Talented and Charismatic
Reduces the SP cost of all artistic ability and social skills by two.
[edit] Basay
Basay are the many forms and distant cousins to yeti. These creatures can range in type but most have barreled chests, stocky legs, and huge, powerful arms. Basay are completely covered in fur and hair ranging in color from brown, green, to even white in the snowlands. Basay stand well over 7 feet tall and weigh more than 350 pounds. Most basay live in packs or small tribes, constantly roaming the surrounding area. Though seemingly fearsome and unintelligent, many towns of Basay have sprung up across the world and many enjoy exploration.
Starting Language: Giant, Gobbley, Aquas
Hometown: Tamman, Ellah, Enlaur Kingdom
Notable Heroes: None
Basays are able to utilize their massive strength to increase damage output done by weapons. This makes them very feared in combat.
Racial Ability – Crushing Might
Natural Damage (Melee) is now STR/3 instead of STR/5 and Natural Damage (Ranged) is now AGI/3 instead of AGI/5.
[edit] Bugbear
Bugbears are large goblinkind with muscular bodies and thick hair. Their hides range in color from deep green to light brown with reptilian like eyes. Many bugbear have been mistaken for Orcs though when compared, an orc dwarfs a bugbear in height, weight, and mass towering up to 6' tall and weighing at a hefty 250 pounds. Bugbears are naturally carnivores and relish in the taste of flesh. Many hunting parties have picked clean forests of life. Bugbears are renown for their ambush and leadership capabilities, sometimes seen commanding several groups of Kobolds and Goblins.
Starting Language: Gobbley or Undercommon
Hometown: Thoesa, Kobold Hold
Notable Heroes: None
Bugbears are proficient with a variety of weapons, however, they are very proficient with striking in hidden spots against opponents.
Racial Ability – Surgical Striker
Reduces the SP cost of all added weapon damage skills by five.
[edit] Centaur
These very noble creatures have the upper body of a humanoid figure and the lower body of a horse. Their powerful legs and arms allow them to travel extremely fast. Centaur packs travel across the plains herding and caring for the locals. Centaurs are protectors of the weak and value honor and promises above all else. Most Centaurs are skilled bowyers and can hit targets on the run with relative ease. Those who choose not to use a bow find lances, clubs, and even long swords useful when charging into combat. Centaurs are friendly to any creature who show signs of kindness.
Starting Language: Thea, Elven, or Terran
Hometown: Enkeep Dwelling, Soncor, Sylvan
Notable Heroes: None
Centaur's extra legs make them extremely fast, allowing them to boost their speed for a short time by an extreme amount
Racial Ability – Burst of Speed
Run is now SPD*4 and once per day they can increase their SPD to AGI*3 for 5 minutes.
[edit] Dark Elf
The dark elves are a race of enigmatic elves who dwell under the depths of the earth. Dark Elves have obsidian-black skin and tend to be slightly shorter than other elves. Their eyes can glow deep red upon anger or battle. While taller and ganglion than normal elves, they can stand some 6 feet tall and weight upwards of 185 pounds. Dark Elves are natural predators, waiting hours in dank, cramped, caves for a unsuspecting traveler to cross their path. Dark Elves call no man king or ruler and very few organized communities exist save one, Deep Castle, which resides within the bowels of the darkest caves.
Starting Language: Elven, Undercommon, Infernal, or Dwarven
Hometown: Deep Castle
Notable Heroes: None
Dark elves have learned to channel their fierce anger into a devastating attack.
Racial Ability – Anger and Darkness
Whenever the character does dark damage from any source, he can add in his Dark Mastery OR Dark Specialization skill as bonus damage. Also the SP cost of either Dark Mastery or Dark Specialization skill is reduced by -2.
[edit] Deep Halfling
Deep halfings are dark-skinned versions of their cousins. They prefer the isolation from the upper world by living deep beneath the earth's crust. The typical deep halfling enjoys the sight of unexplored caverns and divulges in ore and gems. Weighing at 110-120 pounds, the shorter cousin works with dwarves, earthen elementals, and even dark elves to further pursue the art of building a thriving city underground. Deep Halflings seldom contact creatures from above ground and as such, very few built entrances exist to their hollowed out sanctuary of the dark.
Starting Language: Abyssal, Terran, or Halfling
Hometown: Gable, Gigas Catacombs, Deep Castle
Notable Heroes: None
Deep halflings have spent centuries underground. They have learned a advance degree of sensing and awareness.
Racial Ability – Alert
Character only needs four hours of sleep, reduces the SP cost of all Awareness skills by -1, and reduces the SP cost of mining, knowledge: mountains, and survival by -2.
[edit] Dragonkind
Dragonkind are a race of humanoid dragons who have been born of dragons and placed permanently into a human shaped body. Their skin is that of draconic scales of any specific type chosen at birth. They do have ties to a parental dragon although most go through life never knowing of their real parents. They are slightly taller than a regular human and weight twice as much. Their tail extends from the back down to the ground, curling up like a snake. They have short, stubby wings which are inadequate for flight, however their fingernails are sharp claws like knives and their draconic breath can easily soften up a group of foes.
Starting Language: Draconic
Hometown: Dragon Dominion
Notable Heroes: Kurnoc
Dragonkind have a slight innate ability of their parents and gain a bonus to resistance and a breath weapon
Racial Ability – Dragon Aspect
Character can reduce any four resistances and cut the SP cost from 20 to 10. This is chosen at character creation and cannot be changed once chosen. The character then chooses one of those for resistances and gains a breath weapon that does elemental damage equal to the weapon they are wielding that can affect a 15' cone. This breath weapon can be used once per day and the save is equal to AGI DC 13 + the character's resistance to that element. Those who save suffer half damage. Ex: Kurnoc chooses fire as her element and her current primary weapon is a Gladius. As such, her breath weapon deals 1d8 Fire damage to all targets within a 15' cone in front of her. She has a fire resistance of 4 so all targets would have a AGI DC 17 to save.
[edit] Dwarf
Dwarves are short, stocky, muscular, and hot tempered. They stand 4-4 1/2' tall, weighing around 200 pounds. They have rugged complexions with long, braided beards and hair with deep red undertones. Dwarves are builders of colossal structures and do not turn down such massive jobs. Those who make the Gigas Catacombs their home love the smell of smeltered ore and their skin is almost always covered in ash and metal fragments. Dwarves work hard and consider bravery a powerful emotion. Old dwarves serve the Mana God of Earth; Raigen, and help maintain the sanctity of his home.
Starting Language: Dwarven or Terran
Hometown: Gable, Raigen's Crater, Beltros,
Notable Heroes: None
Dwarves are excellent in dealing with materials and metals. They can create better armor than other races and use current armor better to protect themselves better.
Racial Ability – Material Smith
All armor the dwarf wears has its base ST increased by +25 and any armor the dwarf makes has the base ST for the armor increased by 25%.
[edit] Elemental
Elementals are humanoid creatures made out of any of the eight elements. They are human shape and size except they have no skin. They are covered in any element of the creator's choosing such as rock, fire, plants, bright light, galactic abnormalities, or pure darkness. They have an outline of a human and can have eyes. They hear and speak normally though their starting language is dependent on the elemental type chosen. Wandering elementals may find their way to the material plane and seek up adventuring as a way to survive or perhaps one day return home. Some elementals can even be sent by their creator to aid or destroy.
Starting Language: Abyssal, Aquas, Aurian, Celestial, Empyrean, Infernal, Terran, Thea
Hometown: Other Plane
Notable Heroes: Anaklusmos (Cosmic Elemental)
Their forms give them a hyper active resistance to their element and allows them to specialize in a area of study.
Racial Ability – Elemental Affinity
The character chooses one of the eight elements to be. Once chosen, the character reduces the cost to that specific element to cost only 5 SP instead of 20 and they gain a starting resistance to that type of +3. Secondly, once per day, the elemental can channel his energy into a sphere that makes him completely immune to his own element as well as the pertaining status effect. The barrier lasts for 5 minutes.
[edit] Elf
Elves are slightly taller and slimmer than most humans. They feature chiseled jaws and generally good looks but can appear thin and weak to most. Elves are quick and nimble on their feat and if pushed too far, have been known to let loose a barrage of arrows that have scared even the toughest of creatures. Elves live centuries long. Their very long-lived race has caused them to learn much about the past ancient secrets of the world. Elven societies are almost free-spirit in nature. They enjoy the artistic abilities of life from singing, painting, and dancing. Elves honor their friendship with dwarves and humans.
Starting Language: Elven
Hometown: Soncor, Veloc, Alexia, Ienbur
Notable Heroes: Feyire
Elves are very intuitive to magic. They know how to work with the potential energy in the air much better than most.
Racial Ability – Energy Affinity
Potential Energy is now WIL*70 instead of WIL*60 and their PGEN is now WIL*30 instead of WIL*20
[edit] Fire Orc
Fire Orcs resemble their tall, husky, bulky distant cousins the Orcs except for their skin. All fire orcs have a dark red-light orange skin. All the time, their skin radiates a slight heat sensation that can be felt by others only on their skin. Armor and normal clothing will render the character unable to feel the heat. When in total darkness, a slight orange aura can been seen from the heat. Their society resembles those of a chaotic nation who have many different leaders, underground sects, and gangs. They do not have many allies, only themselves. Fire Orcs were once thought to be descendants of Fell Orcs who consumed the very essence of chaos a long time ago.
Starting Language: Gobbley, Abyssal, Infernal, or Undercommon
Hometown: Beltros, Igil, Thoesa
Notable Heroes: None
Fire Orcs burn with the demonic powers of their ancestors. They naturally strike with a fiery speed.
Racial Ability – Deadly Speed
Reduces the SP cost of Improved Initiative by -5, Two Weapon Fighting by -2 and Shield Fighting by -5.
[edit] Forest Gnome
The smallest of the gnome group, standing at a mere 3 feet tall, this particular race has survived generations within the secluded protection of the forest and nature. They have become so in tune with nature that their skin can take on the form that of a tree bark, the greatest Forest Gnomes can manipulate any forest to their whim. While none encountered would ever deliberately lay waste to a forest, they will take any precaution to protect their land. Forest Gnomes rely on the nature's blessing to help push back invaders and in return for their balanced harmony, they have survived well.
Starting Language: Gnome or Thea
Hometown: Melia's Temple, Veloc
Notable Heroes: None
Forest Gnomes are nomadic by genetics. For generations they roamed from forest to forest learning to become more in tune with the elements.
Racial Ability – Forest Affinity
Whenever the character does nature damage from any source, he can add in his Nature Mastery OR Nature Specialization skill as bonus damage. Also the SP cost of either Nature Mastery or Nature Specialization skill is reduced by -2.
[edit] Gnoll
Gnolls are large humanoids with the features that of a hyena and ravaged dog. They have a large thick mane atop their muzzles that hang down to their short, stubby tail. Their mouths are full of razor sharp teeth and they stand on two powerful horse-crooked legs. Gnolls are furious warriors, intent to kill anything they can eat. They tear into flesh with hands and teeth if they can, preferring to fight in the barbaric style of their ancestors. While not all gnolls are as chaotic, many enjoy the life of an adventurer, assassin, or use their ability to scent targets as a geohound.
Starting Language: Gobbley or Undercommon
Hometown: Beltros, Tasef, Vode
Notable Heroes: None
Gnolls are weapon experts, being able to use a variety of weapons proficiently.
Racial Ability - Weapon Mastery
The character can reduce the SP cost of one group of weapons by -1 and any weapon the character uses has its dice damage increased by +1
[edit] Gnome
Related to the dwarves, gnomes are 3-3 1/2' tall and are a tad thinner. Gnomes can have white to deep tan skin and hair color that ranges across the spectrum. Gnomes are pranksters and gain a good laugh out of a harmless practical joke. They love the look and feel of gems and have been known to be completely entranced by the scope of a perfect and flawless ruby or sapphire. Gnomes frequently build shelters and towns with dwarves and are not shy of letting people in for care. Gnomes can also be wonderful and strange physicians, fascinated by the structure and composition of any creature. They usually take a piece of an unidentifiable creature or plant for future study.
Starting Language: Gnome, Dwarven or Elven
Hometown: Gable, Enkeep Dwelling, Alexia
Notable Heroes: None
Gnomes are uncannily smarter than others. They have learned to master the ability to increase their spells to a greater degree.
Racial Ability – Intellectual and Curious
Reduces the SP cost of any 4 Knowledge skills by -3 and any 4 white magic Mastery skills by -3. They can also start out with any other language of their choice for free. Also, once per day, they can add in their ISKL into all strike attempts made by the character for 5 minutes.
[edit] Goblin
Goblins are small green and warty humanoids, standing between 3-4 feet tall. Their arms and legs are almost nearly the same length at a full adult, giving a goblin an almost hunchback appearance. While many would consider this an impractical joke of a creation, goblins are very quick to react. Their mouths are full of fang-like teeth and they exude elven facial features. Their skin range from deep green to dull yellow. A society of goblins exist as thieves and rogues. They make great assassins however their larger and more unusual strength is there ability to tame and control even the wildest animal with relative effort.
Starting Language: Gobbley or Gnome
Hometown: Beltros, Kobold Hold, Ienbur
Notable Heroes: None
Goblins have a natural affinity to most animals and can train or ride just about anything with ease. Their knowledge of stealth also gives them a huge advantage against opponents.
Racial Ability – Animalistic Instinct
Reduces the SP cost of all Animal Handling skills by -3. Whenever the character is hidden and attempts to make a sneak attack against an opponent using either the Sneak or Hide skills, the bonus to strike and damage gained from these two skills is doubled. The goblin can use this bonus only once per day.
[edit] Halfling
Halflings are plump shorter versions of dwarves. Distantly related to both the dwarf and gnome, a halfling is a curly haired, furry foot, dweller who enjoys the simple life. Halflings love to spend their days curled up on a couch or in the sunshine with a book or pen and paper. They make excellent organizers and are some of the best people to remember almost anything. Halflings are friendly and open to any race, evil or not. They welcome well thought out plans and are the first to suggest new ways things can be improved. Halflings can be found in almost any city.
Starting Language: Halfling, Gnome, or Dwarven
Hometown: Dawn Iri, Alexia, Enkeep Dwelling, Cori Delkan
Notable Heroes: None
Halflings are excellent writers, scholars, chemists, and tinkers.
Racial Ability – Curious and Creative
Reduces the SP cost of Alchemy by -2, Toxicology and Pharmacology by -3, Cryptology and Painting by -1, and either Weaponsmith or Armorsmith by -2.
[edit] Hobgoblin
Hobgoblins are the menacing and brutish leaders of the gobbley family. While not as strong as an ogre, these humanoid figures boast excellent dexterity, physical power, and intellectual cunning. Hobgoblins' hide range from dark red to gray and stand nearly 6 feet tall. They have sharp yellow or orange eyes and thin pointy ears. Hobgoblins prefer tight fit clothes and love the use of short, easy to hide, weapons such as daggers or spikes. A ruling class control most of Kobold Hold and frequently plan raiding attacks on towns. Encountering several hobgoblins can never be a good thing. Adventurers use their abilities to profit outside of the close knit control and enjoy dungeon delving when they are able to.
Starting Language: Gobbley or Giant
Hometown: Kobold Hold, Tasef
Notable Heroes: None
Hobgoblins are known for knowing how to kill many types of creatures with exceptional ability.
Racial Ability – Monster Mastery
Reduces the SP cost of all Lore skills by -3 and can choose one Lore skill as their "favored" enemy giving them a +2 to that skill to start.
[edit] Human
Humans are self explanatory. They can range in skin color from brown to tan to white and range in height and weight up to 6' and 190 pounds. The humans of Geomancy currently rule most of the estate and lands throughout the continent of Agate completely controlling the northern half. Dawn Iri is the capital and seat of power for the humans, ruled currently by a large appointed council. Though the era of man has slowly ended, their compassion for the world has grown and other nations have begun rising to power. While the human language is considered common, many adventurers have also learned to speak neighboring languages and cultures.
Starting Language: Dwarven or Elven
Hometown: Dawn Iri, Cori Delkan, Alexia
Notable Heroes: Agate, Yagir Wolf, Senarion, Heijin
Humans are able to learn a variety of different skills. They are able to choose what background they come from because of the variety of regions.
Racial Ability – Specialization
The character can choose three skills and reduce the SP cost by half (rounded down). This is chosen at character creation and cannot be changed once chosen.
[edit] Icebound Halfling
Icebounds have spent the centuries buried deep within the snowy wastes. So long in fact that their skin have become infused with piece of glacial ice. Many have whole, fully functional appendages made of ice that never melt, even under the burning magma of a forge. Their hair is, long, and wavy comprised of snow, water, and ice ranging in colors of platinum whites to deep blues. Most Icebounds are known to travel with Basay and love the opportunity to help tame the horrific cold snowlands. Those who travel outside of their homes tend to do the bidding of Yume or to gain supplies.
Starting Language: Halfing, Giant, or Celestial
Hometown: Tamman, Ellah, Yume's Ice Palace, Zeal
Notable Heroes: None
Icebound Halflings have a major control of Ice and Water and can use this ability to aid them in combat.
Racial Ability – Frozen Wreckage
Whenever the character does ice damage from any source, he can add in his Ice Mastery OR Ice Specialization skill as bonus damage. Also the SP cost of either Ice Mastery or Ice Specialization skill is reduced by -2.
[edit] Imp
Imps were once small flying elemental creatures, implored by wizards and mages as pets. Throughout the early ages of time, this slavery to magic chained their delicate forms to tiny, fairy-like complexion with a raggedy leathery skin, standing no more than 6 inches tall. However since the great war, the chains that once bound these pathetic imps have been shattered. The once shallow imps have grown substantially. Current imps are up to four feet all with long gangling arms with thin, dense legs. Magic constantly flows through their veins as noticed by a small red tint in low or no light. After years of slavery and being forced into mundane tasks, Imps urn for the ability to learn and the millennia of such work has given them great insight on many things.
Starting Language: Any
Hometown: Dawn Iri, Cori Delkan, Enkeep Dwelling
Notable Heroes: None
Imps have found great importance in learning as well as having a very quick ability to master things at greater lengths.
Racial Ability - Analytical Mind
The SP cost of Search and Disguise is reduced by -1. The SP cost of Security, Sense Motive, and Negotiation is reduced by -2. Once per day they can channel their inner magic and boost their MGD by an amount equal to their ISKL for 5 minutes.
[edit] Kobold
The second smallest but the weakest race of goblinoids, Kobolds stand 3 1/2 feet tall and share features that of a dog and dragon mix. Their face is long and narrow with eyes much like a dragon however it is covered by a fine matte of fur like a dog. Their bodies are covered in a fine hair with dull black or brown scales underneath. This very perplexing look has drawn the attention of the Dragon Dominion and in recent light, some have begun to suggest that maybe the Kobolds are descendants of Dragons and not goblins. Kobolds are the workforce of the goblin force and can use a variety of weapons. Their most favorable form of combat is at close range where they can perform quick, rapid strikes.
Starting Language: Gobbley or Draconic
Hometown: Kobold Hold
Notable Heroes: None
Kobolds have learned to master the art of close quarters combat throughout the generations of war.
Racial Ability – Whirlwind Combat
Once per day, the character can send out a whirlwind of blade attacks against every target around him. The damage is based off the character's primary weapon and while the character can only roll once to strike each target, his weapon skill bonus to strike is doubled. Ex: Lacey uses this attack with a short sword. She has a weapon skill of 4, with this attack, she strikes with a +8.
[edit] Lizardmen
Lizardmen are creatures of the sea, ruling many undersea cities that have sunken to the depths. Lizardmen are completely covered in fish scales that shimmer in green or black color. They stand roughly 6' tall and weigh 200-250 pounds. Lizardmen have long, dangerous talons and thick serpent tails. They are equipped with several sets of gills and lungs allowing them to survive in any environment. Lizardmen live by raiding ships at sea or assaulting port towns. They have very few known allies and even the Kobolds seek their destruction. Adventuring Lizardmen seek favor from their rulers and wish to prove themselves in the eyes of their brethren for fame and for the chance to lead.
Starting Language: Aquas
Hometown: Unknown
Notable Heroes: None
Lizardmen are creatures of the deep, bringing with them untold weaponry and attacks against their foes
Racial Ability - Secret of the Depths
Lizardmen can breathe underwater and can also supply air to any two creatures within a 10' radius indefinitely. Once per day, they can also spray a jet of steam against all targets in a 30' line. The damage is equal to the character's primary weapon and can deal either Ice or Fire damage. The save is equal to AGI DC 13 + the character's resistance to that element. Those who save suffer half damage. Ex: Kurnoc chooses fire as a damage type and her current primary weapon is a Gladius. As such, the steam deals 1d8 Fire damage to all targets within a 30' line in front of her. She has a fire resistance of 4 so all targets would have a AGI DC 17 to save. If she chose ice, she would use her Ice resistance instead.
[edit] Minotaur
Minotaurs resemble burly humanoid figures with the lower half of a powerful steed, the torso of a built humanoid, and the face of a fearsome bull. Minotaurs revere duty and loyalty and will not hesitate to behead a family member if that bond is broken. They believe that the strong should rule the weak and view surrender as the weakest solution. Though many are not mindless killers as some would believe. Towns have sprouted up with ruthless, harsh, and stubborn leaders who are surprisingly smart and intelligent. Adventurers seek answers to their creation and the purpose they hold in the world, even going as far as joining the Dawn Iri army or allying with the Kobold Hold.
Starting Language: Gobbley or Giant
Hometown: Dawn Iri, Tasef, Alexia, Kobold Hold
Notable Heroes: None
Minotaurs can smash objects so hard that opponents have been known to flee at the strength of just one blow.
Racial Ability – Stoic Smash
Carry is increased to STR*25 instead of STR*20 and the SP cost of Climb, Jump, and Survival are reduced by -1. Once per day, a character can also perform a smash that crushes armor and knocks M sized targets back. If the minotaur hits a target, they do a bonus ST damage of +10 and knocks the target back 10'. The bonus ST damage is also based off the Minotaur's primary weapon dice damage. Ex: If a minotaur was using a Khopesh when using this ability, the total bonus ST damage would be +18 since the base damage of a Khopesh is 2d4.
[edit] Ogre
Ogres are some of the largest humanoids to lumber the planet. Standing more than 9' tall, with thick massive torsos, arms, and legs, these ill tempered beasts sleep where they wish. The very sight of these pale skinned monstrosities drives off towns and villages. Ogres are extremely strong and resilient and some have been known to possess the mental capabilities to cast any number of spells. Ogres live by joining forces with larger armies such as the orcs, hobgoblins, or even humans if the convincing is right.
Starting Language: Undercommon or Gobbley
Hometown: Kobold Hold, Enlaur Kingdom, Tasef
Notable Heroes: None
Ogres are very large and have an increased bodily health.
Racial Ability – Massive Fortitude
Hit Points are increased to CON*4 instead of CON*3. Once per day, an Ogre can add in any 2 SKL attributes into the damage of one weapon strike. A missed strike still uses this ability. Ex: Rice chooses CSKL and SSKL to give him a total of +10 damage on his next strike.
[edit] Orc
Orcs are the thuggish rulers of Igil and some parts of the Kobold Hold. Standing nearly the same height as a human and weighing 250 pounds, these green skinned humanoids boast significantly more muscle mass and strength. Their large foreheads, lack of body hair, and raptor-like teeth make them seem very primitive in stature. However orcs possess some of the best weaponry known to the world, having forges that even surpass the dwarves in size and ability. Orcs can be aggressive hunters, not stopping until its prey is dead. The sheer stamina an orc presents is enough to scare off any traveler.
Starting Language: Gobbley, Giant, Undercommon, or Infernal
Hometown: Igil, Kobold Hold, Veloc, Thoesa
Notable Heroes: None
Orcs have a very high tolerance to pain and naturally have an increase to physical attacks.
Racial Ability – Pain Tolerant
DEF is decreased to CON/3 instead of CON/5. Once per day, an orc can also create a boost of stamina that acts like a shield for 5 minutes. The shield is equal to the character's CON skill and absorbs all incoming damage.
[edit] Phased Touch
Phased Touch are extra planar creatures much related to the Giths. They are humanoid in shape but through the ravages of millenia have slowly seen their race transformed. Every phase is obvious because of the lack of skin that's visible. All phased have parts of their body that are translucent and see through, the parts look like someone is seeing a x-ray picture. Parts of the body can range from a hand, to a section of the arm, to even a part of the skull. As phased get older, more and more parts become translucent until eventually the entire body is phased, eventually they phase into nothingness, such is the death of a Phased.
Starting Language: Empyrean
Hometown: Other World
Notable Heroes: Gram and The Thunder Caller
Phased Touch are planar creatures who have learned to phase attacks into incredible feats of damage.
Racial Ability – Phase Critical
When a character scores a critical, the damage is *3 instead of *2. Once per day, they can also phase their weapon to ignore the target's AC. The target cannot save however a missed strike still uses this ability. The attack does no ST damage.
[edit] Sky Dwarf
Sky Dwarven are winged dwarven. Throughout history, dwarves and elves have never gotten along only in extreme circumstances. In hopes for the upper hand in life, some dwarven alchemists developed a potion to give dwarves wings. What the alchemists didn’t know is that the wings were permanent. They eventually became their own society and separated themselves from the world by living in the clouds. They have the same features as any normal dwarf except that they have a wingspan of five feet. They can hover several feet off the ground with almost no energy and can fly for a total of four minutes at a speed of 50 mph before needing rest.
Starting Language: Dwarven or Aurian
Hometown: Xis'Al, Xis'Al'Gen
Notable Heroes: None
Sky dwarven are natural navigators, their ability to see over the world gives them a understanding of the planet.
Racial Ability – Natural Leader
Reduces the SP cost of all Transportation and Navigation skills by three. Once per day, Sky Dwarves can rally their allies and give any ally within a 25' radius a bonus to weapon damage equal to a roll of their primary weapon damage. This effect lasts for the next strike of the target. Ex: Chrissi uses this ability, she has a weapon that deals 2d6 damage. She rolls a 10, giving her allies a +10 to any physical damage they do on their next attack. A missed strike still uses this ability.
[edit] Spectral Brute
Spectrals are large creatures with the abnormal will of the undying. These creatures, transformed by mystical powers of the dead, resemble those of trolls, orcs, ogres, or other massive creatures. While physically they may look no different, a slight ghostly and wispy glow constantly flows through them. Seemingly classified as undead, they have complete and total free will to roam the world. Some see it as divine providence however they "bleed" just like everything else. Hurting a Spectral Brute causes pain as tiny white spheres of energy bleed out of wounds. The exact cause of this seems to be related to the creation of Atrocious beings and have been accepted as they have.
Starting Language: Undercommon, Gobbley, Celestial, or Abbysal
Hometown: Any major city
Notable Heroes: None
Spectral Brutes have the power of undead flow through them and can cause life to be drained from targets.
Racial Ability - Undead Touch
Reduces the SP cost of Lore: Undead by -1. Once per day, the character can drain the life out of a target with a melee or even ranged strike. Any normal strike causes the Brute to receive all of the damage inflicted on the target. This is only the damage actually done to the target, after defenses. A missed strike still uses this ability.
[edit] Stratum Gnome
Stratum Gnomes are those born within a chaotic and ever changing plane. Hailing from the worlds of the metaphysics, these naturally adept gnomes share a great affinity with machines, the psyche, and the forces that make up the universe. Standing slightly taller than a normal gnome, they usually display bizarre hair and skin colors ranging from greens, to blues, and even reddish-pink. Their use over the limited crystal technology has greatly expanded the capabilities of airships and crystal weaponry.
Starting Language: Gnome, Empyrean, or Aurian
Hometown: Other World
Notable Heroes: None
Stratums have a innate ability to be one with mechanical devices, large or small. They do so with a special intuition to the psychic world and the physical world.
Racial Ability – Metaphysics Destruction
The character chooses either Psychic or Super Force. Whenever the character does Psychic or Super Force damage from any source, he can add in his highest mastery bonus skill for that type as bonus damage. Ex: If a character chose Psychic, he could choose any one of the 5 domains as his source for extra damage. The type is chosen upon creation and cannot be changed.
[edit] Thundarian
Thundarians are a cross-breed between humans and phase touched. This curiously born offspring became naturally created of electrical current. While not an elemental of pure type, they constantly have electricity running through their veins. Sparks fly off their fingers and lightning surrounds any item they hold. Their eyes glow a dull blue glint that constantly jot. They stand as tall as a regular human and have all the features of one. As a thundarian grows in power and age, their electrical currents become stronger and more frequent eventually creating small isolated ruptures of electronic pulse waves or thunder storms.
Starting Language: Aurian or Celestial
Hometown: Other World
Notable Heroes: Yazul
Thundarians are master spellblades who have learned to focus their natural currents onto weapons
Racial Ability - Thunder Charged
Whenever the character does electrical damage from any source, he can add in his Electrical Mastery OR Electrical Specialization skill as bonus damage. Also the SP cost of either Electrical Mastery or Electrical Specialization skill is reduced by -2.
[edit] Troll
Trolls are monstrously large humanoid giants. They stand around 8 feet tall and weigh upwards to 400 pounds. They are covered with a variety of colored hairs from red to blue to black while their skin ranges from dark green to light gray. Trolls have slowly been "domesticated" over the years since magic lay waste to the world. Many have even begun to be extremely civil with the outside nations, but old traditions die hard. Groups of trolls still maintain their cannibalistic behavior in attacking caravans, protecting caves, or guarding treasure. Their most impressive ability is drawn from their increased metabolism. They heal very quickly compared to other races, so fast that some reports have seen massive gouges and limbs completely regenerate within minutes.
Starting Language: Giant, Gobbley, or Undercommon
Hometown: Enlaur Kingdom, Thoesa, Ienbur, Beltros
Notable Heroes: None
Trolls regenerate very fast than others. Their metabolic and superficial ability to regenerate the body is unearthly and unknown.
Racial Ability - Regeneration
HGEN increases to CON*2 instead of CON. Once per day, they can also call up their superior regeneration and in combat, restore 10% of their maximum HP (rounded down) every round for 5 rounds. Using this ability is a free action.

