Races
Your race determines several of your starting statistics, and can influence your choices of skills. Select a race that suits your style of play.
All characters are able to speak two languages to start. Which languages are available is based on race. Bonus starting AP granted from your race does not count towards a level. Attribute adjustments are not included in the race's starting HP, defenses, etc.
Movement rates are numbered in feet per 4 TC (2 seconds). A speed of Normal means you move 5 feet, or 1 square, every TC. Slow characters cannot move on their third TC of movement. Fast characters can move an additional 5 feet on their second TC of movement. Each of these cycles resets after 4 TC (so slow characters can move 5, 5, 0, 5, 5, 5, 0, 5, and so on, while fast characters move 5, 10, 5, 5, 5, 10, 5, 5).
Not all races will necessarily be available in your game. Ask your DM about any disallowed races, or additional choices that may be available for his campaign.
Human
Humans are by far the most adaptable race, and are able to fit into nearly any facet of society. Adventuring humans are more common than adventurers of other races, and show few tendencies in skill choices. Because humans are generally fast learners, they tend to outstrip their non-human adventuring companions after a time. Humans are able to cope with trauma more readily than elves and half-elves.
Humans are as varied in profession and skills as they can be. Perhaps their only tendency is that they tend not to specialize in a single field as much as any other race, with each person learning multiple skills.
Human Game Statistics
- Begin with 35 extra AP
- Pay 1 less AP per level for any skill
- +2 to starting HP
- +1 Fortitude
- +1 Fatigue Recovery
- 10 affinities
- Movement: Normal (Base 20)
- Languages: Common and a regional language
Amyu
The amyu are a proud race of winged beings who generally keep to themselves and live their lives in high mountains. They are taller than most humans, but surprisingly light, averaging 6 to 7 feet in height and weighing about 110 to 150 pounds. They tend to have well-toned muscles from their frequent flight, but at the same time are physically fragile due to their brittle bones. Amyu skin, hair, and eye colors are as varied as humans'. Their wings are feathered, and may be white, brown, black, tawny, or other similar colors. A rare few are bright reds, blues, or yellows, similar to those of natural bird species. When fully spread, their wingspans average about double their height, but they can be folded up behind the back so as to add less than a foot in width. Amyu are inherently magical beings, but the only manifestation of this power is their limited ability of flight.
In their isolation, the amyu have come to better understand nature and the world around them. They keep a close eye on the dealings of humans, elves, and the other dominant races in the lands below, but rarely interfere. Amyu usually live for 250-300 years, but unlike other long-lived races, they achieve adulthood early, at only about age 20. They then age slowly, living in their prime until they are about 200 years old. This results in an impressive collective knowledge and wisdom base.
Amyu Game Statistics
- +1 to Strength
- +1 to Wisdom
- +1 to Agility
- +1 to Willpower
- +2 to Athletics and Nature
- +1 to Perception
- -2 to Stealth
- -3 to Acrobatics
- Pay 1 less AP per level for all Mental Discipline skills
- Fly: Amyu may use their wings to fly up, down, or straight across. Flying requires an Athletics (Str) check for each TC spent in flight. The base DC is 2, increasing by 2 for each TC spent in flight previously. They may take 10 on this check. Their speed is double their normal land speed if flying horizontally, half their normal speed if flying upwards, and up to quadruple their normal speed if diving downwards. If diving, only the distance fallen after the dive counts for determining damage. The DC of flight is reduced by 1 for each TC spent on the ground after flying, to a minimum of DC 2. Armor check penalties apply to this check. A light load increases the base DC by 2, a medium load increases it by 4, and a heavy load increases it by 8.
- Slow Fall: Amyu take only half damage from any fall if they are able to spread their wings (10 ft span) and are unencumbered or only lightly encumbered. If moderately encumbered, they take 3/4 damage. An amyu cannot slow his fall when heavily encumbered.
- 6 affinities
- Movement: Normal (base 20)
- Languages: Common and avian
Drow
The Drow are a reclusive race. They almost always live underground, but some can be found in extremely dark and dense woods or other areas without too much sunlight. Drow are distant cousins to elves, and as such there tends to be some animosity between the two. Adventuring drow are most often trained to be warriors, but can be highly capable spellcasters as well.
Drow are taller and sturdier than elves, standing about 5 to 6½ feet tall and weighing about 110-165 pounds. Their skin tones range from charcoal gray to black, and their hair is most commonly white, with other pale shades possible. A rare few have black hair or streaks of both black and white.
Whatever their chosen combat field, drow are fierce opponents. They tend towards lawful behavior, but are otherwise as varied in alignment as the other races. However, much like their elven cousins, they are slow to progress, hindering their ultimate potential.
Drow Game Statistics
- +1 to Strength
- +1 to Dexterity
- -1 to Persona
- 100-foot darkvision
- +1 to starting HP
- +2 to Willpower
- +2 to Fortitude
- +2 to Perception
- +1 to Stealth and Thievery
- +2 to defense vs. all direct magical effects (ones that allow magic resistance)
- Light blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 2d20 TC. Thereafter, they are dazzled until they leave the light. Gradual exposure does not blind them, but still causes the dazzling effect. Smoked glasses or similar items do not reduce the effect.
- Automatic bonus affinity for rapiers and short swords
- 8 affinities
- Movement: Normal (Base 20)
- Languages: Two of common, elven, and deepspeech
Dwarf
Dwarves are not particularly adept in magic. They are typically 4 to 4½ feet tall, with a stocky build, weighing about as much as a typical human, ruddy cheeks, and dark eyes and hair. They are naturally slower and more thoughtful in nature, yet still quick to anger. Dwarves have adapted to life underground in darkness, and are able to see even in pitch-black.
Although dwarves are not particularly fast learners, they tend to spend a considerable amount of time in training for battle, so they are generally proficient with more weapons than elves and half-elves. Dwarves are naturally tough, and are able to take considerably more damage than the other races, even resisting most poisons.
A dwarf's non-magical nature is part of his very being. Dwarves are more resistant to the effects of hostile magic than other races.
Dwarves are miners of great skill, and are familiar with all types of stone and stonework. This stonecunning grants a dwarf a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching (this check is made secretly by the DM). A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Most dwarves never learn a thing about spellcasting. Only about one in 20 even have the potential to use magic. Note that it is not recommended that a player roll to see whether his dwarf is able to use magic or not. It should be decided beforehand between the player and his DM.
Dwarf Game Statistics
- +1 to Constitution
- -1 to Dexterity
- Begin with 10 extra AP
- 60-foot darkvision
- +4 to starting HP
- +2 to Fortitude
- +1 Fatigue Recovery
- Magic skills cost 5 more AP per level
- Pay 2 less AP per level for all Heavy Combat skills
- Pay 2 more AP per level for all Mounted skills
- Spells cost 2 extra AP each to learn
- +2 to defense against direct magic and poison
- Stonecunning (see above)
- Movement penalty reduced by 5 feet for light, medium, and heavy loads
- 9 affinities
- Movement: Slow (Base 15)
- Languages: Dwarven and either common or goblin
Elf, Alidran
Alidran elves are a wild race, and live as hunters in forests, mountains, or less hospitable locations. They tend to be highly capable thieves and hunters, and have a natural ability with bows. They have keen eyesight and are fleet of foot, traits which lend themselves well to thievery. Their small size also helps, since they are usually only 4 to 5 feet tall, and weigh about 60 to 90 pounds.
All elves are largely resistant to certain mental spell effects, having naturally keen minds. Alidran are the shortest-lived of the elves, usually only living 350 to 400 years. They reach adulthood at about 60 years of age.
Alidran Elf Game Statistics
- +1 to Dexterity
- Superior Low-light vision
- +2 Fatigue Recovery
- +1 to Agility
- +3 to Perception and Stealth
- +2 to Nature
- +1 to Heal and Thievery
- -3 to Culture
- +4 to defense vs. sleep and charm effects
- Pay 2 less AP per level for all Archery skills
- Automatic bonus affinity for all bows
- 5 affinities
- Movement: Fast (Base 25)
- Languages: Elven and either common or sylvan
Elf, Aleiram
Aleiram elves are actually the result of intermarriage between the alidran and the niera. As such, they share aspects of each, being capable as thieves, warriors, and spellcasters. Aleiram are common enough that they have developed cities, societies, and whole family lines of their own, and have their own traditions, although those born from mixed marriages often follow the traditions of one or both of their parents. In a community of either of the other races of elves, aleiram never feel quite at home. Other elves often treat them as slightly inferior to their own race, and rarely give them full and equal respect. Aleiram themselves have learned to be more accepting as a whole, and consider all elves to be on equal standing. Other races, however, are still viewed with the typical elvish haughtiness, though perhaps slightly less than usual.
Like all elves, aleiram have excellent eyesight and hearing, have minor resistances to some magics, and are fleet of foot, though not as fast as the alidran. Elves as a whole are slow to learn new skills, somewhat limiting their total potential. Aleiram are generally about the same size as humans, but lighter, weighing between 100 and 150 pounds, and averaging 5 to 6 feet tall. Aleiram most often live to be between 400 and 500 years old, but a rare few have lived as long as 600 years. They are considered adults around the age of 100.
Aleiram society emphasizes the use of the bow and longsword as the primary weapons of courtly honor, and as such, most elves are trained at least ceremonially in their use from an early age. These elves are also natural spellcasters, having a capacity for magic much greater than most humans, though not as strong as their niera ancestors.
Aleiram Elf Game Statistics
- +1 to Dexterity
- +1 to Intelligence
- Low-light vision
- +1 Fatigue Recovery
- +1 to Agility
- +1 to Willpower
- +2 to Nature and Perception
- +1 to Stealth
- +6 to defense vs. sleep and charm effects
- Pay 1 less AP per level for all Archery skills, and 1 extra AP for all other Combat skills
- Automatic bonus affinity for all bows and long swords
- 5 affinities
- Movement: Normal (Base 20)
- Languages: Two of common, elven, and sylvan
Elf, Niera
The niera are taller than the other races of elves, and are perhaps more closely related to drow than the others are. Like all elves, they have exceptional eyesight and hearing, but they are not quite as fast relative to their size as the other elves are. Niera average 5½ to almost 7 feet tall, and weigh from 115 to 175 pounds. They can live upwards of 700 years, and reach adulthood around 125.
Niera are natural spellcasters. They are capable of wielding much more magical power than most humans, and have the natural elven resistance to certain spells. Unfortunately, elves are slow to learn and adapt, hindering their ultimate potential.
Niera Elf Game Statistics
- +1 to Intelligence
- +1 to Wisdom
- Low-light vision
- +1 Fatigue Recovery
- +2 to Willpower
- +3 to Arcana
- +2 to Perception
- -1 to Mechanics
- +6 to defense vs. sleep and charm effects
- Fatigue cost of all spells reduced by 1, to a minimum of 1
- Pay 2 less AP per level for all Mental Discipline skills
- Pay 1 more AP per level for all Combat skills
- 6 affinities
- Movement: Normal (Base 20)
- Languages: Common and elven
Gnome
Gnomes stand 3 to 3½ feet tall and typically weigh 40 to 45 pounds. They have dark tan or brownish skin, blue or green eyes, and fair but thick hair. The men often wear short beards.
Gnomes are hardy and strong, like their dwarven neighbors, but also quite magical. They have an innate ability when it comes to illusion spells, in particular. They are also often inventors, tinkers, and alchemists, and love working with all types of machinery and unusual devices.
Gnome Game Statistics
- +1 to Intelligence
- -1 to Wisdom
- Low-light vision
- +2 to Fortitude
- +1 to Willpower
- +4 to starting HP
- +1 Fatigue Recovery
- +4 to Mechanics and Perception
- +2 to Arcana
- +1 to Nature
- Small size (+1 to hit and Defense, use small-sized weapons, +4 to Hide)
- 8 affinities
- Movement: Slow (Base 15)
- Languages: Gnomish and one of common, dwarven, or sylvan
Half-Elf, Aleiram
Half-elves, like elves, have keen vision, though not quite as good as the elves. They retain some of their elven ancestor's magical abilities, enabling them to cast more spells than most humans. They are also somewhat resistant to certain types of magic, similar to the elves. Half-elves are about as tall as their parents, averaging at 5 to 6 feet.
Half-elves also have some of the human strength and adaptability, and are able to learn faster than the elves. Because of their magical and adaptable natures, the combination from both sides, half-elves are most easily able to learn many spells quickly.
Half-elves tend to move between different communities, so they are more accustomed to speaking with different kinds of people, or blending into the background when they want to go unnoticed.
Aleiram Half-Elf Game Statistics
- +1 to Persona
- Begin with 20 extra AP
- Low-light vision
- +1 to starting HP
- +1 Fatigue Recovery
- +2 to Culture and Persuasion
- +1 to Perception and Stealth
- +2 to defense vs. sleep and charm effects
- Spells cost 2 AP less each to learn
- 8 affinities
- Movement: Normal (Base 20)
- Languages: Common and either elven or a regional language
Halfling
Halflings are essentially like small humans, perhaps a bit heavier and more plump by comparison. They live quiet lives, rarely leaving their homelands. Halflings have curly hair in all the typical shades, including on the tops of their feet. They never wear shoes, but are fond of other types of fancy clothing. Halflings stand about 4½ to 5 feet tall and weigh 90 to 120 pounds.
In general, halflings are fast and agile. They are often skilled craftsmen, and adventurers are most suited to the arts of thievery. Although they are quite hardy by human standards, they dislike melee combat and generally use slings, spells, or bows instead. They always seem to have good fortune, and partially as a result have a great resistance to fear.
Halfling Game Statistics
- +1 to Dexterity
- -1 to Strength
- +2 to starting HP
- +1 to nightly HP recovery
- +4 Fatigue Recovery
- +2 to Agility
- +1 to Fortitude
- +1 to Willpower
- +3 racial bonus to defense vs. all fear effects
- +2 to Athletics and Stealth
- +1 to Perception
- Pay 1 less AP per level for all Agile Combat skills
- Pay 1 more AP per level for all Heavy Combat and Mounted skills
- Automatic bonus affinity for slings
- Small size (+1 to hit and Defense, use small-sized weapons, +4 to Hide)
- 6 affinities
- Movement: Slow (Base 15)
- Languages: Common and a regional language
Lyorae
The lyorae are the product of an ancient wizard's experiments, which resulted in a mix between humans and cats. Since then, lyorae have spread across the inhabited lands, but are still fairly uncommon and tend to live in secluded forests or mountains.
Pointed cat ears protrude from the tops of their heads, varying greatly in size, and all lyorae have a long, catlike tail. The amount of the body covered with fur varies between individuals. Some have fur over their entire bodies, while others have fur only on the forearms and lower legs. Fur length varies as well, but the average is just under an inch long, with normal human hair on the head. Males cannot grow any normal facial hair, but both males and females have several whiskers. Color patterns vary as much as they do in cat species, from all black to all white, or orange with brown spots, or almost any other color pattern. Lyorae are slightly shorter than humans, males averaging 5 to 5½ feet tall, and females about six inches shorter. They can weigh anywhere from 80 to 130 pounds in general. Lyorae reach maturity around age 9, and can live about 50-60 years. Older lyorae maintain their youthful features, and only a few even gain any wrinkles before they die.
Lyorae are graceful beings, and tend to be both fleet of foot and intelligent. They have no special talents for magic, but can use it as well as any other race. Physically fragile, lyorae tend to avoid direct combat, preferring to plan ambushes and attack from a distance when combat is necessary. Lyorae have keen eyesight and hearing, as well as exceptional balance and jumping abilities. On the other hand, they dislike water and tend to be poor swimmers.
Most lyorae have rather playful tendencies, and they enjoy the simpler pleasures in life. If threatened, however, they can become extremely vicious and are able to employ both their bite and their claws in their defense.
Lyorae Game Statistics
- +1 to Dexterity
- Superior low-light vision
- -2 to starting HP
- +1 Fatigue Recovery
- +3 to Agility
- -1 to Fortitude
- +4 to Acrobatics
- +2 to Nature, Perception, and Stealth
- -4 to all swimming-related checks
- Pay 2 less AP per level for all Agile Combat skills
- Pay 1 more AP per level for all Mental Discipline skills
- Pay 2 more AP per level for all Heavy Combat skills
- Agile Leap: Lyorae may apply either their Acrobatics or Athletics skill modifier to jumping, whichever is higher (see Athletics)
- 1d4 bite attack and two 1d3 claw attacks (all Swift individually, count as armed attacks, each additional attack increases speed class by 1, no attack penalty)
- 7 affinities
- Movement: Fast (base 25)
- Languages: Common and sylvan