Difference between revisions of "Races"
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* [[Oread]] Stone fey. | * [[Oread]] Stone fey. | ||
* [[Nereid]] Water fey. | * [[Nereid]] Water fey. | ||
* [[Harpy]] Feral grigora with a buteonine appearance. | |||
== Ruk == | == Ruk == |
Revision as of 19:10, 22 April 2022
Template:Apparatus PlayerRaces
There are many races that players can choose from when creating their character. Each race offers a different appearance, set of abilities, and possible class choices. Races can be grouped into three important categories: mortals, arcadians, and genasi.
Mortals
The most numerous of the races, are the inhabitants of the of The Integrum. Their biology and societies follow the natural laws of The Integrum, making them the easiest to play. They come in four physical forms: marrow, stone, water, wind, wood, and feral.
- Marrow races have fleshy skin and muscle, hard bones, liquid blood, and hair. Their skin and hair tend to be dark brown or black. They require lots of food, water, and air, but heal much more quickly than other races.
- Stone races have rocky exoskeletons, clay muscle, mud blood, and no hair. Their exoskeletons tend to be dark grey or beige. They do not need to eat, drink, or breathe, but heal much more slowly than other races.
- Water races have fleshy skin and muscle, cartilaginous bone, liquid blood, and little to no hair. Their skin tends to be blue. They require lots of water but can breathe in water, swim with ease, and often have shape-shifting abilities.
- Wind races have papery skin and muscle, porcelain bone, misty blood, and feathery hair. Their skin tends to be pale grey or white. They require lots of air and are physical fragile but can often float or fly.
- Wood races have vinelike skin and muscle, hardwood bones, sap blood, and leafy or flowery hair. Their skin and hair tend to be green. They take time to acclimate to new environments but can thrive once adapted.
- Feral races have animalistic features from an ancient magical curse.
Nor
The nor are the most numerous mortals. They are native to the mortal realm of Acrolon, but have settled in all of the mortal realms. They are typically 1.5m - 1.8m in height. They are stereotypically pragmatic and opportunistic.
- Asyr: Wind nor.
- Goliath: Stone nor.
- Humans: Marrow nor.
- Nerelar: Water nor.
- Sylvan: Wood nor.
- Elgar: Feral sylvans with a cervine (stag-like) appearance.
- Garmyr: Feral humans with a viverrine (hyena-like) appearance.
- Ormyr: Feral goliath with a serpentine (snake-like) appearance.
- Paddar: Feral nerelar with a ranine (frog-like) appearance.
- Rook: Feral asyr with a corvine (crow-like) appearance.
- Lascivian: An offshoot of human with demonic blood.
- Enchiridian: An offshoot of asyr altered by a Servitor of The Codex.
Azj
The azj are native to the mortal realm of Kasyat. They are typically 1.2m - 1.5m in height. They are stereotypically stoic and stubborn.
- Hunrizi: Marrow azj.
- Mujaz: Stone azj.
- Najav: Wind azj.
- Rajkadan: Water azj.
- Terak: Wood azj.
- Ezjeram: Feral rajkadan with a murine (rat-like) appearance.
- Gorzu: Feral hunrizi with a lupine (wolf-like) appearance.
- Okabu: Feral najav with an aquiline (eagle-like) appearance.
- Pazjeran: Feral mujaz with a formicine (ant-like) appearance.
- Quzju: Feral terak with an ursine (bear-like) appearance.
Fey
The fey are unaging natives of Pelithos. They are typically 1.8m - 2.1m in height. They are stereotypically cautious and traditional.
- Alseid Marrow fey.
- Dryad Wood fey.
- Grigora Wind fey.
- Oread Stone fey.
- Nereid Water fey.
- Harpy Feral grigora with a buteonine appearance.