In the realm of demons there is but one angel: the Mortigeist.
OOG explanation here.
Mountain Dwarves come from the mountainous lands of Gerdain. They are famed miners and smiths, though they may specialize in any number of trades. Dwarves are a short, stocky, barrel-chested humanoid race. They have very thick, rough greyish to light brownish skin and rock hard bones. In addition, dwarves have very dense muscles and are remarkably strong for their size. Some believe that dwarves and gnomes are related, but dwarves are a bit taller and much tougher. Male dwarves sport long, thick, well-kept beards, which they groom and decorate endlessly. Female dwarves also have beards, but they are often more short-haired or kept trim – such is the fashion. A female’s beard will grow just like any dwarf if keep unkempt.
Some gifted dwarves have low-level light vision and can see in near total darkness. This infra-vision allows them to navigate caves in near absolute darkness by seeing minor heat sources or even starlight if it is available.
RESIST TOXIN (Purchased Skill): Allows the user to “Resist” any Alchemical, poison, or non-Magical disease attack once per day, per purchase. As a racial benefit, it may be used to “Resist” Ritual Magic.
LEARNING APTITUDE (Automatic Skill): Blacksmith – 10 CP: Mountain Dwarves have developed an aptitude to learning the Blacksmith skill. These skills cost 10 CP less than normal for your profession.
BODY POINT BONUS (Purchased Skill): This skill represents extra constitutional training the Mountain Dwarf has gone though, beyond what is standard for their race. This skill can only be purchased twice throughout the
character’s entire existence.
LEARNING DISABILITY (Automatic Skill): Scholar skills: All Scholar skills are double the cost for dwarves.
Physical Characteristics: All Mountain Dwarves have a full beard, regardless of whether they are male or female.
If cut, this beard will grow back fully.
Life Span: 250-300 years
Dwarves are fierce warriors, fighting with a grim determination few would care to face. They are quiet when in the presence of other races and tend to only speak when they have something of importance to say. Dwarves rarely make idle conversation. Dwarves tend to be quiet, stoic, businesslike and gruff with other races. Dwarves are one of the oldest races on the continent, they deeply believe in forging serious personal relations. For them, it is important to always follow certain rules of conduct. Etiquette and honour above all else, respect to elders and courtesy to women. Dwarves try to practice restraint and discipline, especially in social situations dealing with other races. Dwarf society is well-ordered, heavy with rules and slightly oppressive.
Among their own kind, dwarves are a high-spirited cheerful people. When not working, they enjoy drinking, dancing and storytelling.
The dwarves worship many gods, most dealing with the land and the gifts of the land (stone, metal, gems, etc.). Dwarfs who worship gods understand gods were never meant to have absolute power, for absolute power corrupts even though the gods have a marked place in society. Dwarf legends and myths are many and most likely embellished over the years. Most deal with honour, glory, and war. Most gods are viewed as a spiritual entity then a physical body one could see or touch.
Dwarves find the force of magic too hard and complex to grasp, hence they tend to think of magic as unpredictable and dangerous. Their organized and rigid lifestyles reflect their organized and rigid minds. Those few dwarves who do wield magic tend toward the creation, enchantment, and elemental earth magics. All these magics deal in one shape or form with the land they work in. The majority of casters tend to be clerics, which place them in the noble order. They lean towards the light and healing side, but a number of them are known dark weavers. The reason for this is with the way dwarves view life and survival: “Use and understand what can and will be used against you.” These dark weavers are closely monitored and are kept secretive till their knowledge is needed.
For more information on dwarven society and beliefs, visit our wiki page here!
Wild Elves (a.k.a The Olagot’Thalan) do their best to co-exist with nature, believing that the land and the beasts that inhabit it are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. Examples of this would be mining expeditions, industrial forestry, or commercial fishing. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes. Long ago they came to believe that both the Elven race and the lands were suffering due to elves’ straying from the “Old Ways” into the lazy and corrupted ways of the “Civilized” races. Wild Elves strive to regain the connections lost with the Earth Mother and once again become like their Grey Elven ancestors.
The Wild Elves burn with passion and devote themselves fully to whatever they find worthy of their attention. There are many tribes, and all believe they will find what was lost and will return to the “Old Ways”. Each Tribe develops their own levels of tolerance for the lesser races, civilized ways, and even money. Wild Elves passionately focus on preserving the earth mother and destroying their chosen enemy. They are a vigilant race. When they speak, they speak very matter-of-factly. They will lend their wild wisdom when asked (and often, without asking), and help friends out if they feel it is needed.
RESIST PSIONICS (purchased skill): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. This also includes all Charm-based attacks. This may be used once per day, per purchase. As a racial benefit it may be used to “Resist” Ritual Magic
CHOSEN ENEMY (automatic): Upon character creation, a Wild Elf may choose one hated race that at some point has done great harm to them, their family, or the natural balance of the forest. A player can choose as their Chosen Enemy, any of the starting races as well as Monstrous, Angelic, Demonic races, or even the Undead. Once chosen, the Wild Elf will do their best to see that this race is wiped from the face of the planet. A Wild Elf will not normally associate themselves with their Chosen Enemy’s race unless it somehow furthers their goal of their Chosen Enemy’s destruction. This ability will grant the Wild Elf a +1 damage bonus on any melee or ranged weapon, while fighting against their Chosen Enemy. This bonus will increase +1 for every 3 levels the Wild Elf gains. +1 at first level, +2 at forth level, +3 at 7th level and so on. This damage bonus will not carry over to any other race. Chosen Enemy cannot be changed.
BODY POINT BONUS (purchased skill): This skill represents extra constitutional training the Wild Elf has gone though, above and beyond what is standard for their race. This skill can only be purchased once throughout the character’s entire existence.
ARMOUR & WEAPON RESTRICTION (automatic): Viewed as abhorrence to nature, a Wild Elf will never equip Armour made primarily of steel, iron, or any other metal. This disadvantage does not apply to metal buckles, fasteners or studs used to hold or reinforce the Armour. This penalty does not apply to metal weapons, items and objects not used as Armour, but proper role-play should still be observed.
Physical Characteristics: Long pointed ears. Tribal tattoos
Life Span: 700-1000 years
Wild Elf society and traditions vary from tribe to tribe. Attitudes of the Wild Elves change over the course of their long lives. The younger elves are often brash and full of resentment towards many of the other races. The Elders teach their young of the “horrors” which the other races inflict upon the Earth Mother (as well as the values of the individual Tribe to which they belong). They are conditioned to think of the Earth and the Tribe as being as much a part of themselves as their own body. The Wild Elf is part of the Earth and their Tribe, in this unity survival is made possible. The young are kept within the borders of the main camp for many years for safety and to limit exposure to the outside world. As a Wild Elf grows in age they gain more understanding of the outside world. Elders encourage the younger elves to venture out and make the mistakes of assumption and prejudice. Through first hand experience and observation, they can gain an understanding that all races serve a purpose in life, and from this is where the many tribes develop their belief systems.
Superstitions and Myths
Wild Elves have very few actual superstitions or real quirks. However, it is said that any Wild Elf that spends an extended length of time in a Town or City will become increasingly irate and may be prone to psychotic outbursts. The race as a whole cultivates a large amount of improvised quirks and superstitions which they love to propagate to the lesser races. Often adopting strange habits or nervous ticks to mislead others into believing something is not right with them.
Wild Elven Tribes
The Rising Sun
Eye of Ll’yandra
The Moon Tribe
For more information on Wild Elven attitudes as well as tribe information, see the wiki page here!
An exceptionally long-lived people, the High Elves (a.k.a The Deminis’Thalan) make their home in the forests and trees across the continent. All High Elves are graceful, artistic and magically inclined. Though they are wise, they’re often seen as arrogant to the point of rudeness by the other races. In the past, their capital was the great metropolis of Suvant. After the Fulmination, to the bewilderment of the elves, it disappeared. The High Elves that remained have set up a refugee camp on a small island south off the shoreline called Day’ten.
RESIST PSIONICS (purchased skill): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. This also includes all Charm-based attacks. This may be used once per, day per purchase. As a racial benefit, it may be used to “Resist” Ritual Magic.
MAGICAL APTITUDE (automatic): This skill gives the High Elf one free Battle-Magic spell-slot on character creation. This free spell-slot can be used to store any spell s/he can cast, up to their highest-level spell-slot. This free spell-slot in no way contributes to their pyramid or the prerequisites needed to raise it. Aside from that limitation, this free spell slot functions in every other way like a normal purchased slot. Example: A High Elf Mage with 1 purchased 4th level spell-slot may use Magical Aptitude to gain an additional 4th level or lower spell, determined at their reset.
DEATH’S DOOR (automatic): High Elves have always held a deep Spiritual attunement to the forests and the land. Recent events have weakened this attunement, and in doing so, have weakened the High Elves connection to the Spirit world. Should a High Elf enter their death count s/he will only have 3 minutes to receive a Life Spell instead of the standard 5 minutes allotted to other races.
Physical Characteristics: Long, pointed Ears
Life Span: 700-1000 years
Unlike the other races, the High Elves use a very loose system of government. The Kingdom of Suvant is ruled by the High Council, and the Grey Elven King. Their Council of Twelve is populated by members of the Noble Houses. Not every Noble House holds a council seat, in fact only a few houses manage to hold several seats. How the Council members are chosen has never been made public knowledge, and is not known outside of Suvant.
Suvant’s nobility is also atypical compared to the other realms. They have very few actual titles, outside of military ranks. Most Elven villages are governed by councils or in a few cases a single elder (Magistrate or Patrician). The heads of the Noble Houses are referred to by their own people as Lords. Despite there being no actual titles, the people of Suvant appear to be very conscience of their rank and social standing. There are several major Noble Houses and various minor Noble Houses. Traditionally, status within a Noble House is defined by achievement, service, merit and birth. It is not unusual for the Noble Houses to adopt promising young elves into their ranks.
A great emphasis is put upon artisans and exceptional craftsmen. It is not unknown for a truly skilled singer, painter, sculptor or other sort of artisan to enjoy an almost Noble Status within Suvant. The Elven people place a great emphasis on art and culture. The very best artisans are almost always commissioned in service of the Noble Houses, appearing only to the public during the Festivals.
Distant cousins to the Faerie Folk, the Wood Fae are rumored to have been born of the magic within the forests of our world. This may account for many of the Wood Fae having an affinity to nature and natural creatures. Contrary to their “true Fae” cousins, the Wood Fae have an extreme dislike towards all forms of charms and will go to nearly any length to oppose these mind-altering spells and effects. They are not only averse to practicing Charming Magics themselves, but are even able to remove Charming effects on others. Their capital resides on the Isle of Melinda, ruled by a government of elected council members. Having no real homeland or cities, they are (for the most part) very carefree and friendly people. They generally live a polygamous lifestyle, rarely keeping one mate for more than 10 years.
In the past, very little has been known about these woodland beings aside from this: they have pointed ears, horns, and really like sex. REALLY like it… a lot. This lack of knowledge is due to the fact that they seldom leave their beloved forests for the town or outlying kingdoms, and they’d much rather hear and learn of other people then babble about their own culture and history.
CHARM BREAK (purchased skill): Allows the user to “Resist” any effect from the Psionics Sphere of Magic. This also includes all Charm-based attacks. As a racial benefit, it may be used to “Resist” Ritual Magic. The breaking of a Charm spell can only be accomplished through 10 seconds of talking to the Charmed character then declaring “Innate Charm Break” while touching them. This skill is usable once per day per purchase.
LUST FOR LIFE (automatic): A Wood Fae’s natural attunement to the forest and all things living has given them a lust for life that other races lack. Should a Wood Fae drop into their “bleed count” they are given a full two minutes before entering their “death count” rather then the standard one minute.
IRON AVERSION (automatic): Wood Fae will take X2 damage from any source using the suffix “Iron” in its damage call. Carrying iron items is permitted, but doing so will cause great discomfort and should be role-played accordingly. This disadvantage applies to damage taken to both Armour and Body.
Physical Characteristics: Long, pointed ears like Elves, and small horns that grow out of their foreheads.
Life Span: 1000-1200 years
Wood Fae hate having their freedoms taken away from them in any form, whether through magic, alchemy, or force. They will not allow another to govern how they live and are inherently resistant to mind-controlling effects. This ingrained racial desire of freedom may seem to make it impossible for Wood Fae to form any kind of government at all, but Wood Fae love nature as much as they love their freedom and they understand that certain “natural laws” exist and must be obeyed.
Wood Fae society does not have any distinct classes or social castes. No titles denote special rank or privileges and individuals gain respect based on the merit of their work. The closest thing to a title that exists is each person’s vocation. In formal ceremonies, this moniker is used as part of their name (eg. Painter Charity, Councillor Idril, Goldsmith Demetri) or may occasionally be used to distinguish between two people of the same name. While Wood Fae tend to pick one specific art as their job, they often will work on food production crafts as well. Most Wood Fae homesteads have gardens or orchards. These are spaced at least five feet apart in even the most populous cities.
Wood Fae settlements are marvelous constructions combining both natural growths and hand-made building materials in an astonishing combination of art and nature. Assorted sculptures line the roads and buildings are frequently ornamented with mosaics and frescoes, demonstrating the skilled aesthetics of the Wood Fae.
Whereas most societies have economies based on coin currency, the Wood Fae prefer a trade and barter system. They trade in raw materials, finished goods, and works of art.
Like the Hoblings, the Wood Fae are noted for their frequent celebrations and revelries. With some luck, a group of travelers might find themselves journeying from celebration to celebration instead of from town to town.
For more information on the Wood Fae society, see the wiki page here!
In the kingdom of Mjoll to the far, far north, you will find the Einher clans. The Northmen are a semi-nomadic people that are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may bring harm to themselves or their kin. As such, they tend to avoid berating others unless they are looking for a fight. For an Einher it is important to know the difference between a friendly jab at someone and that which will lead to bloodshed. The Einher have an unrealistic (in the opinion of other’s) fear of fog, magical or natural. They will suffer from the effects of paranoia and/or hallucination if confronted by it. The thicker the fog, the worse the effects. The Einher also detest Ice Elves to the point of hatred. Throughout history the Ice Elves have attempted to force the worship of Shiva upon the Einher clans, causing much bad blood between the two civilizations in the last 100 years.
BESERKER RAGE (purchased skill): A Northman can incite in himself a powerful Berserker Rage. The character must cry out “BESERK!” for a ten-count. (i.e. “Berserk 1, berserk 2, berserk 3…”) while working themselves into a frothing frenzy. For the duration of one combat, the character gains +1 Strength, +5 Body, and is immune to Fear effects. From the point at which the fight ends, it takes 5 minutes for the effects of Berserk to wear off. The character cannot will the rage to end any sooner and must continue to fight so long as opponents are visible. This skill is usable once per day, per purchase.
RESIST COLD (automatic skill): Resist Cold allows the user to “Resist” one cold-based effect. As a Racial Ability, it may also be used to “Resist” Ritual Magic. This skill is automatically given on character creation, cannot be purchased for multiple uses, and is only usable once per day.
HELL’S EMBRACE (automatic): The Einher live for battle. It is their belief that if they final in combat, their souls travel to a great hall where they will fight and drink for eternity. It is every Northman’s fear that they will die alone, outside of combat. Einher who die outside of combat have a 50% chance of taking two deaths on their character card for the one they take in game. An Einher who has died outside of combat will first flip a coin to determine if the death taken is counted as one or two. The deaths are applied to their character card, and finally, if required, an additional flip(s) is used to see if they succumb to final death.
Physical Characteristics: As an Einher, it is required for the PC to dress in furs or kilts and braid their hair.
Life Span: 60-80 years
Many tales of spirits coming out during the fog have been told. Namely on the seas, spirit ships of longboats with crew that had drowned have been reported. It is widely speculated, as well believed, that the fog attracts spirits of the deceased whom did not make it to Valhalla, forcing them to return to their own realm where they came from. During a fog, a slight fear of returning dead comes upon all Einher; for fear that their brethren have come to damn them.
Grey Wolves: (mandatory)
Though it is widely taken that the Grey Elves “Race of the Old” are but a mere folk myth told to keep young children in line, superstition does rule over many Einher adults. Tales of pure grey wolves roaming the wilds that could not be killed began to take form; however no one has ever seen a victim of a grey wolf attack. Tales of hunts failing when facing wolves such as these are heard often, but are never told by eyewitnesses. Thus, many believe that though the Grey Elves are mostly a myth, as they are never seen only spoken of, superstition supersedes logic and pure grey wolves are no longer attacked for their pelts and meat, but rather avoided. Keep in mind, those who do indeed manage to see a Grey Elf in their lifetime may do what they wish afterwards with the knowledge assuming Grey Elves exist.
Warding off evil omens and unknown magic: (optional)
There are those that have heard tales of iron being a potent substance for creating an invisible barrier against evil spirits. This coincides with the superstition of Fog. These tales originated in distant lands, telling of spirit folk who would lose all power when confronted with iron. Some choose to believe that it doesn’t protect them from evil spirits of the lands, thinking this is nothing but myth.
Elves are widely known of from stories told in Norse villages. The common thought for some Einher is that Elves are created from the bark of trees. Some do believe that Elves are divine, and are followed or worshiped like their own Einher Gods, but to a lesser extent.
There is a myth that Odin had drowned in a vat of mead causing his death. The other Gods had resurrected him, but there was one drawback… as he had been resurrected with his body still in the vat, a small portion of his power remained within the drink itself. Therefore, the warm feeling that one gets while drinking it is not only the effect that mead has on people, but is a portion of Odin’s power being inserted into the drinker for a short amount of time. With this thought, mead is drank before every battle, or any event of significance. Those who drink it regularly are the main followers of Odin.
Myths of a spirit folk with the name of Fae have been spoken of. These are thought to be a people who change their shape and cause mayhem and mischief wherever they go. Tales of Fae shape-shifting into the form of a human, and infiltrating the Einher clans causing skirmishes and political upheaval are known throughout the lands. Other such tales have been passed along from person to person, thus leading to a general mistrust of these Fae spirit-people.
The pantheon of the Einher Gods is a great one, unmatched by any other in existence. Their Gods are considered to be the strongest and smartest, superior in every way to all other Gods. In general, the belief is that “My God can kick your God’s ass.” Other Gods are not to be followed and are considered Gods for the foreigners, in their foreign lands. Any and all Gods that are from the same lands as those of the Einher ones are seen as great and to be respected and revered as divine ancestors.
As well the Einher Gods tend to be followed more than worshiped, not to say there aren’t worshipers of the Gods. Einher are considered to be descended from their Gods, and so they view their Gods as doing what they please (though the Gods do show favors on occasion). The Einher that worship the Gods and are considered religious fanatics are named bear-zerkers (bear shirts) and ulfhedinns (wolf skins). Other Gods may be worshiped, but they must be viewed strongly and come second after Einher Gods, and it is extremely rare to see worship of non-Einher Gods within a Clan. Foreign Gods that are followed are most likely to be from the same land as the Einher ones.
Asgard: Realm of the Gods
Midgard: Realm of Mankind
Alfheim: Home of the Light Elves
Niflheim: World of Ice
Muspelheim: World of Fire
Jotunheim: Home of Giants
Svartalfheim: Home of Dark Elves
Nidavellir: Home of Dwarves
Helheim: Land of the Dead
Yggdrasil: the World Tree
Bifrost: the Rainbow Bridge, closing the gap between Midgard and Asgard
Vanaheim: Home of the Vanir
Ragnarok: end of the world
For the full history and lore of the Einher race (as well as specific Clan information) view the wiki page here.
The Savar are a matriarchal race of cat-people, appearing as humanoid hunting cats. Deep in the dark forest lays their capital city, Felnir. Their society, ruled by women, views male Savar as second class. It is rare to find a free dominant male Savar and even more rare for him to live for very long. The Savar are a strong, proud race with deep ties to nature and the mysterious Grey Elves. They have recently suffered a catastrophic plague, necromantic in origin, killing many of their people before returning them through undeath. The few that remain now struggle to put to rest their Undead sisters and attempt to rebuild. All this happened (perhaps coincidentally) around the same time as the Fulmination and the disappearance of the mysterious Grey Elves.
NINE LIVES (purchased skill): When a Savar has used up their two free deaths, and is flipping a coin for Final Death, they may use this skill. The skill must be activated after the Savar’s “Death Count” but before their flip. If the Savar fails their flip s/he may then flip an additional time. This skill cannot be stacked and is only usable once per death. This skill is usable once per day, per purchase.
NATURAL CLAWS (automatic): Savar can choose between being declawed at birth or keeping their claws throughout their life. The choice must be made at character creation and the effect is permanent. Should a Savar keep their claws they are restricted from using any other weapon or shield. A Savar with claws receives a free proficiency in <Medium Weapons Group Proficiency: Claws> and may use one claw boffer weapon (See Chart 6.1 in the rulebook) in their good hand and nothing in their off hand. They may buy specializations with them (as Medium Weapon Specialization: Claws). Should a Savar purchase the skill “Ambidexterity”, they may use a second claw boffer weapon in their off-hand. Essentially, these claws act the same as Normal weapons of their size, with the exception they cannot be destroyed or disarmed
PLAGUED (automatic): While the worst of the plague seems to have past, its effects on the Savar people still linger. As a result, all living Savar take double damage from the Dark and Necromantic sources of Magic. Furthermore, should a Savar enter their death count via Dark or Necromantic Magic, they will immediately rise as a mindless lesser Undead, cursed to destruction. While undead, Savar cannot use any magic, and nothing short of resurrection or divine intervention will return them back to life. This undead form will last 24 hours or until the Savar is slain.
Physical Characteristics: Their distinguishing characteristics are make-up appropriate for the type of cat being played, and possibly the use of a prosthetic feline nose if make up is sub-par or your subspecies is similar looking to another race. Example: Black Panther Savar and Dark Elves are similar because they both wear a full-face of black face paint, the savar would be distinguished from the dark elf with a prosthetic.
Life Span: 40-60 years
Most Savar follow Gods relevant to their profession, and though worship of The Cat Lord “Ryiak” is reasonably common, it is not universal. There are a number of churches and shrines to Ryiak and other gods throughout Felnir. Ever since the plague, the worship of Dark and Necromantic Gods is considered true abomination. Any Savar caught worshipping or implementing Dark or Necromantic items is immediately killed or exiled.
As if the Savar didn’t have enough problems, there is Catsbane. Two herbs, cinnamon and mint, are known to the Savar as ‘Catsbane’. Each one has a peculiar effect on the Savar. Depending on the Savar, one herb will send them into the Killing Edge, and the other will send them into a mating frenzy. Even the smallest whiff of one of the herbs can make this happen. Not all Savar are affected the same way. Not all Savar are even affected by Catsbane. Some experience the effects from only one herb and not the other, some are affected by both, and some none at all.
The Killing Edge, when brought on by Catsbane, is quelled as normal. If the female cannot calm herself down, or be calmed down by a male, she will become a Lost One. The mating frenzy, when brought on by Catsbane, is quelled through mating, though in rare instances it can be calmed by willpower.
For the full history and customs of the Savar race, visit the UW Wiki page here.