Choosing Your Fantasy Race!

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Racial and Societal Bonuses

When creating a character at Realms of Adventure, you choose 1 Race, and then decide what Society that Race hails from. This confers 1 Racial bonus and 1 Societal Bonus at character creation. These bonuses are detailed in the racial descriptions below. Any increased health gained from these bonuses applies BEFORE purchasing any additional health.

Human characters (unless specifically stated otherwise) are assumed to have the Societal Bonus associated with their Culture. (i.e. an Andalusian human could not choose the Manasarwati Societal Bonus.) This does NOT mean that your Andalusian human cannot have lived among the Manasarwati, just that the Andalusian culture had the largest effect on their character.

Classic Fantasy Races

  • Dwarves are a proud and ancient people defined by their traditions and craftsmanship. Family and heritage are an integral part of a dwarf’s identity, and it is not uncommon to find a dwarf that can name and tell tales of at least eight generations worth of honored ancestors. Grudges can also last between generations, and dwarves are generally easily agitated with a long memory for insults. While often stubborn and uncouth by the standards of other races, Dwarves make extremely loyal friends. Dwarves are fiercely protective of Gnomes, who’ve integrated into their cities after the goblinoid wars, and have a deep hatred for all things Goblinoid. 

    As a people they are very fond of drink, especially strong ales and bitter stouts. Dwarves are thought to be the finest miners and smiths in the world, and their wares are highly sought after. While dwarves do have settlements on the surface, their underground cities are the pride of the Dwarven peoples. Dwarves have perfected Rune Magic, an arcane school of magic known only to them. 

    Physically, Dwarves are half the height range of the typical human. They have broad shoulders, and as the children of Hafur are endowed with great strength. Dwarves are known for their stamina and can continue on under harsh conditions long after other races collapse from exhaustion. A Dwarf’s most apparent distinguishing feature is their long beard. ALL Dwarves have beards, and it is a great source of pride and reverence. A Dwarf will never willingly shave their beard, although it’s not uncommon for dwarves to shape or ornament them with braids, beads or ribbons. The eldest of Dwarves are known as Longbeards. The length (and oftentimes color) of a Dwarf’s beard is often the symbol of age and wisdom.

    Racial Bonuses

    • Health +4

    • Free purchase of Burst of Strength

    • 1 Free Slay against a full-blooded goblinoid target

    Costuming

    • ALL Dwarves must have beards. Typically a fake beard is worn, but if the player has a sufficient length beard it may be deemed acceptable by ROA.

    Role-playing

    • The very sight of Goblinoids (Goblins, Orcs and Bugbears) enrages you. If you encounter these creatures and there is no reasonable excuse not to (ex- They greatly outnumber you, a noble orders you not to etc.) you must attack.

    Classes Available

    Bard, Cleric, Fighter, Mage (Rune Mage ONLY), Merchant-Artisan, Monk

  • Elves are extremely long-lived and widespread. Although Elves typically have few offspring, their long lives and adaptability have allowed them to thrive in many parts of the world. There are five sub-races of Elves in the world of Adraveth. Players may be Dream Elves, Grey Elves, Guari Elves, Sea Elves or Wood Elves. There are also Half-Elves, which are born of the union between human and elf. A new subset of elves living underground has also recently been discovered. These elves refer to themselves as Runasi, but are not available for new players to choose.  Guari, Grey, and Wood Elves are also capable of having children with one another, but will only be born with the markings of one parent.

  • Dream Elves are the children of Arrawiel, and until very recently, no one was aware of their existence. Dream Elves are thus called because for thousands of years they had been confined, albeit willingly, to the realm of dream as jailors of the Lord of Nightmares, said to be one of the original gods. In the year 1110, a prophecy was fulfilled that released both the Lord of Nightmares and the Dream Elves from their confinement, and Dream Elves once again began to appear throughout the world.

    Generation upon generation of Dream Elves have been born, lived, and died never having left the dream realm. They maintained their own society, which was very similar to those already existing in Adraveth; all of their experiences with the other races have been through glimpses of dreams and fractures of memories. These glimpses of a world outside of their own mixed with their prolonged confinement  has led many to develop an intense wanderlust. During their travels, Dream Elves display a calm curiosity about the world and will often ask seemingly obvious questions in the most deadpan of ways. What most would consider mundane is quite new to the Dream Elves, and what may be considered fantastical to others may seem common to a Dream Elf.  

    Dream Elves range in body type much as Humans do. Dream Elves typically have lifespans of around 250 years. Since Dream Elves just came back into the world, a player cannot select Half-Dream Elf as a race, as they would be too young to be suitable as a player character.

    Racial Bonuses

    • Health +2

    • Sleep 1x/period, “I send you to sleep, 10 minutes.”

    • Resist first Sleep effect per period

    • 1 free purchase of Courage

    • May choose to gain the benefits of any Society Bonus at character creation

    Costuming

    • Extensive Costuming – Dream Elves must wear pointed ears. They are required to wear blue makeup on all exposed skin in shades of light blue (periwinkle, cornflower, or very pale azure etc.). They may have silver glitter as an accent if they wish.

    Classes Available 

    Bard, Cleric, Fighter, Mage, Rogue, Scholar

    Note: Dream Elves are an extremely rare and very challenging race to portray accurately. For these reasons, you must notify staff that you would like to play this race no later than 4 weeks before your first game, and submitting a character background 2 weeks prior to play is mandatory. These precautions are in place so that we can ensure you have everything you need to know in order to accurately portray this race. Please feel free to contact staff at any time for more information and questions.

  • Grey Elves are a rare and independent segment of the elven races. Grey Elves generally maintain an air of superiority over other races, even other Elves, and tend to live in separate and closed off communities. Grey elves are especially intolerant of human and half-human arcane spellcasters, who they feel are unworthy of wielding such power. This intolerance caused a centuries long schism between the Grey elves and Guari when the Guari decided to teach humans the arcane arts in spite of the Grey Elves’ warnings against doing so. Because of this the Grey Elves broke away from any but the most casual relations for centuries. To this day Grey Elves mock the decision of the Guari, eager to point out humanities’ quick breeding, reckless nature, and lust for power. 

    Amongst their own kin, Grey Elves are polite and affable. They speak freely of cultured things like art, arcana, and learned pursuits. They might quip about the lesser races of Adraveth, but don’t dwell long on such matters. In more racially mixed areas Grey Elves have been better about holding their tongues. While many races resent the Grey Elves for their arrogance and lack of empathy, there is no denying that Grey Elves are one of the most accomplished races in Adraveth. As the children of Viralee, their arcane prowess is unmatched. 

    Grey Elves are typically a bit shorter and frailer than their cousins the Guari, but it can be difficult to distinguish between the two races. Grey Elves, while less numerous, live even longer than Guari Elves, sometimes up to 500 years or more.

    Racial Bonuses

    • Casting Resource +4 OR 3 Purchases of Alchemy OR 3 Ranks of Craft: Merchant

    • Resist first Sleep effect per period

    Costuming 

    • Grey Elves must wear pointed ears. They have silver markings along the cheekbones, under the eyes. These markings can be as simple as a pigmented line or slight swirl. Grey elves can also have gold or silver hair, though this is not a requirement. 

    Classes Available 

    Cleric, Mage, Merchant-Artisan, Scholar

  • Guari Elves, sometimes referred to as common Elves, are the most numerous of the elven races in the world of Adraveth. They can be found in almost every town and city. Guari Elves vary widely in temperament but tend to get along well with the other races. These Elves find most other races, especially Humans, to be a curiosity. When Humans first appeared, Guari quickly became involved in their affairs, teaching them some of the ways of the world and of the magical arts. When the unsavory denizens of the world and the hordes of vicious Orcs and other Goblinoids descended upon Humanity, it was the Guari who helped them to survive. For this reason Guari and many Humans enjoy each other’s company and can often be found in cooperation. In general Guari Elves tend to get along with other races, a notable exception being their Grey Elf cousins. Long ago the two had a close and warm relationship, but a schism formed when the Guari took an interest in humanity and taught them arcane magics in spite of protest from the Grey Elves. 

    Guari enjoy leisure and pursuit of the arts above all else. Their bardic ballads and works of art are admired and respected throughout the world. They have spent much of their time involved in those pursuits that interest them and thus are able to perform any profession with great ability. Being the children of Sindar, goddess of love and peace, Guari are often diplomatically minded and strive to create harmony within their communities. 

    Physically Guari tend to be close in size to Humans and interbreeding is fairly frequent despite the fact that Elves will often live to be over 300 years old. The only true Guari kingdom merged with a human kingdom to create the Twin Kingdoms. 

    Racial Bonuses

    • Health +2 OR Casting Resource +2

    • Resist first Charm effect per period

    Costuming

    • Costuming: Guari must wear pointed ears. Guari have gold markings along the cheekbones, under the eyes. These markings can be as simple as a pigmented line or slight swirl.

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • Sea Elves are the aquatic children of Oleandra. Most people in the world have never seen one, to the point that some consider them a myth spawned from the lips of drunken sailors. The truth is that they rival the Guari in population, spread throughout the oceans of Adraveth in communities of varying size. 

    Contributing to this mythical perception is the Sea Elves’ fear of exploring the world on land. They are somewhat familiar with this terrestrial world, their insatiable curiosity leading them to explore the ruins of sunken ships and spy on land dwellers from under docks or hidden coves. Unfortunately for them, this “research” fails to bestow any sense of true understanding and the importance or purpose of common objects often escapes them. 

    Such misunderstandings lead many to believe that sea elves are a confused or naive people, unaware of or unwilling to understand basic concepts like fences or roads. They are, however, quite the opposite. Sea Elves build complex cities and form varying societies that stretch from light-bathed settlements in the high shoals to the depths of the ocean’s floor. Sea elven art and artifice is unique, utilizing available materials such as coral, stone and rare minerals from the depths of the ocean that the Sea Elves guard jealously. 

    When their curiosity and courage align, Sea Elves that decide to head ashore have no difficulty breathing air as well as they do in water - however they need to immerse themselves in water for a few hours at least 3-4 times per week to prevent painfully dried out skin, so they never get stray too far from shore.  Sea Elves range in body type as much as humans do, though even the slightest among them possess uncommon strength and fortitude. They live similar life-spans to Guari (about 300 years), but unlike their cousins cannot interbreed with humans to create half-elves. 

    Racial Bonuses

    • Health +3

    • You may reactively resist one spell containing the words, "Water, Ice, or Frost" in its incant 1x/period

    • Healing 1x/period “I heal my body 5 health.”

    Costuming

    • Extensive Costuming – Sea Elves must wear pointed ears. They are required to wear blue makeup on all exposed skin in shades of dark blue (Royal, Navy etc.). They must use either makeup or prosthetics to depict gill slits on both sides of the neck.

    Role-playing

    • Sea Elves are very curious about things they have never seen before, which is just about everything on land. A certain degree of naiveté should be present and something simple that most people take for granted, like a tree, a squirrel, fire etc. can provoke awe or even fear. Additionally since most Sea Elves are ignorant of other races, cultures, or customs, it is a challenge to approach most things as if you are seeing them for the first time.

    Classes Available

    Bard, Cleric, Fighter, Merchant-Artisan, Rogue


    Note: Sea Elves are very rarely seen in the surface world. For this reason, you must notify staff that you would like to play this race no later than 4 weeks before your first game. Submitting a character background 2 weeks prior to play is mandatory. These precautions are in place so that we can ensure you have everything you need to know in order to accurately portray this race. Please feel free to contact staff at any time for more information and questions.

  • Wood Elves are a lesser known and reclusive segment of the elven races; not nearly as common as Guari, though more numerous than Grey Elves. Wood Elves take great pleasure in dwelling in the forest, living in harmony with its flora and fauna. Almost all Wood Elves worship their creator, Jerdano, and respect and guard his domain. Wood Elves are often shy and suspicious towards other races until their character and general intent is known. Wood Elves will respect and assist those who regard nature as they do, and will unleash their wrath on those who do not. Wood Elves are particularly hateful of Goblinoids, who despoil the forests and kill those Wood Elves unfortunate enough to be caught alone in their path. 

    Rarely do Wood Elves enter and reside in towns unless it is absolutely necessary. In recent years, the wake of the Goblinoid wars has caused the youngest of their generation to seek out assistance from the other races. In more civilized areas, Wood Elves are often nervous and jittery, finding the other races confusing and volatile.

    Wood Elves make excellent warriors and rogues, using stealthy tactics to keep their forests safe. Although some do become mages, dabblers in the arcane are somewhat rare. Clerics are held in great esteem and Jerdano is the typical deity of choice.

    Wood Elves are typically a bit shorter than the Guari, but possess much greater strength. Still, it is fairly difficult to distinguish between the two sub-races. Wood Elves have relatively short lifespans when compared to other Elves (150 year).

    Racial Bonuses

    • Health +2

    • Resist first Root spell per period

    • First Purchase of Poison Tolerance is half price

    Costuming

    • Wood Elves must wear pointed ears. Wood Elves have brown or black markings along the cheekbones, under the eyes. These markings can be as simple as a pigmented line or slight swirl.

    Classes Available

    Cleric, Fighter, Mage, Rogue

  • Half-Elves are the offspring of a Human and an Elf parent. They do not actually have a culture of their own, adopting the culture they grow up in, either of their Human or elven parent. The life of a Half-Elf is often a difficult one in which they are never truly accepted by either race and are seen as something of an anomaly, or even reviled as is the case for many Half-Grey Elves. Still, Human and Elf pairings do happen and Half-Elves can be found anywhere Humans and Elves can. Half-Elves are most numerous in the Twin Kingdoms, where Human and Elf pairings are common and widely accepted. Bigotry is still leveled against these Half-breeds in many parts of the world though less-frequently within the Twin Kingdoms itself. Half-Elves often find acceptance among adventurers who in their own way are often seen as being different from the norm of their society.

    When creating a Half-Elf character, the player must decide if their elf parent was Guari, Wood Elf or Grey Elf. Half-Elves have all professions open to them, but this is largely dependent on how and where they grew up. The professions available to the culture where they grew up will dictate the professions available to them.

    Racial Bonuses/Costuming/Classes Available

    This varies by parentage. A player should choose if they take more after their Elven parent or their Human one. The advantages, disadvantages, and available classes of the predominant parent will apply to the character. If for instance, the character tends to follow more along the racial traits of their Elven parent, they may take the Elven advantages but must also wear the pointed ears. It should be noted, however, that Half-Elves will NEVER inherit the facial markings present for their full Elf parent. This is often how Half-Elves are distinguished from full Elves.

  • Fae are one of the oldest races in the world, being among the original creations of the gods. Historically, Fae were divided into two categories, Light and Dark Fae, so named for the light (or lack thereof) that reached the places they lived. The two sides warred constantly amongst themselves for untold centuries, though no one knows for sure what started the initial hostilities.. However, the Fae have recently stopped fighting and set aside their differences, in accordance with the last wishes of their long lost leaders, the Sylph.

    Fae are spread throughout the world, but hail from a mystical realm called Viridia. Fae on Adraveth tend to dwell in deep forests and on the outskirts of civilizations. Originally the Fae were reclusive, and few people even knew of their existence. In more recent years Fae became more common, as Goblinoid hordes drove them from their homes, forcing them to seek safety and shelter in the lands of more prominent races. There are several sub-races amongst the Fae, but they all share common origins and society. They tend to be very secretive about this aspect of their lives and few people outside of their race know their full story.

  • Brownies are the most often seen members of the Fae, mixing freely with the other races of the world and often taking up permanent residence in their towns and cities. Brownies love to buy, sell, and trade, and are often merchants or tinkerers. Their love of trade also extends to information, and it’s common knowledge that if there’s something you need, a Brownie is a good way to get it. Always cheerful, they have an excellent rapport with most other races. Despite these good relations, they can sometimes be frustrating to make deals with because of their tendency to seek strange items as part of the bargaining process.

    Physically Brownies tend to be about human sized. 

    Racial Bonuses

    • Resist 1st Charm per period

    • 5 Free purchases of Craft: Merchant

    Costuming

    • Brownies must wear pointed ears and heavy brown and gold makeup, almost akin to a mask, around the eyes and along the cheekbones. Makeup may also be used down the cheek and near the chin. Other: Brownies may not use any two handed weapon other than a staff.

    Classes Available

    Bard, Fighter, Mage, Merchant-Artisan, Rogue, Scholar

  • Pixies are fun loving tricksters and the favored of the goddess Elantrai. They love practical jokes and having fun, sometimes at the expense of others. They seem to have a particular affinity towards Shavali, Elves, and other Fae, but get along well with the other races. Pixies are often too curious to be afraid of things that do not pose an immediate threat, and frequently create more trouble for themselves than they can handle. Companions of Pixies often find themselves bailing them out of precarious situations. The one fear Pixies cannot seem to overcome is that of undead, which their innate magic cannot affect. 

    Pixies tend to have a unique, almost childlike way of viewing the world, and can bring a smile to most anyone’s face. They enjoy having fun above all else, and will sometimes abandon their responsibilities if they grow too bored. Still, they are thought to bring good luck to adventuring groups and are often sought out and their antics tolerated for this reason. 

    Physically pixies tend to be on the small side, but this is not always the case. Pixies often dress in very bright colors including vibrant reds, purples, and pinks. 

    Racial Bonuses

    • Resist 1st Charm effect/period

    • Resist 1st Sleep effect/period

    • Dodge: Thrown 1x/period OR Casting Resource +4

    Costuming

    • Pixies must wear pointed ears, sparkly colored makeup around their eyes and Fae wings. Additionally they should dress brightly and may wear small craft gems near the eyes or elsewhere on the face.

    Role-Playing

    • Pixies are very frightened of undead. Although they may participate in combat with them, the fear will persist.

    Classes Available

    Bard, Cleric, Fighter, Mage, Rogue


    Note: Pixies may not use any two handed weapon other than a staff.

  • Satyrs enjoy solitude more so than the other Fae, and are an especially rare sight. They usually make small communities in the forest and mingle with woodland creatures, Wood Elves, druids, and woodsmen. Satyrs are very passionate people, sometimes losing themselves in their own emotions. Despite their peculiar ways and reactive states they get along well with most of the other races. 

    Satyrs see it as their duty to protect other Fae and their forests, and will often take up a form of martial combat. There are also tales of would-be enemies of the woods getting turned around by strange music that addles the senses and plops them right back where they started. Though they prefer to keep to their forests, satyrs have been known to approach towns and ask for aid when a threat is more than they can handle on their own.

    Physically satyrs are usually larger than other Fae. Very often Satyrs wear facial hair such as moustaches or goatees.

    Racial Bonuses

    • Health +3

    • Resist first Charm effect/period

    • 1 Free Purchase of any Gathering skill available to them

    Costuming

    • Satyrs must wear pointed ears and horns. Additionally they must wear fur leggings and hooves. These can be crafted with a little ingenuity and faux fur.

    Classes Available

    Bard, Cleric, Fighter, Monk

  • Darklings are the former leaders of the Dark Fae. They are not great in stature or physical strength, but their command of magic is superior to any of the other Fae races. During their height, they were even able to shrug off any harmful spells thrown at them. With the sacrifice of the Sylph, their power has been limited in a very serious way, but they still remain incredibly skilled with magic. Most Darklings are skilled and cunning negotiators. There are also Darklings that have chosen the lives of skilled crafters.

    Until recently, Dark Fae controlled Viridia, and the Darklings controlled the Dark Fae. With the Sylph’s decree to cease fighting, Darklings now struggle to find their footing in a world they no longer control. Most Darklings have an inherent superiority complex, and are used to being obeyed, but no longer have the power or authority to back their desires. Darklings are decadent, with a love for fine dress and high society affairs. Some are bitter about their fall from power, while others are just happy that the war is over, so they can focus on other things. 

    Darklings tend to be shorter and smaller in frame. They typically prefer darker colored, high quality clothes adorned with jewelry and whatever magical curios they can get their hands on. 

    Racial Bonuses

    • Resist first Charm effect/period

    • Spell Armor 10/period

    • +4 Casting Resource OR 1 free purchase of any gathering skill available to their class

    Costuming

    • Darklings have pointed ears. They have black and silver markings on the face, around the eyes and along the cheekbones. Sometimes this coloration also extends downward along the chin. Darkling dress varies in large ways, some preferring opulence, and others preferring utility.

    Classes Available

    Cleric, Mage, Merchant-Artisan, Rogue, Scholar


    Note: Darklings are similar in stature to brownies and may not use any two handed weapon other than a staff.

  • Redcaps are the most common of the Dark Fae. They are so-called because of the red hat they wear upon their heads. When they are born, their parents craft them a small red cap that grows and changes as they age. If a Redcap’s parents are not alive when a Redcap is born, the first redcap that sees the capless child crafts one for them. This cap cannot be removed for any reason other than by the owning redcap themselves, typically to soak it in the blood of a kill. 

    The bloodlust of Redcaps during battle is legendary. They exult in killing and shedding blood, easily excited by the prospect of combat. Redcaps are most often sent out to hunt game for Dark Fae communities, and so were most often exposed to the horrors of the deep woods. It is believed that their relative instability is as a result of this. Even with this, Redcaps are mostly contributing members of society.

    Racial Bonuses

    • Health +3

    • Resist first Charm effect/period

    • +2 Killing Blows that, when used, heal the user for 3 health

    • +2 Killing Blows that, when used, restore 1 use of a base list combat skill

    Costuming

    • All Redcaps wear a red cap upon their heads, and have dark black circles around both of their eyes. The skin on their face is a reddish or orange color, but otherwise, the rest of their skin varies in color. Makeup is not necessary anywhere but the face area. Redcaps tend to wear clothing that will allow them to run without interference, often shunning cloaks and other clothing that might get in the way.

    Classes Available

    Fighter, Merchant-Artisan, Monk, Rogue

  • Sporelings are believed to have originated within the forests of Viridia itself before becoming fully accepted as Fae. To lend credence to this belief, there exist feral sporelings to this day that do not speak and often do not leave the woods. Sporelings are extremely protective of those who they consider part of their community. They may display traits that seem masculine or feminine (and may consider themselves as such), but are in fact asexual and reproduce much in the same way that their physical appearance suggests. Sporelings rarely have children, however.

    Sporelings dislike sunlight and buildings, and prefer to stay in shady, natural spots. They are usually child-like with their mannerisms, and curious to a fault. While not stupid, Sporelings can be seen as slow. This is because Sporelings do not possess the same sense of urgency that others do, often stopping to smell the flowers and enjoy a nice warm breeze.

    Racial Bonuses

    • Health +1

    • Resist first Charm effect/period

    • Throw Pain Poison 2x/period

    • Throw Disease 2x/period

    Costuming

    • All Sporelings have brown and green skin with white spots all over their body. They often have what appears to be a mushroom cap upon their head. They tend to dress in earth-tones.  

    Classes Available

    Bard, Cleric, Fighter, Rogue, Monk

  • Long ago trolls were cursed to take on a hulking, monstrous form by Brownie magics. While cursed in this way they were used in the Fae war as shock troops on behalf of the Dark Fae. At the end of the Fae War and by the sacrifice of the Sylph, the curse was lifted and trolls were restored. 

    Trolls have always been the protectors of those who are unable to protect themselves. Trolls have an unparalleled natural ability to heal themselves from damage and take punishment unlike any other Fae race. The unfortunate fact is, the Trolls tend towards physical strength instead of intelligence and wit, and can often find themselves manipulated into making poor decisions. It is a fact, however, that Trolls are extremely honorable, and it is rare for a Troll to break its word.

    Trolls are dependable, but often lack direction. It’s rare to encounter a troll alone, and solitary trolls often seek out companions or vulnerable creatures to protect. A lone troll might wander aimlessly for days, seeking something to do or someone to guard. Due to their regenerative capabilities, they lack instincts for self-preservation and will often charge headfirst into danger if it means protecting those they care about.

    Racial Bonuses

    • Health +5

    • Resist first Charm effect/period

    • Regeneration: Heal for 3 health immediately and 3 health every 30 seconds for 10 minutes. This effect must be activated while conscious. 1x/period.

    • At Character Creation, choose one element (Fire, Water, Earth, Air). This element may not be changed. You may reactively resist one spell containing the words Fire or Flame (Fire) OR Water, Ice or Frost (Water) OR Earth, Sand or Stone (Earth) OR Air, Wind or Lightning (Air) 1x/period.

    Costuming

    • The sacrifice of the Sylph has broken the curse the Brownies put upon the Trolls and restored them to their prior appearance. Trolls have two small horns upon their head and Grey skin with small blue accents throughout. (Though grey is the dominant color).

    Classes Available

    Cleric, Fighter, Monk

  • Gnomes are jovial and eccentric people. Often treading the line between ingenuity and madness, Gnomes have a knack for innovation in all things, with a talent for crafting that rivals the Dwarves. Their knowledge of engineering, however, is unrivaled. Their curiosity and intelligence can often lead them to trouble, but their good nature and cunning can just as easily get them back out. 

    Gnomes are found throughout the world in most civilized lands, but tend not to create their own settlements, rather becoming members of already existing communities. While welcomed by most races, Gnomes are especially valued by the Dwarves, who see them as sister peoples to be protected. Prior to the first Goblinoid war, the Gnomes had some settlements of their own, but these were overrun and the occupants slaughtered, the survivors fleeing to more fortified Dwarven settlements for shelter. Gnomes have an innate fear of Goblinoids to this day. While many peoples would falter in the face of such tragedy, this loss has instilled the Gnomes with a love and excitement for life. 

    Physically, gnomes stand half the height range of a typical human, with strength and build appropriate to their size. They have small pointed ears, many wear beards, and most style their hair with extravagant colors, tails or adornments. Though easily mistaken for dwarves, elves, or others, all confusion gives way once a gnome begins to speak. Their voices are infamously shrill and high pitched, making gnomes one of the least subtle races of Adraveth.

    Racial Bonuses

    • 4 free purchases of any Craft skill available to their class

    • Can reduce the time to create an item of Tier 3 or lower in half 1x/period

    Costuming

    • Gnomes have small pointed ears and should do something eccentric with their hair or appearance to distinguish themselves from the other races of adraveth. A beard, peculiar hairstyle and zany twist to standard styles of dress are all ways to make your character stand out.

    Role-playing

    • Goblinoids (Goblins, Orcs and Bugbears) frighten you. If you encounter these creatures, they are prone to make you jittery or nervous. Additionally, Gnomes speak in a high pitched “falsetto” voice or in fast and excited tones. When portraying a Gnome every attempt should be made to alter your voice to sound appropriate.

    Classes Available

    Bard, Cleric, Mage, Merchant-Artisan, Rogue, Scholar


    Note: Gnomes may not use any two handed weapon other than a staff.

  • Goblins hate humans. Humans hate goblins. Everyone hates a half-goblin. After a decades long war for independence, Half-Goblins proved themselves greater than their sires, subjugating orcs and goblins alike and settling a small city-state empire on the edge of the withering wastes, a fetid bog of rocky ravines and swampy mires.

    Surprisingly cunning and intelligent, Half-Goblins consider themselves the greatest of all goblinoids, but are far less warlike than their forebears. They have survived thanks to their incredible guile, wit, and tenacity. Currently, they’ve carved a niche for themselves as necessary trade partners, with an influx of rare materials exclusive to the withering wastes and ingenious crafted goods. Half-Goblins are used to being the enemies of everyone, and trust no other races. However, if an individual can overcome this distrust, Half-Goblins can be fiercely loyal companions. Woe to whoever betrays a Half-Goblin, for all are instilled with a natural affinity for vengeance, and will seek to utterly destroy those who have wronged them.

    Racial Bonuses

    • Charm as per spell 1x/period, “I charm you to my will, 10 minutes”

    • 2 free purchases of a craft skill available to their class

    • 1 free Poison Tolerance

    Costuming

    • Half Goblins have light green skin, and must use makeup to appear this way. Pointed ears are mandatory. They dress well, seeing themselves as above their forebears, and usually attempt to display signs of wealth.

    Role-Playing

    • Due to your goblin heritage, you must attempt a voice that is squeaky or odd, as befitting a goblinoid. Half-Goblins see themselves as the rightful overlords of Orcs, and will attempt to subjugate or command any orcs or half-orcs they encounter (as there are no half-orcs where they are from, a half-goblin is not likely to immediately be able to distinguish the two). 

    Classes Available

    Bard, Cleric, Fighter, Merchant-Artisan, Rogue, Scholar

  • Half-Orcs are the offspring of a Human and an Orc parent. These unfortunate beings are most often seen as an abomination, and their very existence is a constant reminder of a hated enemy no matter which culture they are in. It is extremely rare for true love to be the cause of such a coupling, and by far most Half-Orcs are a product of the activities of Cults to Gorvaak, more feral barbarian tribes, or the coupling of Half-Orcs and Humans.

    None would assume that Half-Orcs have a “Culture” of their own. Unsubstantiated rumors claim that isolated Half-Orc communities exist, but the truth is Half-Orcs adopt the culture they grow up in, either from their Human or Orc Parent. The life of these Haf-Breeds is often difficult, as their parents and community overlook what little they have in common and focus on what they don’t. To an Orc, Half-Orcs seem weak and mature too slowly to be useful. To a human, Half-Orcs seem slow-witted and ugly. Many Half-Orc children grow up greedy and aggressive, though one could certainly attribute this to the terrible treatment they receive rather than any natural inclination. 

    Half-Orcs mature rapidly, reaching formal adulthood around the age of 12 (though they are often cast-out or forced to find their place in the world before then). They stand taller than most humans, with broad shoulders, corded muscles, tell-tale green skin and occasionally tusks. Half-Orcs looking for a place in society usually find work leveraging their natural strength as laborers, mercenaries, or bouncers. 

    When creating a Half-Orc character, the player must decide what society they grew up in. If the character grew up in Orc society, only the fighter or shaman classes are open to them. If the character grew up in the Barbarian tribes of humanity then Fighter, Shaman, and Bard. Lastly, if they grew up within or on the outskirts of civilization, then the Bard, Cleric, Fighter, Monk and Rogue classes are available to them. 

    Racial Bonuses

    • Health +5

    • 1 Free Weapon Skill

    • 1 Free Break Limb

    Costuming

    • Half-Orcs must wear dark green makeup. Additionally, the more Orc-like they look the better! Half-Orc PC’s should consider some or all of the following: protruding prosthetic (or painted on with makeup if done well) teeth, scars, warts etc. This will help the PC get into character and will help others to interact with them.

    Role-Playing

    Half-Orcs are social outcasts in most places. Be prepared as you may be treated as such.

    Classes Available

    Bard, Cleric, Fighter, Monk, Rogue, Shaman

  • Halflings tend to be cheerful, optimistic, and somewhat lazy. They enjoy leisure activities above all else. Life is too short to completely lose oneself in work. Halflings have an over-fondness of food and will usually try just about anything they are presented with. They love their own brand of pies, cakes, stews, and breads, but love the opportunity to sample the cuisine of other cultures. Halflings enjoy huge celebrations and seem to throw parties for almost any occasion. It is said that there are at least 150 holidays on a Halfling calendar. During these celebrations, the Halflings feast, drink fine wines and ales, smoke pipes, and tell stories that seem to grow with each retelling. Halflings tend to have large families and the entire community watches out for each other’s children and relatives.

    Physically, Halflings are the shortest of any race, standing less than half the height of a typical Human. They have small builds and are not very physically strong. Halflings have small pointed ears, and the backs of their hands and feet are furry. They often go without shoes but even when they wear shoes the tops tend to be open and the fur sticks out. Halflings are often on the portly side as well.

    Racial Bonuses

    • Free Thrown Weapon Skill

    • 2 Free Purchases of Craft: Chef OR Craft: Brewer

    Costuming

    • Halflings must wear small pointed ears and have furry hands and feet. This can typically be achieved by getting faux fur (comes in small pieces from craft stores) and using spirit gum to adhere it. It can also be glued to the tops of shoes (Make sure you don’t mind them getting glue on them!) to make it seem like the top is open and the fur is protruding. 

    Classes Available

    Bard, Cleric, Fighter, Merchant-Artisan, Monk, Rogue


    Note: Halflings may not use any two handed weapon other than a staff.

Unique Fantasy Folk

Consider the highly intelligent and civilized reptilians known as Agorians. Their culture is a nod to Mayan and Aztec influence.

The Hiveborn are curious and hardworking. These insect-like humanoids vary greatly in appearance, and are highly adaptable to different lifestyles..

The Kelonians are quite cat-like. They are semi-nomadic, often mischievous, and may seem a bit flighty.

The Nikklari superficially resemble birds. They prefer not to be tied down to situations or material goods, and have a diplomatic and peaceful culture.

    • The Agorians are a race of highly intelligent reptilians who hail from the southern jungles of the Eastern Continent. Widely accepted as the most ancient race in all of Adraveth, the Agorians have carefully built up their nation over the course of thousands of years. Constructed almost entirely from stone, their cities, monuments and great pyramids have weathered the passage of time with little need for reconstruction, a testament to the Agorian’s meticulous planning.
      In all aspects of their lives the Agorians are a patient and methodical people, a quality that has served them well over the years. Coupled with their frequent lack of humor, this cold logic has earned them a lukewarm reputation amongst the other races of Adraveth.  Conversely, many Agorians feel contempt towards their warm blooded partners on the world stage, considering themselves the oldest and wisest. Amongst themselves, all Agorians are considered equal regardless of political station, accolades or ability.
      Their system of governance is quasi-republican, held in temples to Negoro, the creator of their race and most revered amongst their people. Here, there, and everywhere agorians will debate, (a cultural pastime) for hours or days at a time about matters great and small. For this reason Agorians make incredible scholars, but their long lives (as well as a short, compulsory draft into military service) give them plenty of time to pursue a variety of skills and vocations.
      Given their warm jungle homes and crowded cities, Agorians find themselves ill equipped to deal with the cold, which they consider extremely uncomfortable. Most agorians' lifespans reach 600 years, though rare members of their race have been known to live for thousands. 
      Racial Bonuses

      • Health +3

      • When first Diseased, become immune to Disease for 10 minutes 1x/period

      • Mend Limb 1x/period

    • Costuming

      • Extensive Costuming – Agorians must appear reptilian. It is required that they wear makeup in shades of green, blue, or red on any exposed skin and they should use prosthetics or makeup to appear scaled. They have vestigial tails that they tend to hide within their clothing. If broken off, they regrow within a moon’s time.

    • Role-playing

      • Necromancy and the undead are an affront to the Agorian’s creator god, Negoro. Your people don’t consider any aspect of undeath to be positive, and while you should strive to remain logical within most social interactions, it is encouraged for you to express unease or aggression towards the people of Sehkem, or any other that practices these dark arts.

    Classes Available
    Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar
    Notes
    The Agorian style is very similar to Aztec or Mayan culture. Please consider these cultural influences when creating your character.

  • Hiveborn are a race of highly adaptable, intelligent insect-humanoids. Recently borne of Adraveth’s many large, carnivorous insects, they are the youngest race on Adraveth. “Hiveborn” began to form in 1105, but did not develop the sentience which separated them from their hive mind until 1108. This left these new “insect people” fully self aware, incapable of living within their colonies, and totally unprepared for the world around them. Their first settlement, aptly named “CaveWood”, began in a cave on the western edge of the Whispering Woods. A Queen was designated as the leader, and the rest went about their business as equals. 

    Hiveborn have had varied interactions with Adraveth’s inhabitants. Initial relations to their sudden appearance were strained, and what few kind souls viewed them favorably were far outnumbered by those who saw them as a threat, mostly due to their appearance. Fortunately for the Hiveborn, they were quickly taken in by the Wood Elves, who observed the nascent race and saw them as children of their god, Jerdano. Under the protection of the Wood Elves the new Hiveborn were able to acclimate themselves to their strange new world, and have since begun to try to find themselves a place within it.

    While frightening to behold, Hiveborn are usually quite docile. Those who can get past the Hiveborn’s strange exterior find them to be hard workers and quick learners. While eager to explore the lands around them and learn all there is to know, they always return to their original settlements, sharing newfound knowledge and discoveries with their fellows. Their ability to learn is hindered only by their shortened life span and their interpretation of everything in the most literal of fashions. 

    Racial Bonuses

    • Health +2

    • 1 free Poison Tolerance

    • +4 Carapace Armor per period (Counts as natural armor)

    • Can buy one additional purchase of Sixth Sense

    Costuming

    • As a hive born, you must use prosthetics, a mask, or makeup to appear like an insect. Sharpened mandibles, compound eyes (composed of smaller parts), or antennae are recommended, but you can feel free to embellish beyond that. If you are unsure of how to acquire these prosthetics, please reach out to staff. You must submit an image of your costume to staff for approval before the event. Hiveborn clothing reflects what little they know of civilization, and what little they know of civilization comes from the Wood Elves, and the humans of the Twin Kingdoms. Any type of medieval renaissance garb is acceptable.

    Role Playing

    • Hiveborn are still working on their command of the common tongue. Sophisticated English/speech mannerisms are not acceptable for Hiveborn characters. As a Hiveborn you must make a conscious effort to maintain rasps/hisses when you speak. Hiveborn are almost alien in mindset, and do not understand metaphors. You can and should take everything everyone says literally. 

    Classes Available

    Any class is available to the Hiveborn. Please note that playing a shaman locks out cleric and mage, and vice-versa.


    Notes: Hiveborn are an incredibly young race, with heavy restrictions on what they have accomplished, and what knowledge is available to them, based on the decade or so they’ve had to figure things out. For this reason, you must notify staff that you would like to play this race no later than 4 weeks before your first game, and submitting a character background 2 weeks prior to play is mandatory. A photo of your costume must also be submitted to staff at least 1 week prior to the event. These precautions are in place so that we can ensure you have everything you need to know in order to accurately portray this race. Please feel free to contact staff at any time for more information and questions.

  • Kelonians are a race of cat-like, semi-nomadic people originally hailing from the desert regions of Adraveth. Many Kelonians are nomads, traveling from place to place, seeking water and other necessities. Some have built permanent settlements, which thrive along riverbanks and beside natural springs. Mostly, Kelonians mingle freely with the peoples closest to them, especially the Al’Hazirins and Sekhemites. Many Kelonians are born with wanderlust, and they can be found almost anywhere in the world.

    Kelonians tend to be curious and mischievous. They enjoy riddles and anecdotes, and place high value on peculiar items, shiny objects, and baubles. Kelonians are also known to be flighty, and stories abound of Kelonians that grow fascinated with simple children’s toys for hours only to discard them suddenly, or those that suddenly grow bored and walk away from an otherwise deep and meaningful conversation while the other party is mid-sentence. Agorians are especially irritated by this behavior. Kelonians get along well with most of the other races, especially Al’Haziarians, who view them with a mythical wonder, and Sehkemites, whose reverence for common cats extended to especially congenial relations. 

    Physically, Kelonians stand as tall as humans do, and are covered in fur, which can have various color patterns. They also have tails, although these are often concealed within their clothing. Like common cats they have sensitive whiskers and noses. Despite the mixed reputation, Kelonians find their way into adventuring bands rather frequently and can be a great asset. Kelonians can be loyal comrades and fierce fighters, their natural agility lending itself well to the dangers of adventuring. 

    Racial Bonuses

    • Health +3

    • Claws x2

    • Resist first two Sweeps/Knockdowns per period

    • Dodge Thrown x1/period

    Costuming

    • Extensive Costuming: Kelonians must appear feline. They are required to wear makeup and/or prosthetics that make them appear cat-like. Any exposed skin should be treated in this manner. Elements to enhance the costume may also include whiskers, a tail, leopard or tiger print clothing, a mane, or anything else to make the character look feline.

    Classes Available

    Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

    Note: Caragmar

    To the north of Andalusia lies a nation of Kelonians known as Caragmar. A coalition of three wildly different Kelonian tribes, Caragmar united when outside forces tried to tear them apart. These three, the noble Prides, the savage Manes, and the devout Ironwills, rule Caragmar together. Several, smaller groups exist here as well, along with scattered members of other races. To be a Caragmarian Kelonian is to be part of a greater kingdom, with a focus on familial pride and tradition. We highly recommend requesting the racial packet if you want to hail from Caragmar, as your disposition may be greatly different depending on if you identify as a Pride, a Mane, an Ironwill, or some other tribe caught in the middle.

  • IThe Nikklari are Avian Humanoids that hail from the northern mountains of the Western Continent. There, they live in aerie-like structures bored into the stone of their mountain homes. Despite their feathered appearance, Nikklari are flightless. Among the Nikklari, it is commonly believed that while they used to soar the skies, their creator, Xalaron, took away their flight to punish them. Nikklari believe that someday, if they can prove they are worthy, Xalaron will again restore their flight, so that they may join their god in the skies. 

    Nikklari value simplicity and preparedness. Long years of isolation, followed by rapid introductions to their warlike neighbors, have shaped the Nikklari into a highly diplomatic empire. Originally unprepared for war, they met their foes with words instead of weapons, and to this day Nikklari resort to violence only when truly necessary. Nikklari put little stock in wealth, and prefer to travel light. While they value what few possessions they do have, they do their best to not let themselves grow too attached to material items, seeing them as a hindrance towards true freedom. As such, they will rarely carry more than a small pack with them. Their most guarded possessions are often small items, such as rings, necklaces and trinkets accumulated over their lives. To a Nikklari, there is little worse than being “tied down”. 

    As a race, Nikklari are possessed of incredible patience and understanding. Their long isolation has also turned them into excellent storytellers and listeners. They greatly value tales as learning tools, and are usually curious to hear what stories others have to tell. In fact, this willingness to listen and learn from others means that, with enough training, Nikklari have an aptitude for just about any profession they set their mind to. 

    Physically, Nikklari are human-like bird people, sometimes winged, but always feathered. Occasionally, they will have more extravagant features, such as frills upon their head/neck, slightly pointed ears, or no visible ears at all. Additionally, their feathers range all the colors of the rainbow, from plain browns, blacks and whites, to beautiful blues, purples, greens and yellows.

    Racial Bonuses

    • Health +1

    • Featherfall 2x/period, “Caught by air”

    • Dodge Thrown 2x/period

    • Resist 1st root per period

    Costuming

    • Nikklari characters must look like bird-people. Wings are optional, and can extend outwards from your back or attached to your arms. Feathers can either be faux or make-up. Make-up should include a facial prosthetic or mask that has a beak. Costuming should be loose, light, and blandly colored garments, often equipped with small straps and ties. However, it’s not unheard of for Nikklari to change their clothes to match the local climate. If you have an unusual piece of costuming that you would like to use for a Nikklari, please check with Staff before bringing it into game.

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

Humans

Humans are by far the most numerous and prolific race in the world. Their tendency to have several offspring and urge to settle new areas has helped them to become so widespread. Elven scholars theorize that since Humans are among the shortest lived, they possess a sense of their own mortality more keenly than do other races. For this reason they take risks and seek fulfillment where other races may hesitate. The land is dotted with small villages, towns, and even a few large cities inhabited primarily by Humans. Humanity tends to be dependent on close social groupings for mutual protection and trade. Different civilizations complete with systems of government and social customs are found throughout the land. 

Note that when choosing a Human character, if the area/culture the character is from is not otherwise specified, the character will be classified as “Twin Kingdoms Human” for the sake of simplicity. 

Racial Bonuses

Health +2 OR Casting Resource +2

  • Humans of the Twin Kingdoms are the most common of any Human culture. The Twin Kingdoms  is centrally located and spread across the Eastern Continent, encompassing many different geographical areas and climates. It should be noted that the Twin Kingdoms is united under one centralized government, but is made up of two formerly separate, autonomous lands, Vondara and Breckendorf. Vondara is the traditional kingdom of the Guari Elves, and Breckendorf the seat of the first Humans who the Guari came in contact with. After prospering alongside each other for centuries, intermarriage and cooperation became fairly commonplace, and eventually the two united under one banner. Today the ruling family is primarily made up of Half-Elves and the population of the kingdom, though mostly Human, represents a large number of Guari Elves and Half-Elves. Additionally, due to its liberal policies towards strangers and central location, representatives of nearly every civilized race can be found there. The Humans are very much like Humans of our own medieval and renaissance periods. The society is feudal, but criminals are typically given a fair trial and the ability to seek representation. An appointed judge or local lord is typically the individual that determines the penalty for the guilty. People from all civilizations and walks of life pass through on a daily basis, offering many opportunities for adventure as well as commerce.

    The Twin Kingdoms has suffered through several vicious wars in the past decade. Two Civil wars, as well as a war with the empire of Solinaria, have brought death and destruction across the lands. While the war with Solinaria ended in peace and newfound co-operation, the most recent civil war, spurred by the actions of the Jeredithian Inquisition, exacted a heavy toll on the Twin Kingdoms’ current ruler, King Leopold, and his people. As the armies of the Twin Kingdoms recover, the opportunities for advancement, fame and wealth are ripe as commoners are enlisted to patrol the kingdom’s borders, fend off monsters and bandits, and help with the reconstruction efforts.

    Role-Playing

    • Costuming for a character from this area is based around medieval or renaissance garb. If you are playing a race other than Human, make certain to check those requirements as well.

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar


    Note: The Twin Kingdoms serves as the primary political power behind the town of Everhallow across the rifts. Their laws and culture form the framework of that town.

  • The land of Al’Hazir is dry, desolate and unforgiving; as a result, only the toughest of peoples survive here. The humans who call this land home are the Al’Hazirian’s, and they have learned that it takes a mix of strength, cunning, and cooperation to survive in this arid world. Some Al’Hazirians are nomadic, traveling between oases and following the paths of migrating animals. These peoples are known to trade between themselves and outsiders foolish enough to brave the deserts, but tend to keep to themselves. These harsh deserts eventually give way to pockets of civilization along the coast, where towns and cities can be found. It is within these cities that great markets and bazaars flourish, connected to the rest of the world by robust ports. Goods from all across the world find their way to these markets, and the people of Al’Hazir have a reputation for being amongst the shrewdest and most successful merchants of Adraveth. While not all merchants, the people of Al’Hazir are well-known for their silvered tongues and business acumen. Outside cultures see the people of Al’Hazir as thrifty, worldly, and enduring people. 

    The land is ruled over by a sultan, and their word is law. The cost of breaking the law in Al’Hazir is extreme, with public humiliation and mutilation being fairly common. In spite of the harsh penalties of crime, Al’Hazir’s cities can be as dangerous as the desert that surrounds them. The chaos of a global market has led to a prolific and cut throat black market, and many swindlers prey on outsiders looking to make their fortunes. Marauders roam the deserts, hoping to waylay travelers already hampered by the desert storms. The harsh realities of life have also given rise to many noble souls looking to defend the weak and naive. These people welcome outsiders with warmth and mirth, and make a point to educate newcomers as best they can without thought of compensation. Tales of wandering nomads saving caravans caught in storms only to disappear before they can be rewarded are often told by the light of campfires. 

    Costuming

    • Al’Hazir is a land loosely inspired by the Middle East. The people, customs and dress are as varied as the countries of the Middle East, and these should be used as a guide.

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Rogue, Scholar

  • A mighty empire with a bloody history, the Aldorin Empire looms as the greatest threat to its neighbors on the entire Western continent. Guided by the cruel and vengeful hand of Razabaoth, the Aldorins are truly conquerors, and are merciless to those who will not submit. In Aldor, life is quite different depending on if you’re a human, or not. Non-humans are kept as slaves, and are so plentiful in the empire that it’s not rare to grow up with them. Aldorins view slaves like household pets, sometimes dear to their hearts, but never equal. 

    The Code of Conquer, an Aldorin creed that governs conquest and the fate of the conquered, is surprisingly beneficial to those who submit to the will of Aldor. Even the poorest are ensured a home, food, and stability, provided they remain loyal. Given the opportunity, many Aldorins seek to better themselves through education, whether by pen or sword. Many open up trade and conduct it, whereas others seek the thrill of adventure. Regardless of their persuasion, Humans in the empire often lead lives that are blissful and fulfilling. All faiths are tolerated (Though Razabaoth is the official church). Aldorins widely accept any human into their culture. 

    Aldorins believe that humans are destined to rule over the world, and view elves and dwarves as mere subhumans. To be a Guari or Dwarf in Aldor is to live the life of a slave. It can be brutal, as laws allow owners to beat their slaves within an inch of their lives. There are also laws preventing the killing of slaves, or neglecting one till they die (though disobedience can lead to the death penalty.) Aldorins abhor wasted resources. Goblinoids, and Beastfolk (such as Kelonians and Nikklari) are invited into their culture, though their freedoms are limited.

    Costuming

    • Aldorin style is reflected in Medieval European style. Your dress should likely reflect what you were in the empire. Humans who are citizens are often dressed well, for even the impoverished are ensured better than a slave. The empire is vast, and spans several climates, so some have taken to wearing leathers and light furs. 

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • Secluded from the rest of the world on the island of Rythos, the Amazons are a reserved and mysterious people. The culture of the Amazons is a proud and regimented one, and the tenants of Mhizrak, their patron God, dominate most areas of life. Unlike other cultures of the world the Amazonians have a very strict division of labor on the basis of gender, with women forming the governing and military arms of society and men taking on roles in the domestic and commercial areas. While these roles are strict and deviance risks ostracization or even banishment in extreme circumstances, all positions in society are seen as worthy of respect. Amazonians value honor above all other qualities, and most would sooner die than fail their people. Amazons are generally regarded as some of the most formidable warriors across Adraveth, and even men receive some amount of combat training.  

    Amazons generally do not leave their island, and very few outsiders have been permitted within Rhythos. Those outsiders that are allowed find themselves heavily monitored. This isolation has led to speculation and even misinformation regarding Amazons, which Amazonians are quick to take offense to even when no offense was intended. As most Amazonians have not seen outsiders they can be naive, often expecting others to live up to their same moral code. In combat it is considered taboo not to accept a surrender, and in commercial dealings it is similarly frowned upon to mislead a buyer in regards to an item's worth. Amazonians are generally a severe people that expect others to live up to the same expectations they have for themselves. 

    Classes Available

    Cleric, Fighter, Mage, Merchant-Artisan

  • Stretching from the West Coast of the Western Continent to the Withering Wastes lies the Theocracy of Andalusia, a land of Passion. Its people are renowned for their extravagance, pride and fiery stories of romance. Andalusian art can bring the coldest to tears, as can their food. It is a land renowned for its hospitality towards guests; whether you enter the home of a noble or the hut of a humble farmer. They are guided by the faiths of three churches -  Mhizrak, Virajar and Learyn. Together, bishops, priests and clerics govern the land, ensuring advisors from each church are present for all major decisions. 

    The influence of the churches is so great that the regions and peoples of Andalusia are separated into three distinct “rings'' based on the three faiths. Mhizrak’s ring controls Andalusia’s outer defense, Virajar’s middle ring its prosperity, and Learyn’s center ring is Andalusia’s heart and soul. People from Andalusia typically have persuasions and interests related to whichever ring they hail from, but it’s not uncommon for one to seek a life in tune with their interests in a different ring. Regardless of wherever they choose to be, all Andalusians are united by their great passion and love of the arts.

    Andalusians typically try their best to dress and present themselves in a way that will impress. Even the most backwater farmer will attempt good manners, clean up and carry themselves with a sense of class. If they can afford it, most Andalusians wear clothes that are loose and flowing, with plenty of jewelry. Fencing, Opera, Beast Fighting and Masquerades are all rich parts of Andalusia’s culture and entertainment, which captures the envy of their neighbors and recently the wider world. Andalusians seeking adventure outside their lands may be motivated by any number of reasons, be it greater thrills on the open road, a desire to share their art with the world, or rarely just a desire to get away from it all and go somewhere quiet.  

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • Barbarians are a race of fierce tribes-people mostly living in the Northern tundra and frozen wastes of the Eastern Continent. Barbarians can be found wherever “civilization” cannot, and are primitive by most standards. Loud and aggressive, they lack the social etiquette and graces found in most other human cultures. Many tribes subsist on hunting and foraging, but a few augment their diets by farming. There are many tribes of these people and customs vary slightly from one tribe to the next. Sometimes tribes will have brief wars or rivalries, but all Barbarians share certain cultural bonds that draw them to one another when found as strangers in more civilized lands.

    Barbarians are a close-knit people with strict family values and great respect for their elders. Tribes are usually advised by shamans, spellcasters that channel the Spirits of nature and honored ancestors for power and guidance. Barbarians see clerics as arrogant and view mages as a people who pervert the elements of nature, and will never willingly accept divine or arcane magics being cast upon them. Mages are especially hated, and it is not uncommon for Barbarians from more isolated tribes to attempt to kill one on sight. While seen as a less developed peoples by many, Barbarians posses a hardiness and survival prowess that most peoples have lost.

    Note: The Golon

    In the northern mountains and reaches of Ippon live the Golon, Barbarians of Ipponese persuasion. Rather than give reverence to animal spirits, the Golon honor their ancestors as chief among the spirit realm, and view the Great Spirit as the first Golon warlord, ascended into higher being. Golon shamans practice a similar, if not more bloody, version of shamanism. The Golon are incredibly war-like - and frequently raid the low-lands of the Ipponese for resources, vengeance, or sport. Most Golon believe they are the true rulers of Ippon, and are destined to retake the whole island.

    Costuming:

    • Costuming should be rough, with leather garments, furs, and hides. Metal armor should be avoided unless there is a good explanation for your character to have it. Many Barbarians will also decorate their faces with war paint or other makeup to appear fiercer. Try to avoid using blue where possible so as to not be mistaken for a Highlander.

    Role-Playing

    • As a barbarian, you revile and fear arcane magics, and should react VERY negatively if arcane magic is used on you or cast in your presence. (Even if it is beneficial!) This does not mean you must attack, but the aversion must be role-played. Clerical magic is seen as taboo, and should upset you. Bardic and Shamanic magics are accepted and appreciated, as well as alchemical enhancements. Additionally, Barbarian characters are illiterate, and will refuse to learn how to read and write. It is taboo for a Barbarians name to be written, and anyone who does will earn their wrath.  

    Classes Available

    Bard, Fighter, Merchant-Artisan, Shaman

  • Once, there was a large kingdom in the southeast of the Western Continent named Caldera. The Calderans led a relatively peaceful existence for several hundred years, until Aldor turned its gaze to their lands. The war between The Aldorin Empire and the Calderans lasted for a little over ten years, a back and forth struggle that ground to an agonizing stalemate. Then, to turn the tide, the Aldorins brought forth a deadly magical weapon that choked and burnt the life and spirit of the Calderans. Appalled and fearing for the safety of their people, the Ruling Family of Caldera withdrew their nation to the islands south of Calderan lands. For reasons unknown, the Aldorins refused to chase the Calderans across the water. Years passed, as did the king and queen, and the isles began to govern themselves. What is left of the kingdom is known as the Calderan Free Isles, named so by the late royal family in direct defiance of Aldor. 

    The Calderans are haunted by the great losses of their past, and yearn to return to their homeland someday. They are extremely distrustful of any claiming to be from the Aldorin Empire, or even those who work or trade with the Aldorins. Calderans are fiercely self-sufficient, having had hard lives, and grown up listening to harder stories told to them by their elders. Everything that they have, they've fought for, bled for, and built from the ground up. Despite this near-universal capacity for self-sufficiency, Calderans yearn to be a part of a group. This lends itself back to the days of the reconstruction, where working together as groups and communities allowed simple survival and eventual prosperity. When a Calderan makes a close friend, they make them for life.

    Calderans universally value guile, cunning, and intelligence above all else. They recognize that without these traits in their people, they would surely have all been wiped out by the forces of the Aldorin Empire. Thus, those who make a living through means that would otherwise be frowned upon in other societies, are actually appreciated for their ingenuity in the Calderan Free Isles. Theirs is a sailing culture, rough around the edges, with a very strange and specific sense of honor. A collection of highly independent soldiers of fortune scattered across a chain of islands, yet bound together by their past and a common hatred for the Aldorin Empire.

    Costuming

    • Calderans’ dress tends to vary wildly, and nearly any style garish or otherwise could be expected, but they generally dress for utility, with looser fitting clothes to handle the hot climate. Nearly every member of their society has at least spent some time at sea, so the Calderans tend to dress in garments appropriate for travel. It is not unheard of for well-off Calderans to adorn themselves with jewelry as a display of wealth as well.

    Role-playing

    • Many Calderans speak with what would be considered an Australian accent today. This accent is a link to their past, and many Calderans have begun to lose this accent, though most consider the accent a mark of pride.

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Rogue

  • In the northwestern reaches of the Western Continent stands the Collective of Krev. Its people, the Krevchee, are diverse, united by their immense pride for their country. They feel an extreme loyalty to it, more so than any other people. They believe in being a part of a greater whole; in counting on those around themselves, and thus being counted upon by them. All who are willing to prove their loyalty and worth to the collective may join. Because of this, Krevchee tend to be accepting of all races.

    Originally an assortment of nomadic tribes struggling to survive, it is generally agreed upon that at some point in their history, a traveler appeared. This stranger taught the tribes to read and write, and convinced them to join together and sign “The Krev Accord”. This document formalized the beginning of the Collective of Krev, and also gave rise to a motto dear to all Krevchee, “For the good of all.” This creed has helped the Collective thrive, indeed prosper, in one of the harshest climates in the world, and can be seen in every aspect of Krevchee society.

    Resolute in their loyalty to each other and the Collective, Krevchee are lawful, proud and tough. Citizens of the Collective feel immense pride for their country, considering themselves extensions of a greater whole. To bring shame to the Collective is one of the greatest sins a Krevchee can commit. Krevchee society is incredibly structured, and its citizens often bring this structure with them wherever they go. The Krevchee’s military is only rivaled in size and strength by the Aldorin’s, and its soldiers are extremely well trained and disciplined, to say nothing of their unflagging sense of loyalty.

    The Krevchee generally have only a few reasons as to why they'd leave their country. It isn't very common to want to leave a place one is raised and compelled to love. However, the Krevchee understand that there is a value in learning of other cultures and will sometimes ask or compel members of their society to do so in the name of learning and progress. Wherever they go, it is incredibly unusual for a Krevchee to renounce their citizenship to The Collective, and many Krevchee fear something terrible may happen to them should they do so. If a Krevchee meets one of their own in foreign lands, there is generally instant comradery. Conversely Krevchee are slow to open up to outsiders, but those who take the time to earn their trust often find them to be thoughtful and insightful people, quick to stand up for the good of their chosen companions even if it means putting themself at a disadvantage. 

    Costuming

    • The Krevchee are a society similar to ancient Russia, and their accent should reflect this. Their dress is generally similar to this: they dress for the cold climate they come from, in various leathers and furs. However, when traveling to other, warmer countries, they dress in muted, darker colors. They place an emphasis upon appearing unassuming, and as far from garish as they can get themselves to look. Decadence is severely frowned upon in their society, and their dress shows it.

    Classes Available

    Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • As the name would suggest, these people hail from the rolling green highlands north of the Twin Kingdoms. To most civilized folk, Highlanders are just a small notch up from Barbarians – crude, uncouth and lacking social skills. Highlanders are in fact a strong, proud, fiercely independent group whose brave deeds and noble acts are the stuff of legends. 

    Highlanders organize themselves into clans made up of many extended families. Highlanders wear kilts and tartans reflecting the color of their clan. Clansmen stick together, and an insult against one is an insult against all. They will not hesitate to fight to defend their honor or that of their companions, and are generally fairly chivalrous. Once a part of the Twin Kingdoms, the Highlanders declared their independence during a period of civil war. This decision was met with some controversy, and the issue of abandoning the kingdoms at their weakest has caused a schism between those who value their independence and those who view the secession as cowardly. 

    Highlanders farm, raise sheep and cattle, and are generally self-sufficient. They train their own smiths, wrights and other tradesmen. A fairly simple, peaceful people, Highlanders enjoy good company, good music and especially good ale. Buy a Highlander a drink and they might tell you a tale; buy her two and you may be on your way to making a lifelong friend. Highlanders can be seen in the streets of the Twin Kingdoms, where they come to trade and sometimes hire themselves out as mercenaries and bodyguards.  

    Costuming

    • Highlanders are based on the ancient Scots, and in some cases the Irish. Kilts and tartans are not optional, although blue “woad” war paint is.

    Role-Playing

    • Highlanders should at least attempt a Scottish (or Irish) accent. 

    Classes Available

    Bard, Cleric, Fighter, Merchant-Artisan, Rogue

  • Off the eastern shore of the eastern continent lies the island nation of Ippon. Isolated from the rest of Adraveth, Ippon is a land and culture shrouded in mystery, with strange ways and customs. Ruled by five different dynasties over thousands of years, the Ipponese have a proud and storied history of prosperity, civil wars, and cultural changes which rival on a smaller scale those same interactions across the rest of Adraveth. Guari Elves, Dwarves and Fae have lived there as long as anyone can remember, though connection to the Eastern Continent and its peoples has only occurred within the past few centuries.

    In the cities and towns of Ippon people live in relative safety and harmony. Familial units and wider society place great importance on personal honor, regional pride and reverence for the dead. Outside the settlements, terrifying monsters, bandits and worse, the barbaric Golon, threaten the wellbeing of the Ipponese and prey upon unwary travelers. Despite these threats, the land has been largely untouched by the wider wars and current events of Adraveth. Lately, the land has been troubled by the mobilization of warlords, seeking power after the sudden death and succession of a new emperor. 

    Most professions are open to people from Ippon, and all are seen to have their value. Racial tolerance is widely practiced in Ippon and while walking the streets of larger settlements all types can be seen, perfectly integrated into Ipponese culture. Though foreign travelers and tourists flock to Ippon, emigration is far less frequent.  Most Ipponese have no idea what exists in the world beyond their shores, and the possibilities have drawn many adventurous souls to seek their fortune in the wider world. 

    Costuming

    • Ippon is based on a blending of various Asian cultures, with Chinese and Japanese being the most prominent. Clothing and style is reflective of traditional Asian dress, and so there is room for variance. 

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • A diverse empire situated in the southwestern jungles of the western continent, the Manasarwati comprise a united yet divided empire. Within, 5 Princedoms squabble for mercantile (and occasionally military) supremacy, headed by Trade Princes whose mood and method of governance dictate the lives of everyday people. Despite (or perhaps because of) this constant clashing of distinct cultures, Manasarwati are unusually tolerant of competing ideologies and beliefs, and are highly adaptable to new ways of living and doing (provided they’re actually effective). Highly diplomatic, they find that the best way to lead a life that’s full is to find your way into someone’s good graces and foster that bond. 

    There are two broad classes of Manasarwati, Pyreth (the common folk) and Umiir (upper class). While the circumstances of birth determine station, it is not unheard of for folk to transition between classes. Commitment is very important to the Manasarwati, and great respect is given unto one who can forge and maintain multiple commitments, be it in business, politics, faith or romance. 

    Theirs is a subcontinent steeped in magic and mystery. To a Manasarwati, magic is magic, no matter the source, and they care little to distinguish between magical abilities. They take great pride in their Princedoms, and will tie their identity to the Princedom’s success or failure. 

    Costuming

    • The Manasarwati are loosely based on Byzantine, Persian, and Hindu cultures. The Manasarwati live in an environment that ranges from hot and arid to hot and wet. Their clothes are generally light, and they will often carry more layers so they can quickly adapt to sudden shifts in climate. Away from home, they dress for the climate but still tend to wear loose fitting and airy garments. Piercings are a common cultural convention as well as jewelry.

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Rogue, Scholar

    Notes: Manasarwati characters should highly consider requesting their culture packet to think on what Princedom they hail from. The 5 princedoms are very different in terms of culture, and this may heavily affect your disposition.

  • Commonly regarded as vagabonds, liars and thieves, Shavali often don’t receive a warm welcome as they travel the lands of the eastern continent. However, just as often Shavali are a welcome sight, as excitement and merriment seems to follow wherever they go. 

    Shavali love to drink, tell stories, sing, dance, and entertain the masses. When Shavali are nearby, people often seek the entertainment they provide, but keep their coin purses close. Shavali make their living by begging for coins, working odd jobs, repairing items, adventuring and entertaining. Some even run circuses or acrobatic troupes. Additionally, since they travel far and wide and hear many stories, they are often an excellent source of information. Shavali dress in colorful, garish, usually clashing outfits and adorn themselves with all manner of jewelry, beads and bells.

    Beneath the jovial, fun-loving exterior is a serious quality and if provoked, a searing anger. In spite of their reputation Shavali tend to be good folk, but are among the worst enemies one could have. If Shavali feel they were wronged, cheated or seriously insulted, one can often count on retribution. Most often a slight against one is seen as a slight against all, and if the charge is serious enough a person might find themself in quite a predicament! On the other hand, a true friend to the Shavali can always count on them.

    In recent years, groups of Shavali have been making their way to the elemental city of Straloset, which appeared in the wake of a cataclysmic storm in the far North. 

    Costuming

    • Bright colors and clashing outfits are the norm. The louder, the better! Consider jewelry, such as earrings, bracelets, chains etc. If it jingles it’s that much better!

    Classes Available

    Bard, Fighter, Mage (Only Fire or Water or Earth or Air), Merchant-Artisan, Rogue


    Note: Shavali can be great fun to play, but difficult to portray accurately. It is a secretive society, with many rules and restrictions. They are quite rare, and if they were to cluster in large numbers, would doubtless be run out of town. For this reason, you must notify staff that you would like to play this race no later than 4 weeks before your first game. Submitting a character background 2 weeks prior to play is mandatory. These precautions are in place so that we can ensure you have everything you need to know in order to accurately portray this race. Additionally, if you choose to play a mage, please note that you cannot pick up multiple elemental schools of magic. Please feel free to contact staff at any time for more information and questions.

  • To the Southeast of the Twin Kingdoms lies the sprawling civilization of Sekhem. It is said that the people of Sehkem were ancient when the humans of Breckendorf still lived the lives of  tribesmen. The majority of the kingdom is covered in desert, devoid of life. Their civilization thrives along the fertile river Ahkeshep - which is fed by Lake Khameseneb south of the Dragonspine Mountains. Here, the Sehkemites have built small and mighty cities, though they are perhaps best known for the Necropolis, a city of the dead in the desert west of the river. There, 5 massive pyramids - the tombs of Pharaohs past - tower above smaller pyramids and various mausoleums that stretch as far as the eye can see. Most often this area is quiet, though undead guardians lurk in the shadows, ready to defend the final resting places of their masters.    

    Sekhem has always been shielded from outside influence and invasion by its location, surrounded by ocean, mountains and desert. In recent centuries, trade routes have come from across the sea, opening Sekhem to the world. Sekhemites are extremely protective of their territory, and somewhat standoffish towards other Human civilizations and races. Notably, the Sehkemites and Agorians warred for 50 years. Though the spark that ignited the war is attributed to a group of Agorian tomb robbers, it persisted over irreconcilable views on the treatment of the dead and necromancy. While the war is over, the mutual hatred lives on. . 

    Kelonians have enjoyed an exception to this standoffish nature, as the Sehkemites carried over their fondness (even reverence) for domestic cats to them. To a Sehkemite, cats are both symbols of luck and known as messengers of the gods, and Sekhemites as a whole are very religious. Clerics are seen as the noblest of professions, followed closely by mages and scholars. Those learned enough to do so dabble freely in the art of Undeath, as Sehkem is perhaps the only place where Necromancy is legal, even encouraged! Sehkemites traveling outside their country may face threats for this, though they rest assured that their culture has thrived long before any other, and will continue to do so long after the others have reduced to dust.  

    Costuming

    • Sekhem is based loosely on Ancient Egypt. Styles of dress and adornment are often similar to Al’Hazir but can also be more traditional in style.

    Classes Available

    Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • Immediately to the west of the Twin Kingdoms lies the empire of Solinaria. Ruled by a “divine” emperor, Solinaria is a highly cultured, expansionist, militaristic civilization. Relations between Solinaria and the Twin Kingdoms have gone through various extremes throughout the years, though they currently enjoy an era of relative peace, borne from the aftermath of a recent bloody war and fostered by a friendship between the nations respective rulers.  

    Solinaria began as a fairly small kingdom , but has over time blossomed to nearly 10 times their original size, conquering local provinces and subjugating the inhabitants. This war-mongering tendency has earned them a less than favorable reputation among much of the Eastern Continent, though few civilizations possess the might to truly oppose them. Current and former members of the Solinarian legions are respected and often feared as deadly warriors. 

    While Solinaria is arguably most known for its military might, Solinarians are also a people that prize culture and education for all its citizenry. The average citizen might not be as military minded as their country, and prefer to dedicate their time to the arts or merchanting. Solinaria prides themselves on being a well-rounded and culturally advanced people, though their detractors are quick to point out that many of their achievements come at the cost of those they subjugate and those unable to attain citizenship. 

    Costuming

    • Solinaria is very much like Ancient Rome during the Roman Empire, after the emperors took full control of the republic. 

    Classes Available

    Bard, Cleric, Fighter, Mage, Merchant-Artisan, Monk, Rogue, Scholar

  • The Volk are hardy and enduring people who have managed to carve a home out of a snowbound and mountainous terrain that most consider uninhabitable. Each year, brutal winters overtake most of Volkmar. As a result, many Volk children do not live to see their fifth winter. The inherent hardship of life in such hazardous conditions has made the Volk incredibly resilient individuals, capable of withstanding the assaults of larger nations through sheer ferocity and skill. 

    Volk economy thrives off of both trade and warfare. The Volk are skilled seafarers, whose ships allow them to traverse shallow rivers and travel deeply inland. The Volk frequently perform hit and run raids on coastal and river settlements, grabbing as much loot as their ships can hold before sailing back to safer waters. Their warriors are known for their fierceness and brutality, and all Volk are trained from an early age in the use of various weaponry.  Despite the risks and danger they pose, many merchants still hire volk ships to protect goods or to transport their wares. Their expert navigational prowess and affinity for seafaring makes the Volk particularly skilled at transporting these goods, and their fearsome reputation wards off pirates. As a result nearly every coastal nation maintains mercantile relations with the Volk in some fashion. 

    While warfare is a large part of Volkmar's way of life, her people are far from ignorant brutes. The Volk take pride in their cultures and stories, and while they cannot boast a place amongst the more scholarly nations they are a people rich in tradition. Volk are hardy and proud, valuing ingenuity and ferocity above all else. Their brutal upbringing fashions them to be adaptable and quick of wit, and they strive to excel in all they do..

    Costuming

    • Volk often wear a combination of furs and armor to keep them well insulated from the harsh, cold environment of the Frostridge Mountains. Traditionally, every Volk is trained with an axe, shield and spear from an early age, though it is not uncommon to see them wielding other weapons. Many Volk also choose to wear objects of great wealth they have acquired through world trade or taken as plunder, including necklaces, rings and many forms of jewelry, or pieces with strong sentimental or superstitious value.

    Role-Playing

    • Many Volk speak with a Scandinavian accent

    Classes Available

    Bard, Cleric, Fighter, Merchant-Artisan, Rogue