CoffeeMud CoffeeMud-MainServer/5.6.2 Player Races Information

Akyian

DescriptionA desert-dwelling species to the world of post magicopalypse
alternate reality Pathfinder/Earth, (one that not only has magic, but
whose technology ranges from old western to world war one germany
depending on where you are. Decreasing magic with increasing technology.)
with ancestral ties to the forest-dwelling velociraptor. Akyian are
nimble, group-altruistic, nomadic and opportunistic, nocturnal bird-like
desert scavenger-hunters that originated after an apocalyptic
desertification, and a result of long term environmental pressures of
both natural and quasi-natural origin. Achi once originated from the more
anomalous parts of the wasteland, but eventually migrated towards the
tamer fringes and were hunted to near extinction early-on in their
discovery by the more established races of the land until somewhat
recently. See this for more detail (Case sensitive): http://goo.gl/fqc3MJ
Stat Adjustmentsstrength-2, dexterity+2, constitution+2, save vs cold-50, save vs poison+50, max strength adj.-2, max dexterity adj.+2, max constitution adj.+2
Bonus Abilitiesdarkvision, Dodge(25%)
Bonus Languages
Life expectancy150 years
Starting Equipmenta sturdy backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Burmecian

Descriptionnull
Stat Adjustmentsdexterity+2, constitution-2, max dexterity adj.+2, max constitution adj.-2
Bonus AbilitiesDodge(15%)
Bonus Languages
Life expectancy95 years
Starting Equipmenta white shirt, a feathered cap, a pair of black trousers
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Centaur

DescriptionCentaurs are half man, half horse, with the body of a human from the
waist up, and the body of a horse below that.
Stat Adjustmentsstrength+4, dexterity-4
Bonus AbilitiesRanged Weapon Specialization(80%), Track(20%)
Bonus Languages
Life expectancy78 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Clockwork

DescriptionClockworks are a race of mechanical golems. They have a gender
identity, despite having no actual sexual characteristics, and are
thirstless and hungerless as well as unable to regenerate naturally. They
can repair themselves, but will be helpless while doing so.
Read more: http://quest.lv/wiki/Clockwork
Stat Adjustmentsconstitution+2, charisma-2, save vs gas+100, save vs poison+100, save vs undead+100, save vs disease+100, max constitution adj.+2
Bonus Abilitiescan't eat, Self Repair(100%)
Bonus Languages
Life expectancy200 years
Starting Equipmenta knitted weapon belt
Qualifying Classes Apprentice Artisan Assassin Barbarian Bard Burglar Charlatan Cleric Doomsayer Engineer Fighter Gaoler Healer Jester Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Shaman Soldier Special Ops Templar Thief Trapper Veteran

Curelian

DescriptionA race of neotenous creatures whose bodies can alter depending on the
air pressure of their environment. They have three horns at the back of
their heads, and two on the sides, pointing out. Culturally, they tend to
have loose senses of identity, and often have two or more names,
including a nickname and a long form title-like name. They live in stone
structures in tribal groups, and do not often war with each other. They
come in shades of grey, but other colors through various means are not
uncommon. Many are colorblind.
Stat Adjustmentsdexterity+1, wisdom+2, max dexterity adj.+1
Bonus Abilitiesdarkvision, Swim, Speculating, Masonry, Winged Flight(100%), Climb, Speculating(65%), Climb, Swim, Masonry(25%)
Bonus Languages
Life expectancy100 years
Starting Equipmenta sash, a pocketed pair of pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Cutebold

Description
Stat Adjustmentsstrength-1, dexterity+2, constitution-2, charisma+2, wisdom-1, general save-5, max strength adj.-2, max dexterity adj.+4, max constitution adj.-3, max charisma adj.+2
Bonus AbilitiesScrimshawing(65%)
Bonus Languages
Life expectancy290 years
Starting Equipmenta pair of pants, a pair of shoes, a backpack, a nice tunic
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Cyral

DescriptionOne of two intelligent species of the planet Uis, collectively known
as Silirw. Silirw Cyrals are adorable, 4-eyed, vaguely lizardy aliens
with 2 ears which look like stiff rectangley things that stick upward and
out behind their eyes, as well as 4 similarly-shaped breathing structures
along their necks, which may occasionally give a brief flap. Their skin
colouration can change at their whim.
In their throats are teeth for crushing, and in their mouths are
retractible teeth for cutting. Their voices sound a bit raspy, and
females (being larger on average) often have deeper voices. It is
difficult for uninitiated members of other races to tell a male Cyral
from a female, but Cyrals can tell by pheromones and by knowing what to
look for. Their psychology is decidedly unhumanlike... Read more:
http://dl.dropbox.com/u/1467119/Cyroleplay.html
Stat Adjustmentsdexterity+1, constitution+1, charisma-1, wisdom-2
Bonus AbilitiesHide(65%)
Bonus LanguagesCyral Language One, Cyral Language One(100%)
Life expectancy500 years
Starting Equipmenta colored sash
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Doll

Description
Stat Adjustments
Bonus AbilitiesRestitch(100%)
Bonus Languages
Life expectancy2147483647 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Dwarf

DescriptionDwarves are shorter than humans, but much stockier, and enjoy
sporting beards (including the women). They receive one bonus
Constitution point, but lose one Charisma point. They also have
Infravision, or the ability to see other creatures in the dark. Dwarves
are natural Miners, though their class choices will be limited.
Stat Adjustmentsconstitution+1, charisma-1, save vs poison+10, max constitution adj.+1, max charisma adj.-1
Bonus Abilitiesinfravision, Mining(50%)
Bonus LanguagesDwarven(100%)
Life expectancy290 years
Starting Equipmenta grey work tunic, a pair of hefty work boots, some hefty work pants, a knitted weapon belt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Elf

DescriptionElves are slightly shorter and more slender than humans, but are
quick and agile. They receive one bonus Dexterity point, but lose one
Constitution point. Elves have Infravision, are skilled at Foraging.
Though their class choices are more limited than humans, they have the
broadest choices of all demi-humans.
Stat Adjustmentsdexterity+1, constitution-1, save vs magic+10, max dexterity adj.+1, max constitution adj.-1
Bonus Abilitiesinfravision, Foraging(50%)
Bonus LanguagesElvish(100%)
Life expectancy430 years
Starting Equipmenta delicate green shirt, a pair of sandals, some delicate leggings, a knitted weapon belt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Ezilot

DescriptionA race at home by volcanoes and tall mountains. They are large, furry
creatures with long manes that extend from the tops of their heads all
the way down to the ends of their tails, usually ending with a small ball
of fur. They are almost completely fireproof, but not entirely heat
proof, see infrared over normal sight, and come in coppery reds, golds,
browns, and the rare black.
Stat Adjustmentsstrength+1, constitution+1, wisdom+1, save vs fire+70, save vs cold+15, max strength adj.+1, max constitution adj.+1
Bonus Abilitiesinfravision, see invisible, Climb(85%), Smelting, Blacksmithing, Blacksmithing(25%), Smelting(5%)
Bonus Languages
Life expectancy100 years
Starting Equipmenta thick shirt, a treated cloak, a pocketed pair of pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Felnier

DescriptionThe cat people. They`re catty. Domestic cats, wild cats, lazy cats,
hyper cats. They start out with lower stats, making starting out
difficult, but can grow to become very powerful.
Stat Adjustmentsstrength-2, intelligence-2, dexterity-2, constitution-2, charisma-2, wisdom-2, max strength adj.+2, max intelligence adj.+2, max dexterity adj.+2, max constitution adj.+2, max charisma adj.+2, max wisdom adj.+2
Bonus AbilitiesHide(20%)
Bonus Languages
Life expectancy78 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Garden Lamia

Description
Stat Adjustmentsstrength-3, dexterity+2
Bonus Abilities
Bonus Languages
Life expectancy150 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Gnoll

DescriptionRace Name : Gnoll (Humanoid)
Stat Mods.: Strength+2, intelligence-3, dexterity+1, charisma-2,
wisdom-1,
max strength adj.+2, max intelligence adj.-3, max
dexterity
adj.+1, max charisma adj.-2
Abilities : Infravision, Kick(75%), Woodland Lore(20%),
Track(75%)
Languages :
Life Exp. : 64 Years
Desc. :
A race of bipedal hyena-like creatures. Strong and tough but not
particularly bright.
Stat Adjustmentsstrength+2, intelligence-3, dexterity+1, charisma-2, wisdom-1, max strength adj.+2, max intelligence adj.-2, max dexterity adj.+2
Bonus Abilitiesinfravision, Kick(75%), Woodland Lore(20%), Track(75%)
Bonus Languages
Life expectancy64 years
Starting Equipmenta loincloth, a gnoll bracer, a gnoll bracer
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Goblin

DescriptionGoblins are slightly short humanoids with long ears and nimble
fingers.
Stat Adjustmentsstrength-1, intelligence+2, dexterity+1, save vs traps+5, max intelligence adj.+2, max dexterity adj.+1
Bonus Abilitiesdarkvision, Mining(75%)
Bonus LanguagesGoblinese(100%)
Life expectancy100 years
Starting Equipmenta small ratty tunic, a cotton loincloth, a knitted weapon belt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Half Elf

DescriptionHalf Elves are a mixture of humans and elves, possing human drive and
elven grace. They have Infravision, are skilled Fishermen, and have
almost as many class choices as normal Humans.
Stat Adjustmentsjustice save+5, save vs magic+5
Bonus Abilitiesinfravision, Fishing(50%)
Bonus LanguagesElvish(50%)
Life expectancy137 years
Starting Equipmenta nice shirt, a pair of shoes, a pair of pants, a knitted weapon belt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Human

DescriptionJust like you and me! Humans are versatile and successful
adventurers. They receive 2 bonus training points at first level, make
powerful lumberjacks. Humans also have the broadest class choices.
Stat Adjustmentsjustice save+10, trains+2
Bonus AbilitiesWood Chopping(50%)
Bonus Languages
Life expectancy78 years
Starting Equipmenta nice shirt, a pair of shoes, a pair of pants, a knitted weapon belt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Kaprid

DescriptionKaprids are goat-like humanoids that typically live isolated lives
either as loners or in small communities high in the mountains. They are
as surefooted as the beasts they resemble and their often gruff and
unwelcoming personalities hide a wealth of common sense and cunning.
Stat Adjustmentsdexterity+2, charisma-2, wisdom+2, save vs cold+20, max dexterity adj.+2, max charisma adj.-2, max wisdom adj.+2
Bonus AbilitiesCharge(100%)
Bonus Languages
Life expectancy95 years
Starting Equipmenta loose fitting shirt, a pair of comfy pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Kenku

DescriptionA kenku is a bird-like, flightless, humanoid creature.
Despite their birdlike appearance, kenkus lack wings, instead having
human like arms, with talons in place of feet. Kenkus are covered in
russet-brown feathers and have black beaks, but have a relatively
humanoid build. Though more agile than humans, they tend to be physically
weaker as well. They have small black beady eyes and are quite light for
their size due to their hollow bones. They average five feet in height
and weigh roughly 75 pounds (32 kilos).
Kenkus commonly wear brown robes held in place by a sashes of the
same color. Kenkus often conceal weapons beneath these robes.
Kenkus typically work as gangs in large cities, where they gather
riches through theft and robbery. They are not particularly strong, and
therefore tend to use cunning rather than force.
Stat Adjustmentsstrength-1, dexterity+2, constitution-1, wisdom+1, max strength adj.-1, max dexterity adj.+2, max constitution adj.-1, max wisdom adj.+2
Bonus AbilitiesSearching(95%), Foraging(70%)
Bonus Languages
Life expectancy73 years
Starting Equipmenta brown robe, a brown sash
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Kitsune

Description
Stat Adjustmentsstrength-2, intelligence+2, dexterity+2, wisdom-2, max strength adj.-2, max intelligence adj.+2, max dexterity adj.+2, max wisdom adj.-2
Bonus AbilitiesDisguise(50%), Drain(90%), Prestidigitation(100%), Detect Magic, Detect Magic(95%)
Bonus LanguagesFey, Fey(100%)
Life expectancy1200 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Kobold

DescriptionA small reptilian race of crafty opportunists.
Stat Adjustmentsstrength-1, dexterity+3, charisma-2, save vs traps+10, max strength adj.-1, max dexterity adj.+3, max charisma adj.-2
Bonus Abilitiesinfravision
Bonus LanguagesDraconic(75%)
Life expectancy128 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lagomorph

Description
Stat Adjustmentsstrength-1, dexterity+2, constitution-1, save vs traps+15, max dexterity adj.+2
Bonus AbilitiesTumble(65%)
Bonus Languages
Life expectancy78 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lamia

Description
Stat Adjustmentsstrength+2, dexterity-3, constitution+2, max strength adj.+2, max dexterity adj.-3, max constitution adj.+2
Bonus Abilitiesinfravision
Bonus Languages
Life expectancy150 years
Starting Equipmenta lamia neckpiece, a silk loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lazurek

DescriptionLazurek (LAHZ uh wreck) are a race of creatures appearing in Journey.
They come in three varieties, Jungle, River and Mountain.
The Lazurek mostly worship Nalos, the goddess of fire and nature.
Usually depicted as a lithe figure whose lower portion is melded with a
tree, arms out stretched, mimicking the branches of the tree she is bound
to, a mournful look on her face. It is said that as punishment for a
great crime involving setting the world ablaze, she was bound to an
immobile object, and her flesh turned to a flammable substance. The world
would then be populated with similar flora, and their pain would be her
pain, their life would be her life, and should they prosper, she would
prosper. The Lazurek worship this deity because it is her sacrifice that
gives them their homes, their greatest weapons, and shelters them from
most of their enemies. The Mountain Lazurek version of the story involves
much more fighting and harsh language. It also describes the "mournful
look" on the deity's face as more of a rage filled face.
For specific help, see Jungle Lazurek, River Lazurek, and Mountain
Lazurek. Also see http://www.tgchan.org/wiki/Lazurek.
Stat Adjustments
Bonus Abilitiesblind, Listen(100%), Echolocation(100%)
Bonus Languages
Life expectancy75 years
Starting Equipmenta loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lazurek

Lazurek Subraces

Jungle Lazurek

DescriptionLazurek (LAHZ uh wreck) are a race of creatures appearing in Journey.
They come in three varieties, Jungle, River and Mountain.
The Lazurek mostly worship Nalos, the goddess of fire and nature.
Usually depicted as a lithe figure whose lower portion is melded with a
tree, arms out stretched, mimicking the branches of the tree she is bound
to, a mournful look on her face. It is said that as punishment for a
great crime involving setting the world ablaze, she was bound to an
immobile object, and her flesh turned to a flammable substance. The world
would then be populated with similar flora, and their pain would be her
pain, their life would be her life, and should they prosper, she would
prosper. The Lazurek worship this deity because it is her sacrifice that
gives them their homes, their greatest weapons, and shelters them from
most of their enemies. The Mountain Lazurek version of the story involves
much more fighting and harsh language. It also describes the "mournful
look" on the deity's face as more of a rage filled face.
For specific help, see Jungle Lazurek, River Lazurek, and Mountain
Lazurek. Also see http://www.tgchan.org/wiki/Lazurek.
Stat Adjustmentsstrength-1, dexterity+3, constitution-1, wisdom+1, max strength adj.-1, max dexterity adj.+3, max wisdom adj.+1
Bonus Abilitiesblind, Listen(100%), Echolocation(100%), Climb, Climb(70%)
Bonus Languages
Life expectancy75 years
Starting Equipmenta loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Mountain Lazurek

DescriptionMountain Lazurek, as their name implies, primarily dwell in
mountainous regions. Appearance-wise, they are the most different from
the other two breeds of Lazurek. They have very large powerful builds.
Due to the bulk of their upper bodies, they commonly walk around on all
fours. They have the same hand-like feet as their cousins, and a wide,
sinuous, powerful prehensile tail capable of firmly grabbing and crushing
objects. They are very strong, and slow moving, especially when compared
to the other Lazurek. Their bodies are covered in a thick layer of fur,
normally primarily shades of white, followed by a thick layer of skin and
fat to maintain their own body heat. Like all Lazurek, the mountain
dwelling ones have no eyes, instead possessing a sort of pit organ,
allowing them to detect changes in heat in their surroundings,
supplementing their heightened senses of hearing, smell, and touch. Their
bulk allows them to power through harsh terrain and navigate rocky
outcroppings common in their homes.
Mountain Lazurek tend to develop their homes either in caves, around
caves utilizing structures made out of wood and trees, or just in thick
areas of forest. Their intimidating size and Viking-like society prevents
many would be invaders from bothering them. The Hat'kal have not even
attempted to attack the Mountain Lazurek due to the climate in their
location being very inhospitable for their plant bodies. The Tomias have
tried many times to convert cities of Mountain Lazurek, but have failed
and been run out of their towns every time. Their primary trade is fur,
ale, meat, and mountain plant life.
Mountain Lazurek have Nordic sounding names arranged with their clan
name first, then first name, then family name. See:
http://www.tgchan.org/wiki/File:MountainLazuhrek.png
Stat Adjustmentsstrength+3, dexterity-3, constitution+2, max strength adj.+3, max dexterity adj.-3, max constitution adj.+2
Bonus Abilitiesblind, infravision, Listen(100%), Echolocation(100%)
Bonus Languages
Life expectancy75 years
Starting Equipmenta loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

River Lazurek

DescriptionRiver Lazurek, as their name implies, dwell primarily around rivers
and lakes, frequently building their villages directly on their shores or
even partially below the surface of the water. They are shorter and a bit
stockier than their Jungle counterparts, covered in short, thick fur and
possessing a much shorter mane. Their hands and feet are webbed, and
their tail is wide and muscular. They are just as nimble and quick in the
water as the Jungle Lazurek are in the trees and have the same sort of
hand-like feet as their jungle cousins as well. They are capable of
staying submerged for nearly a full half hour before resurfacing. Like
all Lazurek, the River variant have no eyes, they retain brows,
suggesting that at one time they possessed eyes but gradually developed a
lack of need for them and evolved alternative means of "sight" to suit
their primarily nocturnal life styles. They possess a very keen sense of
smell, hearing, and touch, relying on a similar form of echo-location to
that of their jungle cousins. Their ears are smaller than their jungle
counterparts, and their tails are shorter and thicker but are strong and
act as their primary source of propulsion through the water. They
primarily dine on fish and lake/river plants.
River Lazurek build their homes on the shores of or in fresh water
rivers and lakes. They build their structures primarily out of wood and
some can extend for many floors beneath the surface of the water. Some
submersed buildings are built to be air tight with no under water access
hatches. These tend to be storage facilities or holding areas they either
place prisoners, guests, or retreat non combatants to when their villages
are threatened. They maintain very good relations with the Kren,
frequently getting first pick from the stocks of their traveling
merchants, being common first stops on their trips due to their proximity
to bodies of water. Due to the vast, spread out nature of their cities,
they have not come under the dominion of the Hat'kal in any significant
number like their Jungle dwelling cousins. Their primary trade is fish
and edible river/ lake plants.
River Lazurek have Germanic sounding names and are arranged "First
name - Tribe name - Family name." For example: Stitzend Din Rhass. See:
http://www.tgchan.org/wiki/File:RiverLazuhrek.jpg
Stat Adjustmentsstrength-1, dexterity+2, constitution+1, max dexterity adj.+2, max constitution adj.+1
Bonus Abilitiesblind, Swim, Listen(100%), Echolocation(100%), Swim(70%)
Bonus Languages
Life expectancy75 years
Starting Equipmenta loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lian

DescriptionLians are agile and clever hunters. They`re mammals who stand
upright, and their bodies are covered in short fur. Their coloration is
generally brown. They have spines on the backs of their heads and down
their arms and legs, which can be hardened and used as weapons. Their
tails are tipped in venomous spines which they use to paralyze enemies.
Their nation, originally divided into rivaling clans, was united a
few hundred years ago by the huntress known as Lisandi. She was such a
powerful and charismatic leader that to this day the Lians worship her as
a goddess. Lians generally rely on stealth to catch their prey unaware,
but some prefer direct combat if it`s suitably challenging.
Due to a long-standing war with the Tezakians, Lians have developed
sophisticated weaponry, including firearms. Some prefer to hunt the
traditional way (using low tech weapons), while others embrace the new
technologies.
Stat Adjustmentsstrength+1, paralysis save+75, save vs poison+45, max strength adj.-1, max dexterity adj.+2
Bonus AbilitiesGhoultouch(35%)
Bonus Languages
Life expectancy78 years
Starting Equipmenta cotton shirt, a pair of cotton pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Sklix

Description
Stat Adjustmentsstrength-2, intelligence+2, dexterity+2, charisma+2, wisdom-2, save vs fire+20, save vs cold-20, max strength adj.-2, max intelligence adj.+2, max charisma adj.+2
Bonus Abilities
Bonus LanguagesDraconic(100%)
Life expectancy200 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lohrke

DescriptionLohrke are a subterranean species of humanoid mammals whose flesh
closely resembles a sort of fungus. The bottom of their feet and thick,
wide tail is lined with hundreds of tiny fibers that excrete a sticky
mucous, allowing Lohrke to walk along cavern walls and ceilings. Lohrkes
have low-quality vision ranging a few feet around them with little to no
light, but instead light the area around them using their bioluminescent
globes, located on their backs and shoulder/collar region. The effects
of prolonged exposure to sunlight cause a Lohrke's body to slowly burn.
In one hour, the damage is akin to a bad sunburn. After two hours any
exposed part of the Lohrke's body develops blisters then painful burns
that can leave scars. As a species they have an affinity for SCIENCE.
They tend to develop fantastical technological devices known to them as
'Technomancy', using whatever resources and power sources available in
their region. The Lohrke worship Urn'kel, the God of the Depths.
Read more: http://quest.lv/wiki/Lohrke
Stat Adjustmentsintelligence+2, dexterity-2, constitution-2, wisdom+2, save vs fire-10, save vs electricity+20, max intelligence adj.+2, max dexterity adj.-1, max wisdom adj.+2
Bonus Abilitiesclimbing, Climb(100%), Bioluminescence(100%)
Bonus Languages
Life expectancy80 years
Starting Equipmenta shirt, a pair of pants, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Lumera

DescriptionA race of partially translucent blue, slightly slick humanoids that
have some resemblances to jellyfish. Their bodies are solid, but soft,
and they are not very strong, or fast, however, they can shrug off and
recover from injury incredibly fast, and their immune systems are very
advanced. Four thin appendages droop down from the backs of their heads,
and along with the tiny nodes in their bodies, they can sense
bioelectricity and even create enough to shock, with practice. They live
primarily in the waters of oceans and lakes alike, but can live
comfortably on land as well.
Stat Adjustmentsstrength-2, dexterity-2, constitution+2, wisdom+1, paralysis save+40, save vs electricity+35, save vs poison+50, save vs disease+70, max constitution adj.+4
Bonus Abilitiesinfravision, Swim(100%), Shocking Grasp(65%), Paralyze(60%), Light(75%), Fishing, Tailoring, Fishing(70%), Tailoring(35%)
Bonus Languages
Life expectancy100 years
Starting Equipmentan oiled poncho, a pair of oiled pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Miklik

DescriptionMikliks are a species of mobile plants that sprout out of the ground,
and are subject to various mutations. Physically mundane mikliks are
wirey and nimble with a long tail that sometimes sprouts leaves, and
typically are skittish towards direct confrontation. Aside from
physically altering mutations such as additional arms and a tendency to
have wildly varying eye color and pupil shape, they have difficulty even
telling each other apart. It is common to wear distinguishing clothes or
accessories as a result.
Stat Adjustmentsstrength-2, dexterity+4, constitution-2, wisdom+2, max strength adj.-2, max dexterity adj.+4
Bonus Abilitiesinfravision
Bonus Languages
Life expectancy130 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Moogle

DescriptionAn Ivalice Moogle. Short, rabbity, says Kupo.
Stat Adjustmentsintelligence+1, dexterity+2, max dexterity adj.+1
Bonus AbilitiesAlchemy(25%), Swipe gold(25%)
Bonus Languages
Life expectancy78 years
Starting Equipmenta moogle cloak, some shorts, a long sleeve shirt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Nedynvor

DescriptionNedynvor are large avian humanoids that hail from the Island of the
Great Sky Dragon. They are tall, long necked creatures with long, wide,
wing-like arms that end in broad flat fingers. Males possess an extra
finger in the form of a sharp claw-like index finger, they possess the
same bones as a female, except rather than having two sets of phalanges
in each finger, the male`s have one set that breaks away to form the
finger claw. Their tails are long and typically end in 3 or more prongs.
Their tails also split along the prongs and spread out into a large tail
wing. The male`s tails possess colorful and intricate patterns across
their plumage which is used for intimidation and to attract mates. Their
legs end in sharp blade like extensions made up of a combination of bone
and keratin. On the back of their head, Nedynvor possess an organ that
collects additional oxygen supplying it to their brain, this allows them
to function properly in areas with low oxygen content, such as very high
altitudes. Their tongue is long and prehensile, extending several feet
from their mouth at full maturity. At the end of the tongue a small, hard
tip is capable of delivering a potent bio-electric shock, used for
stunning food. Atop their head is a surprisingly hard plate of keratin
that protects their cranium.
Nedynvor hatch from eggs and are considered adults at the age of 8
where they leave their nest. They tend to live, on average, around 40-50
years.
Stat Adjustmentsstrength-1, intelligence+1, dexterity+1, charisma+2, max strength adj.-1, max charisma adj.+1
Bonus AbilitiesWinged Flight(100%)
Bonus Languages
Life expectancy60 years
Starting Equipmenta pair of pants, a nice tunic, a scarf
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Neumono

DescriptionThe neumono are a mammalian species resembling a bipedal cross
between a rabbit and a dog with lopped ears. They tend to be somewhat
stocky, and particularly dense and heavy. Their fur color is typically
blue, red or gray with varying degrees of saturation and darkness,
although other colors are not uncommon. Their hands resemble an oven mitt
with 3 stubby fingers, and are not well suited for fine motor functions.
They possess short range telepathy that allows them to sense another
neumono`s moods and presence.
Stat Adjustmentsdexterity-2, constitution+4, wisdom-2, max dexterity adj.-2, max constitution adj.+4
Bonus Abilities
Bonus Languages
Life expectancy180 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Nevrean

DescriptionA race of people with avian features, they are shown more frequently
with advanced technology than other races. They are shorter than most
races, with a thin body build and long tails. Males are brightly colored
(often in warm hues), and feature a large, striking plume at the tips of
their tails, while females have predominantly black, brown or grey
plumage, with a little color on their faces and small horns above their
eyes.
Stat Adjustmentsstrength-2, intelligence+3, dexterity+2, constitution-2, max strength adj.-1, max intelligence adj.+3, max dexterity adj.+2, max constitution adj.-2
Bonus Abilities
Bonus LanguagesNevrean(100%)
Life expectancy80 years
Starting Equipmenta poncho
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Olao

DescriptionA wide-eyed furry monkey-like species with tails, large, sensitive
ears, and incredible flexibility. They can see in the dark, and their
circadian rhythm does not fully align with the day and night. They tire
easily, but are also more energetic than most races when they are awake.
They are at home in trees, climb easily, and jump high. They come in
shades of browns, greys, and blonds. Red olao are quite rare.
Stat Adjustmentsdexterity+3, constitution-1, wisdom+1, paralysis save+5, max dexterity adj.+3, max constitution adj.-1
Bonus Abilitiesdarkvision, Foraging, Carpentry, Climb(80%), Dodge(15%), Foraging(35%), Carpentry(25%)
Bonus Languages
Life expectancy100 years
Starting Equipmenta thick shirt, a pocketed pair of pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Orc

DescriptionOrcs are large, extremely aggressive humanoids that can often be
found serving as warriors in armies of brutal overlords throughout the
multiverse, along with their smaller cousins, the goblins, who they often
bully into subservience. Both male and female are thickly muscled, with
large canines, pointed ears, thick greasy manes of dark hair and skin
tones usually ranging from green to various shades of grey to
occasionally even more exotic colours. They are strong and robust, but
their manner is often very crude.
Stat Adjustmentsstrength+2, constitution+2, charisma-2, save vs disease+10, max strength adj.+2, max constitution adj.+2, max charisma adj.-2
Bonus Abilitiesinfravision, Berzerk(100%)
Bonus LanguagesOrcish, Orcish(100%)
Life expectancy60 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Pidoti

DescriptionMoth people. They lack noses and visible ears in lieu of a pair of
antennae. Four arms, big fuzzy wings, the works. They usually come in
gray and sepia tones, but muted greens and blues are not unheard of.
Generally speaking, they have a harder time developing muscle and
hand-eye coordination than humans. Regardless, their determination is
unmatched, and they are physically and mentally able to take on many
punishing tasks.
Stat Adjustmentsmax strength adj.-1, max intelligence adj.+2, max dexterity adj.-1, max constitution adj.+2
Bonus Abilitiesdarkvision, Winged Flight(100%)
Bonus Languages
Life expectancy90 years
Starting Equipmenta nice shirt, some delicate leggings
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Pit Lamia

Description
Stat Adjustmentsstrength+2, dexterity-3, constitution+2, max strength adj.+2, max intelligence adj.+2, max dexterity adj.-3, max constitution adj.+2, max charisma adj.-2
Bonus Abilitiesinfravision, Poison(100%)
Bonus Languages
Life expectancy150 years
Starting Equipmenta lamia neckpiece, a silk loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Prairie Burmecian

DescriptionA tinier version of normal burmecians.
Stat Adjustmentsdexterity+4, constitution-4, max dexterity adj.+4, max constitution adj.-4
Bonus Abilities
Bonus Languages
Life expectancy48 years
Starting Equipmenta feathered hat
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Sakeet

Description
Stat Adjustmentsstrength-2, intelligence+2, max strength adj.-2, max intelligence adj.+2
Bonus AbilitiesDodge(50%)
Bonus Languages
Life expectancy78 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Scellor

DescriptionScellor are a species of psychic animal/plant symbiotes from the
innermost depths of the galaxy. They most resemble mammalian humanoids
with mottled or spotted green skin and brightly coloured hair, with large
eyes, no nose and three tongues in a mouth filled with sharp retractible
teeth; they have a fleshy antenna on top of their forehead called an
orel, and their ears are long tubes that hang down their backs, through
which they also breathe. The majority of scellor are nameless drones that
gladly obey the will of their species' collective consciousness, referred
to as the Undermind, and through which their minds and memories persist
through death and reincarnate in new bodies. Some scellor, however, have
minds powerful and wilful enough to assert their own desires, becoming
sentient individuals. Due to their "immortality", scellor are a
recklessly inquisitive species and not afraid to push the limits of
science, exploration or hedonism.

Scellor have six castes, roughly describable as diplomats, workers,
scientists, doctors, warriors and spies, each predisposed towards a
particular discipline of psychic ability. For specific help, see Orthan,
Niiar, Ulkam, Praal, Orthe, and Ayaar. Also see
http://tgchan.org/wiki/Scellor.
Stat Adjustmentsstrength+1, intelligence+1, dexterity-2, constitution+1, charisma-2, wisdom+1, max strength adj.+1, max intelligence adj.+1, max dexterity adj.-2, max constitution adj.+1, max wisdom adj.+1
Bonus Abilities
Bonus Languages
Life expectancy30 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Scellor

Scellor Subraces

Ayaar Scellor

DescriptionAyaar are the sixth and final caste of the Scellor, as well as the
least populous. They act as spies and secret police, deftly wielding
psychoportation - the psionic manipulation of time and space. They are
the most agile of the six castes, and have above average strength,
toughness and senses. Their tails produce a chemical which temporarily
blocks the formation of long-term memory in most organic species.

Ayaar are the spies, saboteurs and secret police of the scellor. They
are the rarest caste, as they are only made "on demand"; when a sentient
psychic pattern inhabits an ovum and indicates that it wants to become
one of them. They are scellor with all the optional extras, given the
best features of each other caste so far as they can be pushed without
interfering with each other. With the advantage of extra medical effort
and expense put into their physical development, they're the most
versatile of all the scellor castes; the most agile and dextrous, while
still being decidedly hard-wearing, powerful and economical, with decent
senses and keen brains. "Not the best at anything, but second best at
everything."

Ayaar are the most physically variable caste, and can blend traits in
regards face structure, eyes, hair and build, so long as they don't go to
the extremes of the other castes. They are usually around the same size,
though, and should have an air of competence and, especially, danger.
Ayaar are in some ways the "best" scellor, so of course they would
usually represent the worst of the scellor, bringing the lurking threat
and alien nature of the species closer to the foreground when they're
involved. Ayaar characters, then, would be usually drawn to look crueler,
creepier or crazier than other scellor.
Stat Adjustmentsstrength+1, intelligence+1, charisma-1, wisdom+1, max strength adj.+1, max intelligence adj.+1, max wisdom adj.+1
Bonus AbilitiesAyaar Chemicals(100%), Psychoportation(100%)
Bonus Languages
Life expectancy30 years
Starting Equipmenta black uniform shirt, some black uniform pants, a pair of shoes, some black gloves, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Niiar Scellor

DescriptionNiiar are the warriors of the Scellor; their natural size, strength
and speed advantages are enhanced by their use of psychokinesis, which
allows them to create and project various forms of energy. They have high
dietary requirements, however, and find emotional self-control more
difficult. Their tails provide a non-lethal option in combat by producing
a sedative spray.

Niiar, the warriors, are the caste closest to the old "hill" scellor
race. Knowing that by galactic standards their species was not very
agile, scellor on the cusp of their new era decided their fighters would
go for more brutish power. Big guns, big armour, and lots of troops,
that's the scellor strategy. Space marines, but more like bootleg
knockoff space marines; mass production would be the order of the day.
Thus, Niiar were designed mostly for size, strength and toughness, and to
be able to carry big chunky war machines. They borrow a lot of elements
from Praal, enjoying the same benefits to skin, muscle and skeleton, and
have a similar structure to their arms and hands, though Niiar arms are
longer in proportion to their bodies than other scellor. Niiar would be
the most populous caste if one judged by how many are produced; being
warriors, though, the rate of attrition puts them in third place.

Niiar orels have a "scorpion tail" look, with a little crest flicking
back over the tip. They're not only taller but a bit broader than other
scellor, particularly in the shoulder; they look powerful, but in a
somewhat crude way. Just a little bit of hulk. Spiky hair, like Praal,
and usually much shorter. Their eyes are a little smaller in proportion
to their face than other scellor, and their faces are longer and a bit
more angular. Plenty of muscle all over.
Stat Adjustmentsstrength+3, intelligence+1, dexterity-1, constitution+3, charisma-4, max strength adj.+3, max intelligence adj.+1, max dexterity adj.-1, max constitution adj.+3, max charisma adj.-4
Bonus AbilitiesPsychokinesis(100%), Niiar Sedative(100%)
Bonus Languages
Life expectancy30 years
Starting Equipmenta suit of space-leather armor, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Orthan Scellor

DescriptionOrthan are diplomats, managers, teachers and organisers, these being
tasks to which their grasp of telepathy is well suited. They are the
smallest and most physically frail of the castes, but have sharp senses
and slightly lower need for food and rest. Their tails can release
pheremones which calm most organic species.

Orthan, the "diplomats" or managers, are small and thin, scrawny
even, and closely related to the ancient swamp scellor. Based on the
assumption that no-one would need more intimidation by their species, the
scellor decided their emissaries should present a more vulnerable face;
Orthan are designed, therefore, to evoke sympathy and concern. Being
small is also a big help in that it reduces their dietary needs; Orthan
can go longer without appropriate food than other scellor can, and their
lower weight makes it easier for them to handle high gravity. Overall,
they have been tinkered with in such a fashion that they are actually
very adaptable; though comparatively vulnerable to direct injury, they
are more comfortable in extreme or alien environments than other scellor
are. Still, they are the second rarest caste; orthan drones are seldom
used for anything else than telepathic relays.

Orthan are tiny, thin and cute. Their orels are slim and whip-like.
They have soft-looking curly hair, usually a little long, and have big,
big eyes, often with large, defined eyelashes.
Stat Adjustmentsintelligence+1, dexterity-1, constitution-1, charisma+2, wisdom+1, max intelligence adj.+2, max dexterity adj.-1, max constitution adj.-1, max wisdom adj.+1
Bonus AbilitiesTelepathy(100%), Orthan Pheromones(100%)
Bonus Languages
Life expectancy30 years
Starting Equipmenta purple uniform shirt, some purple uniform pants, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Orthe Scellor

DescriptionOrthe are suited to medicine, biotechnology and plain old
horticulture, thanks to their gifts with psychometabolism, the ability to
manipulate Scellor biology through psychic power. They're not strong, but
tend to be healthy and tough, and need less food and sleep than other
castes. Their tails produce kel spores, which allow them to use their
powers on other species.

Orthe, called the "doctors" by other species because that's what the
ones they meet tend to do, would be more appropriately called "growers".
They are the most populous caste, making up the vast legions of scellor
who produce food, create and tend to biotechnology, and raise children.
Whole continents of scellor worlds are given over to production of food,
with a layer of orthe spread out over the whole thing; even in cities and
on space craft, biotech life-supporting and life-easing systems need
daily supervision and gardening to keep them in line. Orthe were
designed, then, to be a bit more efficient than other scellor (excepting
Orthan), needing less food and able to go for longer without it. Orthe
can be thought of as the "default" caste; a scellor child who somehow
grows in isolation will become one.

Orthe, being life/biology-themed, are the "sexy" caste, in a breedery
sort of way. The females are a bit softer and curvier, and the males are
a little more romance-novel-cover-er. Like Orthan, they have soft, curly
or wavey hair, which is usually pretty long.
Stat Adjustmentsintelligence+1, dexterity-2, constitution+3, charisma-2, wisdom+2, max intelligence adj.+1, max dexterity adj.-2, max constitution adj.+3, max wisdom adj.+2
Bonus AbilitiesOrthe Spores(100%), Psychometabolism(100%)
Bonus Languages
Life expectancy30 years
Starting Equipmenta purple uniform shirt, some purple uniform pants, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Praal Scellor

DescriptionPraal are the worker caste. Though small, they're tough and strong,
and their telekinesis is as useful for shifting supply crates and hefting
heavy tools as it is for manipulating gears, pumps, or microcircuitry.
Their actual hands are somewhat clumsy, however. Their tails can produce
both a lubricating oil and a sticky glue.

Praal, the "builder" caste, are small (to make navigating the innards
of ships and buildings easier) but strong and solid. They have dense
muscles, sturdier skeletons, and firmer skin than most other castes, and
of course are thus heavier than their size would indicate. All scellor
tend to go barefoot, and have a tendency towards what might be referred
to as "mega man legs", where their proportions seem to increase outward
from the knees down. This is because scellor evolved in marshy swamps and
coastal areas where the water (or dense undergrowth) was filled with
little bitey things, so scellor essentially developed boots built into
their feet. In Praal, who were assumed to all have telekinesis anyway,
the overdevelopment of the forearms and hands was for similar purposes;
they don't need them for fine manipulation, so instead they've traded
dexterity for strength and protection. Thick gloves built into their
hands, to re-use the metaphor. Four fingers have been merged into three
thicker, stronger ones. They have "claws" where the skin at the tips of
their fingers is particularly hard and comes to a blunt point; they
aren't sharp, but do make it easier to jab into vulnerable areas. Praal
are the second most populous caste, making up the majority in urban
areas.

Praal, like three other castes, have a "fat" orel that thickens out
before tapering to its point. They are small and cute, but should also
have a little sense of power to them; stocky is not quite the right word,
but compact. A slight sense of contents under pressure. A bit of muscle
definition. They have spikyish hair, sort of a clean but unkempt look,
and usually shortish but not enough that it looks like they particularly
care beyond practicality. Similarly, female praal don't have defined
eyelashes, making them look a bit less delicate. Their faces are a little
rounded.
Stat Adjustmentsstrength+2, intelligence+1, dexterity-3, constitution+2, charisma-2, wisdom+1, max strength adj.+2, max intelligence adj.+1, max dexterity adj.-3, max constitution adj.+2, max wisdom adj.+1
Bonus AbilitiesPraal Glue(100%), Praal Grease(100%), Telekinesis(100%)
Bonus Languages
Life expectancy30 years
Starting Equipmenta pair of overalls, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Ulkam Scellor

DescriptionUlkam use their faculty with clairsentience in many different ways;
the most famous of their number become navigators and pilots, guiding
their course across planets and to the stars. Some others become research
scientists, exploring the universe in a different way. They are not as
strong as most other castes, but have somewhat more dexterity. Their
tails release a heavy black mist that blocks sight and deadens sound,
giving them the advantage over others.

Ulkam have a somewhat nebulous "purpose", being divided into two main
professions: science and transportation. They're relatively unmodified
compared to the other castes, being a more direct port and upgrade of the
ancient island scellor. In a way, they're the closest to an average from
which the others deviate, and ulkam sentients are the most likely to
forego the traditional roles of their caste. They do, however, have
particularly sharp senses compared to other scellor, with a bit more room
in the braincase for the processing power to deal with it, and they have
little more delicacy in their hands.

Ulkam are the most plain-looking scellor. They have slightly longer
faces, and straight hair. What makes them as characters is what they do
or what they know; they're a little less scrutable than the others.
Stat Adjustmentsstrength+1, intelligence+2, dexterity-1, constitution+1, charisma-2, wisdom+1, max strength adj.+1, max intelligence adj.+2, max dexterity adj.-1, max constitution adj.+1, max wisdom adj.+1
Bonus AbilitiesClairsentience(100%), Farseeing(100%), Ulkam Mist(100%)
Bonus Languages
Life expectancy30 years
Starting Equipmenta purple uniform shirt, some purple uniform pants, a bomber jacket, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Seraph

Description
Stat Adjustmentsstrength-2, intelligence+1, dexterity-1, charisma+1, wisdom+1, justice save+40
Bonus AbilitiesWinged Flight(100%), Cure Light Wounds, Cure Light Wounds(20%)
Bonus Languages
Life expectancy1200 years
Starting Equipmenta clarion, some sandals, ^wa lightweight robe^?
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Sergal

DescriptionSome kind of wolf-shark-raptor thing. See Northern Sergal or
Southern Sergal for more detail.
Stat Adjustments
Bonus Abilities
Bonus Languages
Life expectancy80 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Sergal

Sergal Subraces

Northern Sergal

DescriptionSome kind of wolf-shark-raptor thing. Just read this:
http://goldring.wikia.com/wiki/Sergals
Stat Adjustmentsstrength+2, intelligence-2, dexterity+2, charisma-2, max strength adj.+2, max intelligence adj.-2, max dexterity adj.+2, max charisma adj.-2
Bonus AbilitiesButchering(50%), Track(50%)
Bonus LanguagesSergalic(100%)
Life expectancy80 years
Starting Equipmenta loincloth
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Southern Sergal

DescriptionSome kind of wolf-shark-raptor thing. Just read this:
http://goldring.wikia.com/wiki/Sergals
Stat Adjustmentsstrength-1, intelligence+2, constitution-2, wisdom+1, max intelligence adj.+2, max constitution adj.-1, max wisdom adj.+2
Bonus AbilitiesDesert Tactics(70%)
Bonus LanguagesSergalic(100%)
Life expectancy80 years
Starting Equipmenta pair of pants, a nice shirt, a pair of footwraps
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Shade

DescriptionA shade is any amount of mana that has consolidated and become
sentient. They can take any shape they wish, including no particular
form at all, but the majority of them choose to emulate bipedal races of
moderate size. In practice, taking the form of a larger race makes them
weaker, as more effort is required to retain their appearance. Civilized
shades tend to take pride in their own identities, and will become
attached to specific objects and attire.
In rare cases, a shade close to death may claim to have lived another
life. It is unclear if this is the mana recalling past shades it has
formed, or if they use a soul of the departed to form in the first place.
Being made of mana, shades are susceptible to any form of magic or
method of manipulating mana. To put pyrite close to them is equivalent
to threatening someone with a knife, except the knife also makes whatever
it touches explode.
Stat Adjustmentssave vs magic-10, max strength adj.-1, max constitution adj.-1, max wisdom adj.+3
Bonus AbilitiesAiryform(100%), Animate Weapon(100%)
Bonus Languages
Life expectancy78 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Carcharon

DescriptionA race of shark-esque creatures at home in water that come in a
variety of different sorts. These sharky folk are ruggedly strong and
quick, but many races will find it hard to get past the sharp teeth, and
adjusting to the land makes them a bit slower. They receive +2 strength
and +2 dexterity, but also -2 charisma and start with reduced move.
Stat Adjustmentsstrength+2, dexterity+2, charisma-2, max strength adj.+2, max dexterity adj.+2, max charisma adj.-2
Bonus AbilitiesSwim(100%), Tracking
Bonus Languages
Life expectancy400 years
Starting Equipmenta swimming shirt, a pair of swimming pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Sheeple

Description
Stat Adjustmentsstrength+1, charisma+2, save vs cold+30
Bonus AbilitiesShearing(70%), Tailoring(40%)
Bonus Languages
Life expectancy78 years
Starting Equipmenta wool loincloth, a wool mantle
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Slime

DescriptionSlimes are a race of sentient liquid, able to change their shape at
will to interact with their environment. Due to their tendency to
dissolve anything they touch, whether acidic or alkaline, slimes have
trouble fitting in with mainstream society. They most often keep to
their own kind in caves and abandoned dungeons or ruins, only the most
adventurous Slimes emerging into the world to make a name for themselves.
Slimes are resistant to physical damage and have an improved unarmed
attack, but are unable to wield most equipment, including weapons. More
experienced slimes find themselves able to manipulate their own body with
greater skill, allowing them to launch digestive fluids at enemies.
Their abilities compliment those classes that don't rely on equipment to
fight.
Stat Adjustmentsstrength-1, dexterity-1, constitution+2, max strength adj.-1, max dexterity adj.+1, max constitution adj.+2
Bonus AbilitiesAcid Arrow(100%)
Bonus Languages
Life expectancy78 years
Starting Equipment
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Tezakian

DescriptionA race of feathered bird-like bipeds, deceptively large from their
fluffy feathers. They have large wings with hands on the end, and their
frequent flying makes them very strong. They are not exceptionally hardy,
however, as their bones are hollow to ease their flight. Their
governments are at war with the lians, and many are prejudiced against
them.
Stat Adjustmentsstrength+2, constitution-2, max strength adj.+2, max constitution adj.-2
Bonus AbilitiesWinged Flight(100%)
Bonus Languages
Life expectancy78 years
Starting Equipmenta pair of stretchy pants, a plain shirt
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Tiefling

DescriptionSimultaneously more and less than mortal, tieflings are the offspring
of humans and fiends. With otherworldly blood and traits to match,
tieflings are often shunned and despised out of reactionary fear. Most
tieflings never know their fiendish sire, as the coupling that produced
their curse occurred generations earlier. The taint is long-lasting and
persistent, often manifesting at birth or sometimes later in life, as a
powerful, though often unwanted, boon. Despite their fiendish appearance
and netherworld origins, tieflings have a human's capacity of choosing
their fate, and while many embrace their dark heritage and side with
fiendish powers, others reject their darker predilections. Though the
power of their blood calls nearly every tiefling to fury, destruction,
and wrath, even the spawn of a succubus can become a saint and the
grandchild of a pit fiend an unsuspecting hero.

No two tieflings look alike; the fiendish blood running through their
veins manifests inconsistently, granting them an array of fiendish
traits. One tiefling might appear as a human with small horns, a barbed
tail, and oddly colored eyes, while another might manifest a mouth of
fangs, tiny wings, and claws, and yet another might possess the perpetual
smell of blood, foul incenses, and brimstone. Typically, these qualities
hearken back in some way to the manner of fiend that spawned the
tiefling's bloodline, but even then the admixture of human and fiendish
blood is rarely ruled by sane, mortal laws, and the vast flexibility it
produces in tieflings is a thing of wonder, running the gamut from oddly
beautiful to utterly terrible.
Stat Adjustments
Bonus Abilities
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Tiefling

Tiefling Subraces

Asura-Spawn

DescriptionThe scions of the exotic and mysterious asuras are swift and wise,
but often favor traditional ways over cunning.
Stat Adjustmentsintelligence-2, dexterity+2, wisdom+2, max intelligence adj.-2, max dexterity adj.+2, max wisdom adj.+2
Bonus AbilitiesAppraise(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Daemon-Spawn

DescriptionDaemon-blooded bringers of devastation are shrewd and swift, but
their plans frequently exhibit exploitable flaws.
Stat Adjustmentsintelligence+2, dexterity+2, wisdom-2, max intelligence adj.+2, max dexterity adj.+2, max wisdom adj.-2
Bonus AbilitiesSwipe gold(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Demon-Spawn

DescriptionSavage and monstrous, the terrifying spawn of demons know the chaotic
fury of their Abyssal ancestors.
Stat Adjustmentsstrength+2, intelligence-2, charisma+2, max strength adj.+2, max intelligence adj.-2, max charisma adj.+2
Bonus Abilities
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Devil-Spawn

DescriptionStalwart and conniving, diabolical tieflings know the discipline and
might of Hell's legions.
Stat Adjustmentsconstitution+2, charisma-2, wisdom+2, max constitution adj.+2, max charisma adj.-2, max wisdom adj.+2
Bonus AbilitiesBribe(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Div-Spawn

DescriptionScouring life like a desert wind, these tieflings possess the
precision and exoticism of their div ancestors.
Stat Adjustmentsintelligence-2, dexterity+2, charisma+2, max intelligence adj.-2, max dexterity adj.+2, max charisma adj.+2
Bonus AbilitiesCon(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Kyton-Spawn

DescriptionThe black-hearted spawn of shadow and pain know the sadistic vices of
their suffering-obsessed forebearers.
Stat Adjustmentsconstitution+2, charisma+2, wisdom-2, max constitution adj.+2, max charisma adj.+2, max wisdom adj.-2
Bonus AbilitiesEscape Bonds(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Oni-Spawn

DescriptionThe spawn of oni know the ways of their ancestral fiends and master
the arts of trickery and cruelty.
Stat Adjustmentsstrength+2, charisma-2, wisdom+2, max strength adj.+2, max charisma adj.-2, max wisdom adj.+2
Bonus Abilities
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Qlippoth-Spawn

DescriptionRare in the extreme, the warped scions of the eldritch qlippoths
retain the tenacity and insidiousness of their horrific forebearers.
Stat Adjustmentsstrength+2, intelligence-2, wisdom+2, max strength adj.+2, max intelligence adj.-2, max wisdom adj.+2
Bonus AbilitiesTracking(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Rakshasa-Spawn

DescriptionDeft and charming, these bestial tieflings inherit much of the
subtlety and guile of their proud rakshasa progenitors.
Stat Adjustmentsdexterity+2, charisma-2, wisdom-2, max dexterity adj.+2, max charisma adj.-2, max wisdom adj.-2
Bonus AbilitiesSense Life(25%)
Bonus Languages
Life expectancy110 years
Starting Equipmenta pair of pants, a nice shirt, a pair of shoes, a backpack
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Tozol

DescriptionTozols are genetically engineered soldier-aliens. They stand five and
a half feet tall, with less volume on average than a human, but more mass
due to their high density. They have digitigrade legs ending in opposable
three-toed feet and ten whip-like tails that sense movement and
vibrations in air. Their heads are rich in sensory organs, with large
eyes with vertical oval pupils, a snout allowing for a keen sense of
smell, and four ears. They are coated in monochrome fur, which they can
change the albedo of at will.
Read more: http://tgchan.org/wiki/Tozol
Stat Adjustmentsstrength+1, dexterity+1, constitution+1, charisma-2, wisdom-1, max strength adj.+4, max dexterity adj.+4, max constitution adj.+4
Bonus Abilitiesinfravision, Blindsight(100%)
Bonus Languages
Life expectancy30000 years
Starting Equipment
Qualifying Classes Apprentice Artisan Assassin Barbarian Bard Burglar Charlatan Engineer Fighter Gaoler Jester Minstrel Monk Necrodancer Dancer Soldier Special Ops Thief Trapper Veteran

Ulstranian Giant

DescriptionGiants from Ulstrania are perfectly civilized, often living alongside
humans and pidoti. They are just as diverse as their smaller neighbors
both socially and professionally, but differences in size and perception
make tasks requiring close attention to detail much harder. That said,
nothing ever stopped a giant from becoming a doctor or researcher.
They`re far too big and scary to tell them they can`t do something.
Stat Adjustmentsstrength+3, dexterity-3, constitution+2, max strength adj.+3, max dexterity adj.-3, max constitution adj.+2
Bonus AbilitiesIntimidation(100%), Bullrush(100%)
Bonus Languages
Life expectancy90 years
Starting Equipmenta cotton shirt, a pair of cotton pants
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran

Umbral

DescriptionUmbrals are black, floating creatures with vaguely feline heads, and
wide, almost luminous white eyes. They have a long body that tapers to a
point, and two tendril arms also tapering to points, as well as two small
fins on the front of their body. They are fragile things, and highly
vulnerable to fire, but resistant to magic. (Temporary pic:
http://tgchan.org/kusaba/draw/src/127430859246.png)
Stat Adjustmentsintelligence+1, dexterity+1, constitution-3, charisma+1, wisdom+1, save vs fire-10, save vs magic+10, max intelligence adj.+1, max dexterity adj.+2, max constitution adj.-3, max charisma adj.+2, max wisdom adj.+1
Bonus AbilitiesRead Magic(100%), Clarify Scroll(25%)
Bonus Languages
Life expectancy40 years
Starting EquipmentUmbral bandages
Qualifying Classes Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran