Following is a detail of each race, including a summary of the starting benefits you get for being a member of the race, a description of the race itself including variation in age, height, weight, and much more.
Near the top of each race is the racial portfolio, which is a summary of the racial qualities that affect the game dynamics. Included with the racial portfolio is a summary table of Aspects and Powers available to that race that you receive when you create a character. If it specifies an Aspect or Power or Skill, you add that to your character when you create it as a member of that race. If one isn’t specified (such as 2 Skill Points, 1 Power, 1 Aspect), it means that you get to choose which Powers, Aspects, or Skills you wish to add or advance to your character. Remember, you must qualify for the Powers or Aspects to add them to your portfolio.
The hit points listed as part of that portfolio are determined and then added to your hit points when you create your character. This represents the relative strength, size, and variation of your race.
Keep track of any skill points you receive as part of your race that you choose here in a separate column on your character sheet. These skill points are not part of any of the 4 scales (Standard, Heroic, Epic, or Astral). You may only advance a particular skill 3 times in any of one scale. After you have advanced a particular skill 3 times in the Standard Scale, you cannot advance again until you are in the Heroic Scale, and you will then start tracking the advancements you make in the Heroic Scale. This is discussed in detail with Character Advancement and in the Skills chapter. In short, the Skill Points granted here are tracked separately from the restrictions of the scales.
Underneath you will find important descriptive text to understand the mannerisms of the average member of that race. Finally, a summary of the Aspects and Powers available to each race is included.
Template Races are more difficult. You might become a lycanthrope or vampire over your character’s lifespan, but not likely. If you do, the Template Races for many (but not all) Template Races are included. Template Races are much like normal races, except they enhance your current race and don’t replace it. You could be a Barrow or a Barrow Vampire. Each Template Races denotes racial attributes you gain or lose, and what powers and feats will become available to you if you advance in the Template Race. When you add a template race, you do so at level 0. Usually, you gain some benefits and drawbacks when you add a template race, and you gain those immediately as well.
Human
| Racial Portfolio |
| Size | Medium |
| Attribute Modifications | None |
| Hit Points | d6 + 17 |
| Default Language | Regional |
| Aspects | 2 Aspects |
| Powers | 1 Power |
| Racial Skill Points | 1 Skill Advancement each in 2 different skills. |
| Move | 6 Squares |
| Racial Type | Human |
The race of humans is a new and vibrant race, carrying much hope for many in the elder races. Humans more than any other race show a unique gift for learning new skills, gaining talents, and growing far beyond their possibilities. Humans show a great capacity for love and generosity, as well as for destruction and selfishness. In this new age, humans will determine the future and fate of all.
About the Portfolio:
If you are of the Human race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is. You gain 1 Power, 2 Aspects, and 2 Skill Advancements that you must allocate one each in two different skills. You are a Level 0 Human.
Personality:
Humans are ambitious, very adaptable, and constantly evolve their traditions.
Physical Description:
Humans are as diverse as their skills and cultures. Humans can be light-skinned or dark, blonde or brunette in hair color, short or tall in appearance. Humans range from 56” - 72” tall, and weigh as little as 90 pounds or as heavy as 250 pounds. The lifespan ranges from 60-94 years!
| Racial Physical Characteristics |
| Height | male: 56 + 2d8 inches, 65” average female: 54 + 2d6 inches, 61” average. |
| Weight | male: 30 + 2 * height + 8* Body female: 10 + 2 * height + 8* Body |
| Lifespan | male: 60 + 3d8 years female: 70 + 3d8 years |
Relations:
Humans befriend, war with, live with, and grow along side of many cultures and people. The anger of humans does not tend to last long, nor do many of their friendships. Humans have no distinct relational preference to any race. Humans do tend to fear things they don’t understand however.
Alignment:
Any. Humans run the gamut.
Human Cultures and Lands:
Cultures will change from one city state to the next, as will philosophies and even religions. While there are many different races and cultures of humans, most will fit in this profile. Humans tend to live in agricultural communities in regions dominated by large city-states or organized kingdoms.
Language:
Humans tend to expect others to speak their regional tongue, and most don’t speak other tongues. However, most humans in large population centers know a bit of many languages as they have absorbed many races into them.
Names:
Variant depending on the region. Most humans do not have a last name, just a name and the village or city district that would identify them, such as Tory of Elworth. Humans born into a good social standing would tend to have a last name and also include the town, such as Tory of the Elworth Lawrences. Tribal and traveling communities usually express the name as being the son or daughter of someone, for example “Jon, son of Peter” or “Jon Peterson”.
Adventurers:
Humans are strong, vibrant individuals suited to many classes. Their talents and ambition drives them deeper and deeper into the unknown for many different reasons. Humans are also fascinated with tales of adventurers exploits!
Preferred class paths:
Any. Humans get around!
Human racial Aspects and Powers
| Human Aspects | Human Level | Description |
| City Speech | 0 | Living in the large city states has exposed you to many languages |
| Street Wise | 0 | Your city upbringing gives you abundant local knowledge and a strong Intuition for danger |
| Fey Blood | 0 | You have elven or fey blood |
| Polyglot | 2 | You are a master of many languages and cultures. |
| Divine Blood | 3 | The blood of a deity is in your veins and awakens. |
| Polymath | 3 | You are a master of many skills and trades. |
Pict
| Racial Portfolio |
| Size | Medium |
| Attribute Modifications | +1 Presence, -1 Dexterity |
| Hit Points | d6 + 19 |
| Default Language | Regional |
| Aspects | Discipline - Nature |
| Powers | 2 Powers |
| Racial Skill Points | +1 Athletics, +1 Endurance |
| Move | 6 Squares |
| Racial Type | Pict, Human |
The race of picts is a tribal offshoot of the standard human, with many of the same traits. Like humans, picts show a gift for learning new skills, gaining talents, and growing far beyond their possibilities.
About the Portfolio:
If you are of the Pict race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is. You modify your attributes by what is listed above. You gain 2 Powers of your choice. You gain the Aspect of Discipline - Nature, and receive a skill advancement in Athletics and Endurance. You are a Level 0 Pict. Pict racial levels are also levels in Human, which means that any Pict levels also count as Human Levels with regards to qualifying for Powers and Aspects.
Personality:
Picts are ambitious, very adaptable, and constantly evolve their traditions. They tend to be more quiet and protective than the other humans, and are quick tempered.
Physical Description:
Picts are as diverse as their skills and cultures. Picts can be light-skinned or dark, blonde or brunette in hair color, short or tall in appearance. Picts range from 58” - 78” tall, and weigh as little as 90 pounds or as heavy as 250 pounds. The lifespan ranges from 60-94 years!
| Racial Physical Characteristics |
| Height | male: 58 + 2d8 inches, 67” average female: 56 + 2d6 inches, 63” average. |
| Weight | male: 30 + 2 * height + 8* Body female: 10 + 2 * height + 8* Body |
| Lifespan | male: 60 + 3d8 years female: 70 + 3d8 years |
Relations:
Picts befriend, war with, live with, and grow along side of many cultures and people. Picts have no distinct relational preference to any race. Picts are more warlike than other humans, and like humans tend to fear things they don’t understand.
Alignment:
Any. Most picts tend to worship gods of agriculture, of battle, or deities who have nature in their portfolio.
Cultures and Lands:
Picts tend to live in agricultural and tribal communities in forested or lush regions, and some pictish communities are known to thrive in the harsh icy north.
Language:
Picts tend to speak their own regional tongue, and most don’t speak other tongues.
Names:
Variant depending on the region. Most picts do not have a last name, just a name expressing the name as being the son or daughter of someone, for example “Jon, son of Peter” or “Jon Peterson”. Settled communities would tend to have the region in the name as well, as in “Jon, son of Peter in the Algoth clan.
Adventurers:
Picts are strong, vibrant individuals suited to professions as a shaman, warrior, scout, thief, or hunter. Their foraging lifestyle translates into a wanderlust.
Preferred class paths:
Warrior, Divine Nature Worshiper, Ranger, Barbarian, Thief, Scout.
Pict racial Aspects and Powers
| Pict Aspects | Human Level | Description |
| Steadfast | 0 | You are resistant to fear and domination effects. |
| Stout | 3 | You gain additional hit points. |
| Enhanced Movement | 3 | You can move faster than normal. |
| Raging Blood | 3 | You have the ability to rage within you. |
Elf, Woodland
| Racial Portfolio |
| Size | Medium |
| Attribute Modifications | None |
| Hit Points | d8 + 19 |
| Default Language | Elvan, Regional |
| Aspects | Discipline: Nature, 1 Aspect [Woodland Elf] |
| Powers | 1 Power |
| Racial Skill Points | +1 Willpower, +1 Athletics |
| Move | 6 Squares |
| Racial Type | Woodland Elf, Elf, Fey |
Long ago the race of elves diverged to follow two bright elvan souls. Verandal is the queen of the Woodland Elves, and she took as her consort the Verdant Lord. Over many years, elves received blessings from the Verdant Lord, being able to learn to communicate with all Fey, Plants, and creatures using their Sylvan speech.
About the Portfolio:
If you are of the Woodland Elf race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2], and additionally the Elvan language [Training 2]. You modify your attributes by what is listed above. You gain 1 Power of your choice. You also select 1 Aspect that has a Woodland Elf requirement that you satisfy. You gain the Aspect of Discipline - Nature, and receive a skill advancement in Willpower and Athletics. You are a Level 0 Woodland Elf. Woodland Elf racial levels are also levels in Elf and Fey, which means that any Woodland Elf levels also count as Fey Levels and Elf Levels with regards to qualifying for Powers and Aspects.
Personality:
Woodland Elves love to dance, drink, and frolic in the woods. They love and find magical the smell of the earth, thunderstorms, sunrises, sunsets, and the deep night sky.
Physical Description:
Woodland elves are not as fair skinned as their Silver Elf cousins, but their skin tones vary from moonlight white to a dark earthen brown. Their hair tends to also be the color of wheat in the springtime, and changes color to a more auburn or golden color in the fall. Woodland elves are only slightly taller than humans, but weigh significantly less. Their lifespan is measured in the age of trees... he’s an old oak, or she but a sapling. Some say that a Woodland Elf spirit is tied to a tree, and when the tree or Woodland Elf perishes, so does the other.
| Racial Physical Characteristics |
| Height | male: 56 + 2d8 inches, 65” average female: 54 + 2d6 inches, 61” average. |
| Weight | male: 2 * height + 8* Body female: 2 * height + 8* Body |
| Lifespan | male: 120 + 10 * 3d20 years female: 120 + 10* 3d20 years |
Relations:
Woodland Elves tend to be isolated within their own communities, and most do not venture outside of these. Woodland Elves tend to distrust most races and people who cut live trees to build their settlements. They greatly dislike all orcs, all goblins, elemental giants, and aberrations. They understand and trust fey.
Alignment:
Woodland Elves worship deities that have nature and fey as part of their portfolio, or are unaligned.
Cultures and Lands:
Woodland Elves develop great settlements in harmony with the flora in their region. Great jungle canopy civilizations have been recorded, as well as cave dwellings and so much more.
Language:
Woodland Elves speak the elvan tongue.
Names:
Most Woodland Elves pick traditional elvan names or ones associated with or connected to the flora in the region.
Adventurers:
Woodland Elves are not very likely to leave their forests in search of adventure. However events that affect the environment, the stability of neighboring friendly nations all tend to draw Woodland Elves from their homes.
Preferred class paths:
Divine Nature Worshiper, Ranger, Druid, Thief, Performer, Scout, Archer.
Racial Aspects and Powers
| Woodland Elf Aspects and Powers | Level | Description |
| Sylvan | 0 | You can speak with and communicate with all flora and fauna. |
| Fey Telepath | 0 | You can communicate telepathically with other Fey Telepath creatures within short distances. |
| Fey Movement | 0 | You walk in harmony within natural environments |
| Animal Companion | 3 | You bond with an animal companion, and can sense through your animus bond. |
| Intuitive Defense | 3 | You learn to trust on your instincts for defense. |
Elf, Silver
| Racial Portfolio |
| Size | Medium |
| Attribute Modifications | +1 Presence, -1 Body |
| Hit Points | d6 + 17 |
| Default Language | Elvan, Regional |
| Aspects | +1 Aspect, Discipline: Nature, Discipline: History |
| Powers | 1 Power |
| Racial Skill Points | +1 Learning |
| Move | 6 Squares |
| Racial Type | Silver Elf, Elf, Fey |
Silver Elves live in the realm between this world and the next, as they commune with their ancestors and share in their knowledge. It is said that Silver Elves labor to complete the work of their ancestors to right ancient wrongs and seek a deeper justice than what is apparent to most.
About the Portfolio:
If you are of the Silver Elf race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2], and additionally the Elvan language [Training 2]. You modify your attributes by what is listed above. You gain 1 Power and 1 Aspect of your choice. You gain the Aspect of Discipline - Nature and Discipline - History, and receive a skill advancement in Learning. You are a Level 0 Silver Elf. Silver Elf racial levels are also levels in Elf and Fey, which means that any Silver Elf levels also count as Fey Levels and Elf Levels with regards to qualifying for Powers and Aspects.
Personality:
Silver Elves dance, drink and revel like their Woodland Elf cousins, but they do so to honor their ancestors with libations and joy. They honor the earth and all the spirits of the wind as well. Silver Elves seem joyful, but within are dedicated focused individuals.
Physical Description:
Silver Elves are all very fair skinned, with silver, grey and black straight hair. Silver Elves are the tallest of the elves, and their lifespan is just as long.
| Racial Physical Characteristics |
| Height | male: 64 + 3d6 inches, 74” average female: 62 + 3d6 inches, 71” average. |
| Weight | male: 2 * height + 8* Body female: 2 * height + 8* Body |
| Lifespan | male: 120 + 10 * 3d20 years female: 120 + 10 * 3d20 years |
Relations:
What motivates a Silver Elf into action is beyond the understanding on most communities, and rarely do Silver Elves travel abroad. Many communities believe that the sign of Silver Elves are a sign of forthcoming bad luck and harm, so most are received with coldness. They greatly dislike all orcs, goblins, elemental giants, and aberrations. They understand and trust fey.
Alignment:
Silver Elves worship deities that have nature, ancestors, and fey as part of their portfolio, and select lawful alignments.
Cultures and Lands:
Silver Elves have built magnificent cities of great towers and beauty in secluded forest and mountain locations. Their lands stretch on cover vast areas that they consider sacred. Some say that Silver Elves maintain an ever greater civilization in the eternal realm of the Etherial Plane.
Language:
Silver Elves speak the elvan tongue.
Names:
Most Silver Elves pick traditional elvan names or ones associated with or connected to the flora in the region.
Adventurers:
Silver Elves are motivated by visions from their ancestors to stop what they consider threats to their civilization or world. They rarely care about the survival of neighboring civilizations.
Preferred class paths:
Divine Nature Priest, Druid, Scout, Warrior, Archer.
Racial Aspects and Powers
| Silver Elf Aspects and Powers | Level | Description |
| Fey Telepath | 0 | You can communicate telepathically with other Fey Telepath creatures within short distances. |
| Ancestral Learning | 0 | You call upon the learning of your ancestors. |
| Ancestral Bond | 3 | You can call upon the knowledge of your ancestors |
| Far Sight | 3 | You can see over great distances. |
| Ancestral Guide | 3 | You may use one of your Encounter Powers one more time. |
Barrow
| Racial Portfolio |
| Size | Small |
| Attribute Modifications | +1 Presence, -1 Body |
| Hit Points | d6 + 12 |
| Default Language | Regional |
| Aspects | +2 Aspect, Trade: any |
| Powers | 1 Power |
| Racial Skill Points | +1 to Skill related to chosen Trade, +1 Reasoning |
| Move | 4 Squares |
| Racial Type | Barrow |
Barrow are amongst the most creative and talented of all races, easily adapting new skills and trades. Barrow are most likely to be a master craftsman, a cunning merchant, or a captivating performer.
About the Portfolio:
If you are of the Barrow, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2]. You modify your attributes by what is listed above. You gain 1 Power and 2 Aspects of your choice. You gain an additional Aspect in any Trade, and receive a skill advancement in the skill associated with that Trade aspect. You gain a skill advancement in Reasoning as well. You are a Level 0 Barrow.
Personality:
Barrow love comfort and food, as well as status. Barrow are humble in most things, but can become temperamental and stubborn when their routine or comfort is disturbed. Overall, people love the company of a Barrow. Even orcs like Barrow, but only because they are tender.
Physical Description:
Barrow tend to be short, with a 4’ tall Barrow being very tall indeed. Barrow tend to have blonde, brown, or black hair, wide friendly smiles, and light complexions.
| Racial Physical Characteristics |
| Height | male: 36 + 2d6 inches, 42” average female: 34 + 2d6 inches, 40” average. |
| Weight | male: 2 * height + 4* Body female: 2 * height + 3* Body |
| Lifespan | male: 70 + 2d10 years female: 80 + 2d10 years |
Relations:
Barrow communities tend to discourage relations outside of their community. As a result, most travelers in Barrow settlements might find at best a cold welcome. However, Barrow as individuals tend to be quite curious and more than one or two have been expelled from their community because they mettled too much in the affairs of others, or drew too much attention to their own community. You will find individual Barrow and small families in most communities at every social level.
Alignment:
Barrow worship the gods of humans or elves. They tend towards gods who have craft or family as part of their portfolio.
Cultures and Lands:
There tend to be two types of Barrow, those that have settled in a place for many many generations, and those that are more gypsy and shift from culture to culture. For the settled Barrow culture, they maintain homes that look like mounds with spacious interiors and round doors, always very well decorated. For the wandering Barrow, there tends to be an extravagance inherit in their possessions and decorations, but they are drawn by the glitter of knowledge and new cultures.
Language:
Barrow speak the regional language.
Names:
Most Barrow adopt human names, or names associated with flora. Perrigrin, Frodo, Handberry, Sage, etc.
Adventurers:
It takes quite a bit for the settled Barrow to adventure. They’d rather move and resettle than get involved with foreign affairs. However, for the unsettled type of Barrow, usually the temptation of learning a new craft, or bettering their own skills would be enough to journey. Once a Barrow starts walking the road as an adventurer, they want to master that just like any other trade or skill.
Preferred class paths:
Any.
Racial Aspects and Powers
| Barrow Aspects and Powers | Level | Description |
| Can’t shoot the droids. | 2 | You tend to go unnoticed in large skirmishes until you attack. |
Barrow, Nob
| Racial Portfolio |
| Size | Small |
| Attribute Modifications | +1 Dexterity, -1 Body |
| Hit Points | d6 + 12 |
| Default Language | Regional |
| Aspects | +1 Aspect |
| Powers | +2 Powers |
| Racial Skill Points | +1 Endurance, +1 Reasoning |
| Move | 4 Squares |
| Racial Type | Nob Barrow |
Many many years ago a Barrow named Nob went off with a group of followers to study a rare artifact that supposedly gifted those with dominance over the avians and knowledge of flight. After many generations, newborn Nob had flight membranes that allowed them to glide through the air, although indefinite flight was never mastered.
About the Portfolio:
If you are of the Nob Barrow race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2]. You modify your attributes by what is listed above. You gain 2 Powers and 1 Aspect of your choice. You receive a skill advancement in Endurance and Reasoning. You are a Level 0 Nob Barrow. Nob Barrow racial levels are listed as Nob with regards to qualifying for Powers and Aspects.
Personality:
The Nob are an eccentric lot, being a bit “bird brained” at times, and stunningly sharp at others. They tend to work most comfortably as a collective, and seek adventure.
Physical Description:
The Nob look much like their Barrow cousins, but with shorter hair and much denser chests (expanded to support their flight membranes). Their flight membranes are barely visible... looking much like a dense growth of skin under their arms and down their sides. However, when expanded, they turn bright red.
| Racial Physical Characteristics |
| Height | male: 40 + 2d8 inches, 49” average female: 40 + 2d8 inches, 49” average. |
| Weight | male: 2 * height + 4* Body female: 2 * height + 3* Body |
| Lifespan | male: 70 + 2d10 years female: 80 + 2d10 years |
Relations:
The Nob tend to broker good trading relations with anyone they can. Frequently, they will work for both sides of a conflict, profiting from the lack of communication. Individual Nob tend to also seek opportunity. Their loyalty to whatever or whomever they consider their community is unflinching, but other than that many people distrust the “Nob”. Barrow tend to dislike their Nob bretheren because the distrust towards the Nob is frequently placed on the Barrow.
Alignment:
Filled in.
Cultures and Lands:
The Nob have evolved and have created a few sky cities, and many ships that soar through the sky on magical energy. The artifact (if it ever existed) was lost many centuries ago, and the knowledge to create new sky ships along with it. The ones that still remain fly high in the heavens to avoid attack by dragons. The Nob tend to work collectively shuttling important diplomats from city to city for exorbitant prices.
Language:
Nob Barrow speak the regional language.
Names:
Filled in.
Adventurers:
Filled in.
Preferred class paths:
Infiltrators of all kinds.
Racial Aspects and Powers
| Barrow Aspects and Powers | Level | Description |
| Nob Glider | 1 | You can use your membranes for gliding over long distances. |
Dwarf
| Racial Portfolio |
| Size | Medium |
| Attribute Modifications | +1 Presence, -1 Intellect |
| Hit Points | d8 + 19 |
| Default Language | Dwarven, Regional |
| Aspects | +1 Aspect |
| Powers | +1 Power [Dwarf], +1 Power |
| Racial Skill Points | +1 Willpower, +1 Endurance |
| Move | 5 Squares |
| Racial Type | Dwarf |
Dwarves live in vast underground citadels called Sabaks. A dwarven Sabak is a vast labyrinth undermountain and contains great halls with high ceilings that makes one feel not at all like they are in a cavern.
About the Portfolio:
If you are of the Dwarf race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2], and additionally the Dwarven language [Training 2]. You modify your attributes by what is listed above. You gain 1 Power and 1 Aspect of your choice. You gain an additional Power that has a requirement of being a Dwarf that you qualify for, and receive a skill advancement in Willpower and Endurance. You are a Level 0 Dwarf.
Personality:
Dwarves are racially powerful creatures with great fortitude and strength. They can be gruff or short tempered, but are happy spirits when comfortable with outsiders. They love to drink large mugs filled with a fermented mushroom beverage called dwarven ale, and they marvel at the splendors and treasures found underground.
Physical Description:
Dwarves tend to be much shorter then humans, with a 5’ tall Dwarf being very tall indeed. Dwarves tend to have dark curly earthy colored hair, wide faces with large hazel or black eyes, and dark complexions.
| Racial Physical Characteristics |
| Height | male: 46 + 2d8 inches, 55” average female: 45 + 2d8 inches, 54” average. |
| Weight | male: 2 * height + 5* Body female: 2 * height + 5* Body |
| Lifespan | male: 170 + 2d10 years female: 180 + 2d10 years |
Relations:
Dwarven halls tend to welcome outsiders, but only in the large greeting areas. Deeper halls always exist, and only the dwarves know where they lead or what secrets they keep. Dwarves trade regularly with the nations around them, and dwarven expeditions into nearby settlements are far from uncommon.
Alignment:
Dwarves worship their own god, Moradin, as well as many elemental gods and some demigod heroes. Since dwarves build vast underground halls, flooding has always been one of the greatest threats to their survival. As a result, the element of water is not just a spiritual sign of birth, but also of death.
Cultures and Lands:
Dwarven cultures tend to revolve around their Sabak, which is a large underground fortress. Life can be hard underground, but dwarves understand rock and metal and look much upon an ancient growing stalagmite as an elf would a spring rose. Dwarves find precious minerals and gems particularly gratifying, and in dwarven culture, noble leaders tend to have much wealth and great bravery.
Language:
Dwarves speak dwarven.
Names:
Most Dwarves have their own names, and trace their full ancestry as part of their name.
Adventurers:
There are many reasons for dwarves to adventure. They might want to establish new trade routes, seek new settlement locations, fight against the giants, or explore the vast world above them. Dwarves are easily tempted into adventure.
Preferred class paths:
Divine cleric, Runic caster, warrior, ranger.
Racial Aspects and Powers
| Dwarven Aspects and Powers | Human Level | Description |
| Steadfast | 0 | You are resistant to fear and domination effects. |
| Raging Blood | 0 | You have the ability to rage within you. |
| Poison Resistant | 0 | Your diet normally includes things that grant you a resistance to poison. |
| Stonecunning | 2 | You have a strong intuitive connection with the earth. |
| Stout | 3 | You gain additional hit points. |
| Enhanced Movement | 3 | You can move faster than normal. |
Fleece
| Racial Portfolio |
| Size | Small |
| Attribute Modifications | +1 Presence, -1 Body |
| Hit Points | d8 + 14 |
| Default Language | Elvan, Regional |
| Aspects | Sylvan Speech, Discipline : Nature, +1 Aspect |
| Powers | +1 Power |
| Racial Skill Points | +1 Agility, +1 Endurance |
| Move | 4 Squares |
| Racial Type | Fleece, Fey |
Fleece are the most feral elves, living a truly tribal society and bonding with their animal totems. Each tribe usually worships a single totem.
About the Portfolio:
If you are of the Fleece race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2], and additionally the Elvan language [Training 2]. You modify your attributes by what is listed above. You gain 1 Power and 1 Aspect of your choice. You gain the Aspect of Discipline - Nature and Sylvan Speech, and receive a skill advancement in Agility and Endurance. You are a Level 0 Fleece. Fleece racial levels are also levels in Fey, which means that any Fleece levels also count as Fey Levels with regards to qualifying for Powers and Aspects.
Personality:
Fleece are very tentative of all outsiders beyond their tribe, even fleece from other tribes. Once their friend, Fleece make lifelong companions.
Physical Description:
Fleece are slightly taller than dwarves, but significantly thinner and lighter. They have long hair, and very strong elvan features.
| Racial Physical Characteristics |
| Height | male: 44 + 2d8 inches, 53” average female: 44 + 2d8 inches, 53” average. |
| Weight | male: 2 * height + 6* Body female: 2 * height + 6* Body |
| Lifespan | male: 170 + 2d10 years female: 180 + 2d10 years |
Relations:
Fleece tend to live a tribal culture and distrust outsiders. However, the fleeces racial powers to create bonds ensure that the friends they do make are very long lasting.
Alignment:
Fleece deeply connect with natural deities and find many human settlements distasteful. Alignments are towards nature themes.
Cultures and Lands:
Primarily living in living in densely forested and tropical jungle regions, Fleece are very territorial. Each tribe tends to have a tribal totem animal. Some worship the great hawks, others great wolves. Fleece are small and light enough to be able to ride these large beasts and bond with them as companions. Fleece deeply connect with natural deities and find many human settlements distasteful, destroying forests and disrespecting natures balance. However, some Fleece tribes trade and befriends human and elvan settlements, even establishing trading relationships.
Language:
Fleece speak elvan.
Names:
Filled in.
Adventurers:
Fleece rarely adventure outside of their tribes. If a Fleece is discovered about on their own, usually it is because their tribe was destroyed in combat and they seek a new home and companions.
Preferred class paths:
Druid, warrior, ranger, thief, scout.
Racial Aspects and Powers
| Fleece Aspects and Powers | Level | Description |
| Sylvan Speech | 0 | You can speak with and communicate with all flora and fauna. |
| Raging Blood | 0 | You have the ability to rage within you. |
| Animal Companion | 3 | You bond with an animal companion, and can sense through your animus bond. |
| Intuitive Defense | 3 | You learn to trust on your instincts for defense. |
| Fey Movement | 3 | You walk in harmony within natural environments |
Pharonic
| Racial Portfolio |
| Size | Medium |
| Attribute Modifications | +1 Presence, -1 Body |
| Hit Points | d6 + 17 |
| Default Language | Regional |
| Aspects | 1 Aspect, Discipline: Arcana |
| Powers | 1 Power |
| Racial Skill Points | +1 Learning, +1 Reasoning |
| Move | 6 Squares |
| Racial Type | Pharonic |
Pharonics were born long ago when the deities walked the earth and took elvan and human consorts. The mixture of divine blood in their body grants most pharonics a natural talent of magic and understand of the mysteries.
About the Portfolio:
If you are of the Pharonic race, your character gains the traits and abilities listed in the portfolio above. Your default language is whatever the regional language is [Training 2]. You modify your attributes by what is listed above. You gain 1 Power and 1 Aspect of your choice. You gain the Aspect of Discipline - Arcana, and receive a skill advancement in Learning and Reasoning. You are a Level 0 Pharonic.
Personality:
Pharonics tend to take on a bit of the personality of the lineage of blood of the deity that that honor. Some are chaotic, others very domineering. All of them have a very strong presence.
Physical Description:
Most pharonics were hunted down and killed long ago, except a few that established power within kingdoms for their own protections. Some pharonics are worshipped as living deities. Pharonics look human, although are slightly taller and with slight silver elvan features.
| Racial Physical Characteristics |
| Height | male: 64 + 3d6 inches, 74” average female: 62 + 3d6 inches, 72” average. |
| Weight | male: 30 + 2 * height + 8* Body female: 10 + 2 * height + 8* Body |
| Lifespan | male: 120 + 10 * 3d20 years female: 120 + 10 * 3d20 years |
Relations:
Pharonics are normally distrusted unless they have attained a position of respect within a community. In some communities, pharonic lineages are the noble class and they dominate the society, usually within a facist state.
Alignment:
Pharonics serve the deity that runs through their blood.
Cultures and Lands:
Pharonics do rule as a noble class in some lands. With this exception, pharonic societies have been wiped out around the land out of fear. There are many pharonic civilizations that lay in ruin.
Language:
Pharonics all know the regional tongue. There was once a pharonic language whose written form was hieroglyphic, but the language is now lost and only the hieroglyphic form remains as their secret temple language.
Names:
Pharonic names tend to honor the deity they serve.
Adventurers:
Pharonics make for great adventurers, since most communities are happy to see them leave.
Preferred class paths:
Divine Priest or warrior.
Racial Aspects and Powers
| Pharonic Aspects and Powers | Level | Description |
| Pharonic Knowledge | 0 | You can call upon the knowledge of your patron or matron deity. |
| Pharonic Skill | 0 | You can call upon the skill in the domain of your patron or matron deity. |
| Divine Blood | 3 | The blood of a deity is in your veins and awakens. |
| Pharonic Spell | 2 | You may use one of your Encounter Spells one additional time per day. |