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- Humans: The majority race. Humans mostly live on the first outermost city around the pit, as well as throughout the world, situated on various islands. Humans are actually the dominant race of the world, and are divided into two races; The Tribal folk, and the collective group that are all united beneath the banner of the Holy Church. The latter is the dominating race and can be found throughout the world; while they may form their own separate countries and traditions, all of them generally venerate Aine, the lord of light. Anything outside of this religion is considered paganism, and is usually looked at with disdain.
- Humans, being so versatile and widespread compared to the other races, are given far more opportunities than usual to get into a variety of different jobs. You begin with up to two extra professions.
- Humans likewise begin with two points to spend among any ability score of their choosing.
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- Talpa: The Talpa are one of the many races that are actually native to the pit. The Talpa make their homes in one of the many cave systems found at the very edges of the pit, and aren't able to be found anywhere else. A peaceful people, the Talpa usually prefer to befriend the few things that bump into them. The Talpa are an incredibly short race, and are covered head-to-toe in a soft coat of fur. They stand no taller than 4 feet tall in height. They have a somewhat broad, flat tail, and despite having a somewhat human facial structure, possess earholes that are hidden by their aforementioned fur.
- Talpa have bulky, huge hands ending with rather sharp claws, which are capable of cleaving through stone. However, the claws are rather bulky and make weapons rather unwieldy. Some Talpa actually remove these claws as a result. A Talpa may spend some time cleaving through walls with their claws, and if left uninterrupted, will usually be able to burrow their way through.
- Having adapted to underground cave systems, the Talpa can see in the dark as well as the day.
- Talpa begin with a +2 bonus to strength.
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- Myconid: The Myconid are a rather bizarre race of sentient fungus. Much like the Talpa, they're native to the pit. However, unlike the Talpa, they're typically far more reclusive, preferring to avoid contact with the other races out of fear, as their flesh is known for its regenerative properties when synthesized through alchemy. The Myconid are humanoids with soft yet resistant flesh. They're known to grow to colossal sizes as they age. Myconids are humanoid, but possess a large mushroom cap at the top of their heads, along with relatively wide mouths filled with several needly teeth.
- Myconid flesh is very rubbery and elastic, and is exceptionally resistant to blunt attacks. You receive a +4 bonus against resisting blunt attacks. It is still slightly resistant to slashes as well, gaining a +2 bonus against slashing attacks. (piercing damage, such as a spear, however, ignores these resistances)
- Myconid flesh is also regenerative, allowing for wounds to seal up and mend themselves, if given enough time. Myconids can tear hunks of their own flesh to synthesize into regenerative salves for their allies, assuming they or one of said allies are experienced in alchemy.
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- Orc: Humans prefer to call them Pigmen. They call themselves the Orcs. Orcs are more or less a race of tribal humanoids that are known for their hideous looks and voracious appetites. Their hunger has actually driven them to be among one of the most warmongering races in the world of Veska. Orcs are really, really fat, with skin that's typically reddish or pink in colour. Orcs have very pig-like faces and are dimorphic by nature in the fact that men develop tusks, much like boars. Orcs are usually quite fat due to their monstrous appetite.
- Orcs are special in the fact that they can eat just about anything. Spoiled, raw, cooked, whatever it is, their body is strong enough to process it. It's only a matter of taste for them. Orcs are exceptionally food-driven creatures.
- Orcs are obnoxiously hardy, with a +2 bonus to their fortitude. Their blood is very thick, so they also receive a pretty hefty bonus to resisting bleed damage.
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- Theriothrope: Some people are unfortunate enough to be afflicted by the debilitating beast curse. The lucky few that manage to maintain what little willpower they have eventually wind up becoming what is collectively referred to as a Theriothrope. A theriothrope is constantly at battle with itself, doing their greatest effort to suppress their bestial urges to turn into their beast form.
- A Theriothrope may be from any race; but they have a second form that they may turn into either at will or when frenzied. Theriothropes must resist bestial urges at times, and sometimes are compelled to do violent actions. Theriothropes will also sometimes turn against their will, lashing out at anyone unfortunate enough to be nearby.
- Select a primary race your character comes from, as well as a beast form. (Werewolf, wereboar, etc.)
- During full moons, you must resist the urge to turn. Additionally, performing violent actions cause you to potentially turn against your will.
- Theriothropes retain whatever benefits their base race has.
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- Omet: A recently discovered species of humanoid that are native to an enormous jungle isle. Omets are a strictly tribal race, with the only exceptions being the few that were brought in contact with civilization. They're ferocious predators that are strictly carnivorous, capable of eating several pounds before they're full. Omets are exceptionally large humanoids that stand at least 7 feet tall, but are covered in patches of fur around the arms, legs, and groin. They have large, bright, almost translucent eyes and exceptionally wide mouths filled with sharp teeth, along with a thin, long tail ending with a tuft of fur. They have powerful claws for slashing and grappling into prey, but aren't encumbered by them (like Talpa are).
- Omets are odd in the fact that they come in different colours; their fur, hair, and skin can come in greens, blues, or oranges. Even stranger is the fact they give off (typically attractive) smells based around their colour. Omets name themselves after their smells and looks. An orange Omet that smelled like Oranges for example, would be named Orange.
- An Omet can digest any form of meat, but is unable to process vegetables properly. Too many vegetables can even make an Omet sick.
- Omets are far from bright, but make up for this with raw strength and speed. -3 Intelligence, -2 Wisdom, but +3 Strength, and +1 Dexterity.
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- Elafi: The Elafi are a race of relatively peaceful humanoids that form wandering tribes found within high, mountainous forests. While usually preferring to keep to themselves due to their spiritual traditions that conflict with Aine's worshipers, the Elafi have recently looked upon humans for assistance, as the beast curse has spurned on a rather rare, but dangerous mutation among their people. Should an Elafi grow too angry or shed too much blood; they begin to mutate into violent magical beasts known as Wendigos. Often called 'deer people'; the Elafi are humanoids that are covered in a thin layer of soft fur. They have rather large ears with tufts of fur at the sides of their heads, with antlers found at the top of their head. Their lower legs resemble a cervine creature's; ending with a pair of hoofs.
- The Elafi are particularly proud of their antlers; larger antlers are said to mean more wisdom. It's pretty common for them to keep antlers they shed as ornaments, or for the purpose of decoration.
- The Elafi are known for their wisdom, beginning with a +2 bonus to wisdom.
- Twice per long rest, the Elafi are capable of cleansing both the body and mind, restoring a decent amount of health, as well as removing certain debuffs from the target.
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- Rana: The Rana are an amphibious race that originally make their home on Deadman's Reef. They're not a very well-liked race, as they're often stereotyped as pirates and raiders; and for a relatively good reason. Their homeland receives its name from the countless sunken ships and plundered vessels that were unfortunate enough to be remotely near their isle. A recent event has stirred them up to spread out to other isles, and though they rarely get along with humans, all walks of life are welcome to the pit.
- The Rana are an amphibious people, with smooth and hairless skin. Their heads sport a pair of rather large ears that they take a bit of pride in. Their skin colours range between dull shades of greens to pale blues. They have a pair of gills as the sides of their necks, allowing them to breath under water.
- Rana are exceptionally dexterous, and have +2 dexterity. They also have sticky padding along their hands and feet, granting them a natural proficiency in the climbing profession, along with an additional +2 bonus to climbing up vertical surfaces. Roofed surfaces can also be crawled along, so long as they don't spend too long doing so.
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- Undead: Although rare, the undead have been a slowly creeping problem throughout the world, typically at the hands of occultists. In the case of the pit however, there are a several cases of the unlucky few walking corpses being found walking throughout the caverns with no recollection as to how they got there. The undead are completely amnesiac, and have forgotten their past entirely. They're often despised everywhere, but as with every other race, everything is welcome to the pit!
- You can be an undead anything more or less; you retain no bonuses from your previous race unless it's a physical trait. (I.E: Talpa claws, Rana Sticky pads). You cannot be an undead Theriothrope; as the undead are among the only playable races entirely immune to the beast curse.
- Being a walking corpse, you're exceptionally hard to kill, but people often have trouble looking at you. +3 Fortitude, but -2 Charisma
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- Tengu: The Tengu are a race of avian-humanoid hybrids that prefer to live in high mountains. They're generally a rather quiet race, preferring to live far from others to avoid any trouble. Due to their black feathers and nocturnal lifestyle, Tengu are often looked at with a bit of wariness by the other races. Tengu are generally shorter than humans, and may stand up to 5 feet tall. They're humanoids that have avian-like features; the head of a raven, with black feathers and small, vestigial wings at their back.
- Tengu are known for valuing battle and martial prowess quite highly. You may begin with an extra free combat ability.
- A Tengu eventually grows a pair of functional wings upon reaching a certain profession level.
- The tengu are witty and fast, beginning with a +1 bonus to charisma and dexterity. They are also unnaturally frail, suffering a -1 penalty to their fortitude.
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- Elves: An ostracized race often criticized for their heavy reliance and use of magic. The Elves have been long hated and hunted enemies of the Church. Much to the behest of the church, most of their kind has been left in small enclaves that hide in seclusion, often alongside (and under the protection of) the Elafi. Elves are relatively generic; they're essentially humanoids renown for being exceptionally lithe and flighty. They have long, pointed ears.
- Elves are known for their rather high intelligence. They begin with a +2 bonus to their Intelligence.
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- Dwarf: Dwarves are a very seldom met race that typically make their homes deep within the underground cave systems of Marei. They're a somewhat belligerent race that prefers to isolate themselves from the others, and generally welcome outsiders with a bit of apprehension. Despite this, a Dwarf's trust is a valuable gift; their loyalty and devotion is something they take great pride in.
- Dwarves are hard-skinned folk that have adapted to the underground. They may see in natural darkness as well as the day. Their hardiness provides them a +2 bonus to Fortitude.
- In their own little way(usually out of their stubborn nature), Dwarves are also a bit resilient to mental effects. They receive a +2 bonus to saving throws against Charming or Fear based effects.
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- Velona: Cousins to the Talpa, the Velona are another race that are native to the pit itself. They're found in small enclaves and colonies. Unlike their mole-like cousins however, the Velona typically prefere to isolate themselves in forests or jungles. They're also usually a bit more reclusive and prefer to keep to themselves. However, when posed with the need to interact, the Velona are generally very kind and polite, and will usually try to make friends when forced to do so.
- Velona are short. Very short. They stand no taller than 4 feet tall. They're covered in a thin coat of fur, and lack the claws that their cousin do. Instead, their hair produces hardened quills that extend throughout their hair, as well as around the wrists and forearms. Hair and quills form a bit along the portion of their upper back in some cases. In a pinch, they can throw these quills in a volley at their predators. Some Velona grow out their hair and quills so they can defensively curl into a ball that keeps the sharp quills around their body. They have fluffy ears that protrude from the sides of their heads.
- Some Velona remove these quills for convenience; though this isn't entirely necessary, as Velona are capable of controlling their quills to a certain degree by flattening them against their body.
- Velona are generally agile, gaining a +2 bonus to their dexterity score. They are treated as small creatures, gaining the appropriate bonuses and penalties from being so small.
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- Vampires: An exceptionally rare 'race' created from a disease that spreads through blood. Vampires have actually been around for a very long time. With how much the vampiric and beast curse have in common, one would think Vampires would be capable of running just as rampant as beasts with how long they've been around. Vampires prefer to live in secrecy, and fortunately possess enough intelligence to keep their curse to themselves.
- Vampires aren't immune to the Beast Curse. The fact that they thirst for blood actually makes them more susceptible for it, in their own way. Most vampires live either as secluded or isolated hermits, or noble houses that keep their bloodline secret. Many noble houses throughout history have been found and destroyed by this horrible secret. Most vampires are human; though the curse is possible to spread through just about any race capable of bleeding.
- Vampires are a great cause to many superstitions; though most are false, the only one that really reigns true at all is their hatred for holy water and their appetite for blood.
- Vampires possess whatever statistical bonuses they gain from their former race. In addition to this, they require sustenance from drinking blood. Vampires must drink at least once a day, lest they slowly starve themselves of what they need to survive. In exchange for this, vampires that drink often are capable of healing faster than normal, and are much harder to kill due to their healing factor. (Which is negated by holy water.)
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- Lagari: When the Pit collapsed, many new races have been uncovered. Some of which have never before been seen or interacted with man; a few races even began surfacing around the world of Veska more often, with some attributing this to the Pit somehow rousing many underground races from their slumber. The Lagari are a race of nomadic people that live far beneath the ground, venturing across the deeper parts of the Pit, and have only been discovered upon the collapsing of Llyne.
- The Lagari are known to be very exploration heavy. They spend most of their days wandering through the pit and typically focus their settlements around one of the many crumbling ruins found abandoned within the pit. They rebuild and renovate these lost areas and eagerly study whatever lost magic or saga they can find.
- Despite being widely accepted of the lost cultures and lore they find within these ruins, the Lagari are a very isolationist race. This is due to the hostile nature of the creatures around them, as the Lagari very rarely find other creatures outside of their own kind to be friendly enough to interact with.
- Lagari are relatively short humanoids that stand between heights of 4~5 feet tall. Their ears are long, floppy, and hang from the sides of their heads. Their bodies are covered in soft fur, with collars of wool around the chest, and small patches around the thighs and groin.
- Lagari have powerful legs capable of granting them incredible jumping height when needed.
- This also assists them in their speed, however, their relatively small and lithe builds lack muscle anywhere else. (+3 Dex, -1 Strength)
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