Races#

There are two different types of races, sentient and non-sentient. Though some beasts and creatures may be sentient they don’t necessarily represent playable races, just races that a character might be able to communicate with. Both sentient and non-sentient races can have various archetypes. Playable races generally remain in their standard archetype other than rare role-play occasions when the storyteller decides it accommodates the situation.

Basic Existence Statuses#

NameDescription
LivingAll beings that have life and were born into existence
DeadAll beings that had life, but died, ending their existence
UndeadAll beings that had life, died and were then again given life into the sub-existence of their corpse where they have control of their own body. Animated beings are not undead, but are still dead while being animated by a controller and are completely unaware shells without existence.
IncorporealCreatures that began life into a sub-existence of undeath without ever having been dead.

Race Archetypes#

Archetype is a more distinct classification of races. When players become a different archetype it is at the storyteller’s discretion whether said player may return to previous archetypes and the requirements to do so. In most cases once a Standard creature dies he or she gains a dead existence status, ending the life cycle and playability of the character. There are special occasions where the character may become a Zombie, Spirit if leaving their corpse behind, or Skeletal archetype if their flesh and muscle is torn from their body. Players can’t become other archetypes because they are or were developed and created differently, not necessarily originating from the Standard archetype.| Name | Description | |—|—| | standard | standard creatures are living. standard creatures may not be animated, assembled or enslaved. | | zombie | zombie creatures are undead. zombies may be animated but not enslaved. zombies were a product of the war of souls. | | skeletal | skeletal creatures are undead. skeletons may be animated but not enslaved. they were created as an experiment by an unknown liche; there are few still remaining today. they cannot be assembled. | | spirit | spirit creatures are incorporeal. spirits may not attack or be attacked. they can’t be animated but may be enslaved. spirits are made naturally by beings who die that aren’t yet satisfied with death, said by some that they linger in hopes of resurrection. they cannot be assembled. | | phantom | phantoms are incorporeal. phantoms can only be attacked by magic and cannot be animated or enslaved. phantoms are made by the spirits of nature themselves and are difficult to be rid of because of their sub-elemental magical essence. they cannot be assembled. | | wraith | wraiths are undead. wraiths can only be attacked by magic; they may be animated but not enslaved. wraiths are said to be the abomination of the tainted power of dekkashraen as he killed ettephemone and are the strongest evil beings known today. they cannot be assembled. | | spectral | spectral creatures are incorporeal. spectrals are immune to magic and can’t be animated but can be enslaved. spectrals are said to be unnatural spirits that have animated objects due to their severe attachment and refusal to give up existence after being ripped from their bodies by necromantic magic. they cannot be assembled. | | horror | horrors are incorporeal. horrors are immune to all attacks, but will leave once all players are awake. horrors cannot be animated, assembled, or enslaved. horrors are spirits that invade ones dreams and can’t be destroyed. horrors consume the souls of those who they kill within sleep. horrors are always malevolent. | | archon | archons are living. archons are immune to all attacks, they don’t attack, can’t be animated, assembled or enslaved. archons are beings protected by the power of the gods and can’t be harmed in any way. | | bugbear | bugbears are living. bugbears imitate all attacks, can’t be animated or enslaved. bugbears are creatures that change form drastically when fighting, imitating the players attacks with unnatural magic said to be created by the draconians. they can be assembled. | | apparition | apparitions are incorporeal. apparitions disappear on first contact, can’t be animated or enslaved. apparitions are more-or-less figments of the players imaginations and don’t exist in any form. apparitions cannot harm or be harmed. |

Non-Sentient Races#

Non-sentient races in their basic form are of the Standard creature archetype. Non-sentient races cannot be played. Some examples of non-sentient races might include a Centaur, a chicken, a rat, Chimera etc. Non-sentient races cannot communicate except in very rare cases. For a more complete list of exotic creatures and a few basic animals see Animal Husbandry.

Sentient Races#

There are fifteen known sentient races in the world of Urd. There are three genders that specify more clearly the distinctions between sentient races. The gender “Neutral” represents not having a sex. This gender is found in celestial or infernal creatures, for example, where they are created not by intercourse but by their own planes of existence. Other instances of the gender “Neutral” could be that of a Half-elf where intercourse between two different races that wasn’t meant to be resulted in a biological outcome that was somewhat unnatural as well. Not all of the sentient races still exist, and a few seem to be disappearing quickly. Giants haven’t been seen since the War of Souls but there have been rumors of the high elves, (Wood elf royalty) befriending these legendary beings. Other mysterious races might include the tall Dryads. There have been rumors of recent sightings of Dryads as Blademasters, all originating from or around Mandaks Legion. Rumors also say Sea Nymphs have been trading with the humans in port city Crecia. Orcs have been fighting the Legion within the Bleak outside of Narsis and Lizardlings have been found only among the ruins of ancient civilizations representing an old age of dragon riding where draconian magic ruled the world. Dragons are highly intelligent creatures confined secretly about Urd waiting for an end of the Age of Man. Wyrms are colossal creatures in the Plains of Endless Despair who once were Dragons and were brought into existence by the immense magic used during the War of Souls.

avarie#

avaries are a celestial race ordained as avatars of their perspective god. avaries take the perspective stats of the player who has chose to ascend after obtaining hero status.

Starting StatsBasic Information
Strength: 15Weight Range: 175-175 Stones
Dexterity: 15Height Range: 7-9 Stones
Intelligence: 15Unarmed Attack: 1d6
Wisdom: 15Natural Armor Class: 15
Constitution: 15Genders: neutral
Charisma: 15Primary Stat: wisdom
Luck: 15Secondary Stat: intelligence

daemune#

daemunai are an infernal race ordained as avatars of their perspective god. a daemune takes the perspective stats of the player who has chosen to ascend after obtaining hero status.

Starting StatsBasic Information
Strength: 15Weight Range: 175-175 Stones
Dexterity: 15Height Range: 7-9 Stones
Intelligence: 15Unarmed Attack: 1d6
Wisdom: 15Natural Armor Class: 15
Constitution: 15Genders: neutral
Charisma: 15Primary Stat: wisdom
Luck: 15Secondary Stat: intelligence

dwarf#

dwarfs are seen little outside of jewall in the northern reach, besides king mishnal stonecleaver of tharsis. dwarfs can be priests, monks, headhunters, plainsman, pages, and hermits quite well.

Starting StatsBasic Information
Strength: 12Weight Range: 120-230 Stones
Dexterity: 8Height Range: 3-5 Stones
Intelligence: 9Unarmed Attack: 1d4
Wisdom: 11Natural Armor Class: 15
Constitution: 12Genders: male,female
Charisma: 9Primary Stat: strength
Luck: 9Secondary Stat: constitution

elf#

habitually elves favor warmer climates such as darkwood. this secluded race communicates little with the rest of the world. elves are generally trackers, magelings, priests, monks, scouts, hermits, pickpockets, or runescribes.

Starting StatsBasic Information
Strength: 9Weight Range: 70-130 Stones
Dexterity: 12Height Range: 4-5 Stones
Intelligence: 11Unarmed Attack: 1d4
Wisdom: 11Natural Armor Class: 8
Constitution: 9Genders: male,female
Charisma: 9Primary Stat: dexterity
Luck: 8Secondary Stat: charisma

gnome#

gnomes are most generally slaves of dwarves because of their racial hatred. gnomes have recently been breaking into freedom in parts of the continent outside the northern reach. gnomes favor being magelings, gravediggers, minstrels, elementalists, and pickpockets.

Starting StatsBasic Information
Strength: 11Weight Range: 60-170 Stones
Dexterity: 9Height Range: 2-4 Stones
Intelligence: 11Unarmed Attack: 1d4
Wisdom: 9Natural Armor Class: 12
Constitution: 10Genders: male,female,neutral
Charisma: 9Primary Stat: wisdom
Luck: 11Secondary Stat: constitution

goblin#

goblins are approximately half the height of a human, discolored, disfigured, and often criticized because of their attitude. goblins are a half-breed of a daemune, though significantly smaller in height. goblins favor being magelings, gravediggers, elementalists, pickpockets, and hermits.

Starting StatsBasic Information
Strength: 8Weight Range: 70-80 Stones
Dexterity: 8Height Range: 2-4 Stones
Intelligence: 12Unarmed Attack: 1d4
Wisdom: 9Natural Armor Class: 13
Constitution: 12Genders: male,female
Charisma: 12Primary Stat: charisma
Luck: 9Secondary Stat: intelligence

half-elf#

half-elves are a rare race found occasionally in tharsis or crecia. it’s hard to identify a half-elf as they usually hide their elven identity. half-elves shine as trackers, runescribes, minstrels, pickpockets, or elementalists.

Starting StatsBasic Information
Strength: 10Weight Range: 90-140 Stones
Dexterity: 12Height Range: 4-5 Stones
Intelligence: 10Unarmed Attack: 1d4
Wisdom: 10Natural Armor Class: 9
Constitution: 9Genders: male,female,neutral
Charisma: 10Primary Stat: dexterity
Luck: 9Secondary Stat: wisdom

half-orc#

half-orcs are sometimes seen within the northern reach where humans have been raped countless times by the ruthless hordes of invading orcs.

Starting StatsBasic Information
Strength: 12Weight Range: 18-70 Stones
Dexterity: 9Height Range: 5-6 Stones
Intelligence: 10Unarmed Attack: 1d4
Wisdom: 8Natural Armor Class: 12
Constitution: 12Genders: male,female
Charisma: 9Primary Stat: strength
Luck: 10Secondary Stat: constitution

halfling#

halflings stand half the height of a human, and can sometimes be considered a mischievous race, though generally well-rounded in skills. they are said to have originated form the war of souls and are rising in population with the humans. halflings are best as monks, minstrels, hermits, or pickpockets.

Starting StatsBasic Information
Strength: 9Weight Range: 60-120 Stones
Dexterity: 11Height Range: 2-3 Stones
Intelligence: 10Unarmed Attack: 1d4
Wisdom: 10Natural Armor Class: 11
Constitution: 9Genders: male,female,neutral
Charisma: 10Primary Stat: dexterity
Luck: 11Secondary Stat: luck

human#

most of the continent of sedia contains human, the newest race. humans are said to be breeding out the rest of the races. humans can be any class as they are the most versatile race.

Starting StatsBasic Information
Strength: 10Weight Range: 120-240 Stones
Dexterity: 10Height Range: 4-6 Stones
Intelligence: 10Unarmed Attack: 1d4
Wisdom: 10Natural Armor Class: 10
Constitution: 10Genders: male,female
Charisma: 10Primary Stat: strength
Luck: 10Secondary Stat: dexterity

kobold#

kobolds are mischievous creatures who rarely get along with others. for some reason they do tend to pack together with other kobolds even though they are in a constant state of fighting and arguing. they are very rarely seen within the walls of main cities other than narsis where they are tolerated by the other races. their aptitude for getting in trouble way exceeds quicklings and their history with being dragon worshipers gives them a bad name. it’s rumored they actually stem from misshappen offspring of an ancient draconian who would attempt to breed with dragons in rituals attempting to acquire power by any way necessary. whether the story is true or not, kobolds do have an instinctual tie to dragons that if it wasn’t for their traditional lack of wisdom and drive would make them incredibly apt draconians.

Starting StatsBasic Information
Strength: 10Weight Range: 40-70 Stones
Dexterity: 12Height Range: 3-4 Stones
Intelligence: 8Unarmed Attack: 1d4
Wisdom: 9Natural Armor Class: 12
Constitution: 10Genders: male,female
Charisma: 12Primary Stat: dexterity
Luck: 11Secondary Stat: charisma

orc#

orcs are dark-figured misshapen offspring of daemune and the felled giants of old. their unorthodox small height is made up y their concrete attitude and will. orcs are predominately magelings, plainsman, headhunters, pages, and gravediggers.

Starting StatsBasic Information
Strength: 12Weight Range: 160-320 Stones
Dexterity: 8Height Range: 5-7 Stones
Intelligence: 11Unarmed Attack: 1d4
Wisdom: 8Natural Armor Class: 15
Constitution: 12Genders: male,female
Charisma: 9Primary Stat: strength
Luck: 10Secondary Stat: intelligence

pixie#

pixies are a small mysterious creature created by lythantos during the war of souls. pixies are generally magelings or priests.

Starting StatsBasic Information
Strength: 8Weight Range: 8-15 Stones
Dexterity: 12Height Range: 1-2 Stones
Intelligence: 11Unarmed Attack: 1d4
Wisdom: 12Natural Armor Class: 5
Constitution: 8Genders: female
Charisma: 11Primary Stat: dexterity
Luck: 8Secondary Stat: intelligence

quickling#

quicklings are a third the size of a human. quicklings are most always bald or have very little hair, are mischievous, self-centered, and occasionally have the problem of talking too fast. quicklings favor being monks, minstrels, or pickpockets.

Starting StatsBasic Information
Strength: 8Weight Range: 20-50 Stones
Dexterity: 14Height Range: 2-3 Stones
Intelligence: 8Unarmed Attack: 1d4
Wisdom: 8Natural Armor Class: 7
Constitution: 9Genders: male,female,neutral
Charisma: 12Primary Stat: dexterity
Luck: 11Secondary Stat: dexterity

sprite#

sprites are a small mysterious creature created by lythantos during the war of souls. sprites are generally magelings or graediggers.

Starting StatsBasic Information
Strength: 8Weight Range: 9-20 Stones
Dexterity: 12Height Range: 1-2 Stones
Intelligence: 12Unarmed Attack: 1d4
Wisdom: 11Natural Armor Class: 5
Constitution: 9Genders: male
Charisma: 10Primary Stat: dexterity
Luck: 8Secondary Stat: intelligence

troll#

trolls are generally tall and reside in desert climates. trolls are a incredibly family-oriented race dependant upon the movements of their tribe. trolls make great magelings, priests, scouts, plainsman, headhunters, and runescribes.

Starting StatsBasic Information
Strength: 11Weight Range: 280-420 Stones
Dexterity: 12Height Range: 5-8 Stones
Intelligence: 11Unarmed Attack: 1d4
Wisdom: 9Natural Armor Class: 14
Constitution: 11Genders: male,female
Charisma: 8Primary Stat: strength
Luck: 8Secondary Stat: luck