Rules

Enchanted Realms Rulebook

 Contents
Races

There are eight playable races: arachnicians, dwarves, elves, gryf, humans, merefolk, orcs and saurians. It might be needed to backtrack a little on the character creation to consider this before making all the training rolls, as some races have skill-requirements and special abilities. Further, some skills may only be obtainable by certain races. Of course, some races live longer than others as well. All-in-all, race is a factor in character creation.

The chart below compares averages in height, weight and lifespan, including physical variations between genders. The lifespan column has two numbers. The first is the average number of years a person of that race generally lives; however, the second number denotes the maximum age which a race can reach. Of course, most elderly die of old age around 80% of the maximum lifespan, but those lucky enough can live longer. Further, the average life considers sickness, infant mortality, and other factors, and assumes a stable region with little war.

 Avg HgtAvg WgtMovementDailyLifespanSenses
Archn.:
  Female:
5 8
5 6
250 lbs
225 lbs
14 Hexes28mi70 / 110Darkvision
Dwarf:
  Female:
4-4
4-2
160 lbs
145 lbs
10 Hexes18mi85 / 135Darkvision
Elf:
  Female:
5-6
5-2
120 lbs
100 lbs
12 Hexes20mi95 / 200Bearking
Gryf:
  Female:
5-7
5-9
100 lbs
115 lbs
15 Hexes25mi60 / 80Normal
Human:
  Female:
5-9
5-4
160 lbs
110 lbs
12 Hexes20mi65 / 100Normal
Merfolk:
  Female:
5-4
5-0
140 lbs
100 lbs
8 / 1612 / 2455 / 75Aquascent &
Darkvision*
Orc:
  Female:
6-3
5 10
230 lbs
190 lbs
11 Hexes18mi50 / 70Darkvision
Saurian:6-0200 lbs9 Hexes14mi60 / 150Vibration

Additionally, the chart notes the movement rate in hexes per round. Movement is used when a battle map is employed for combat and each hex represents 5 feet. Of course, armor can alter a character’s movement rate. Also, movement is listed in miles travelable by day. Movement numbers are listed for optimal conditions, and the GM will adjust for differing terrains encountered. This is explained in detail later.

The table below compares racial norms, abilities and limitations. Each race has different limitations and free skills and abilities. It is what makes diversity in the Enchanted Realms. However, the humans are “normal” by comparison. Therefore, humans are given a bit of a bonus for starting characters.

 RequiredLimitsAbilities
Arachnician:Mind: 18No MountsBrewing
Sure-Footedness
Dwarf:Body: 16Skills NeededCrafting
Terrain
Elf:Spirit: 14Disease
Skills Needed
Keenness
Range
Terrain
Wine
Gryf:NoneArmorClimbing
Terrain
Human:NoneNoneStats +3
Merfolk:NoneHydrationRespiration
Swimming
Orc:Body: 18Skills NeededNone
Saurian:NoneNoneBody Armor
Body Weaponry
Terrain

There is one final game mechanic that races offer: base defense. Most base levels are around 30; however, each race has slight advantanges and weaknesses against differnt forms of attack. How defense score work complete for combat will be explained a few sections later. In the interim, the chart below compares these variances by race.

 BashPierceSlashFireFrostLightning
Arachnician:303030352530
Dwarf:303030303530
Elf:253030303035
Gryf:282828302530
Human:303030303030
Merfolk:303030252525
Orc:303030303035
Saurian:30+530+530+5303530
Arachnicians

This is an unpopulated race genetically engineered by the subterranean kinslayer-elves by alchemy and dark arts. They are centaur-like beings but having the bodies of giant ants with the upper torso of a humanoid; however, they retain their mandible mouths. Most serve their underground masters; however, a small population have escaped their captors and have started living among humans and adapting to the surface. They have a starting value requirement Mind score of 18 minimum but also start with a free herbology skill at 10. Further, they are sure-footed, throwing -20 to all dice used against them to knock them prone, which also allows them special terrain movement. Due to their stature, they are obviously unable to ride or take advantage of any mounts. Additionally, arachnicians have darkvision, which is explained in the Vision section.

Often the role of an arachnician is that of a researcher or engineer. Due to this, they are often left behind while the combative members wield their weapons. This does not mean arachnicians cannot be battle-ready; however, their lack of ability to use a mount can be seen as a detriment by certain adventuring teams. Of course, if all members travel by foot, the arachnician will likely be the fastest party member, but when traveling speed is important and the other members ride horses, then having a researcher slow the group by a third might be looked upon with prejudice.

However, in such cases, selecting two skills can offset this discrimination: endurance and athletics (using the marathon milestone). By using both, an arachnician’s daily travel speed can become equal to a lizard steed. Even if this still leaves him as the slowest member, it is generally considered an acceptable rate of travel for mounted groups. Further, due to their sure-footedness, terrain penalties are often reduced. This does not convey any climbing skills; thus, any incline requiring such a skill is still subject to the rules of falling, but it does mean that rocky terrain can be traversed at a faster rate than many other races.

Arachnicians can live up to 110 years, but the average life span is around 70. Men are a little bigger than the females, but both are fairly heavy compared to the other races usually weighing over 200 lbs.

Dwarves

These are short and stout earth dwellers. Their ancestry is hardy and is older than humans, often revered for their craftsmanship and mining. They have underground navigation as a racial skill, meaning it must be a selected skill during character generation.

Because of their affinity with the earth and the rugged build, dwarves are less likely to stubble in rocky terrain, which effectively translates to a better movement rate in such an environment. The details of how different terrain types affect movement can be found in the Initiative section. For game purposes, dwarves, when traveling in hills, move as their desert rate, and when traveling in mountains, move as their swamp rate.

Craftsmanship is also a boon for dwarves. While not required, any dwarf who learns armoring, artistry skills, lapidary, masonry, or weaponsmith can learn such at the standard initial cost of 10 points, but its starting value will begin at 20. The dwarves have a reputation for being able to craft finer weapons and armor. At the high-end of skill, it is not true, but the average workmanship of a dwarf will be better due to their starting bonuses.

This stout race tends to dislike horses, often refusing to ride one. There will be individual exceptions, but the generalization holds true. Fortunately, they are comfortable with lizard steeds. This subterranean race is longer lived than most, capable of 135 years of longevity. However, most do not live to see 90. Dwarves have darkvision. Lastly, dwarves must have at least a 16-body score.

Elves

These forest-dwelling, gaunt, and elegant creatures have long pointed ears that rise above the tops of their heads. The sylvan beings have various skin tones. Their natural racial skill is wilderness lore, which requires one of the initial starting skills to be selected as such. However, elves do gain a free keenness skill at 10. This is partly due to a special sensory perception specific to the elfin race known as bearking. The ears of an elf pick up the frequency of sound resonating off of living trees. This means in forested areas the range of their hearing is double that of normal hearing perception. This gives elves greater opportunities to detect things in a forest, sometime even before other races could be allowed a Perception Check. However, elves do not have any better hearing than other races outside of this environment.

Like dwarves, elves can gain special starting values for certain skills. If an elf learned herbology, then the score would start at 15 with only the initial 10-point investment but only if wine-making is selected for the milestone. Lastly, elves gain a special bonus with using range weapons; if trained, an elf will have +5 on his or her attack rolls against the opponent’s defense. Socially, elves tend to be more xenophobic of outsiders than the other playable races. This may be due to an elf’s tendency to become sick more often than other races. Elves suffer -10 to all checks against disease if exposed. Additionally, elves have difficult time conceiving, and many human scholars believe the race is dying out because of this. That said, they live much longer than other races. While the rumor of an elfin life spanning several centuries is exaggerated, one can live up to 200 years. However, the longer one lives, the greater chance of disease and accidents, therefore, most elves do not live beyond 100 years of age.

Due to their xenophobic nature, elves have learned to become self-sufficient. They tend to be caring for others but are very cautious of those outside their kind. Because of this congenital trait, elves must have a spirit score of 14 or higher. Also due to their exhibited behavior, other societies sometimes view elves as a people without government. While it may look like this from the outside, elves tend to fall under circles of influence of stronger elves who consider it their personal responsibility to oversee and protect those in their care.

Gryf

The birdlike gryf are a slender, feathered but flightless race, often having a falcon-shaped head. They have special movement, as most gryf can float or glide safely to the ground from heights of 30 feet. Also, they have a free climbing skill which begins at 10. Due to this innate ability, gryf often live in rocky, mountainous areas and can easily scale rough surfaces. Hilly terrain can be navigated as optimal, and mountainous terrain suffers movement penalties only as if in hills. Because of their natural speed and ability to move quickly in rough ground, gryf are considered the fastest of the playable races. However, their body stature is not overly brawny, which prevents them from wearing armor of medium or greater bulk. Further, any gryf performing a feat involving strength will suffer a -10 penalty.

It should also be noted that the females of the gryf race are the physically larger, weighing up to 115 lbs, while most males are around 100. In the gryf culture, spryness and speed are respected characteristics, allowing the smaller men to often be considered in higher regard.

Humans

Humans are self-descriptive. As stated above, because humans have no special senses or natural abilities, their racial advantage is given as three additional stat points to be allocated after the initial character creation. These can be distributed however the player chooses: all in one stat, spread across all or divvied up as desired.

Humans may have the largest variation in physical size of all the races. The height of men is from 5-4 to 6-2, and weight can range from 130 to 200 lbs. Women have equal variances in size. One woman may be as short as an elfin maid or as tall as a gru (orcish female).

Merfolk

Merfolk can be a wonderful race to play in a sea-farring campaign, but it might not be a desirable choice if the setting is a landlocked desert. When the story involves both land and sea, a merfolk can offer great advantages for parts of the narrative, but may be left out of some parts of play. All this is said to offer a unique race for game-play, but selecting one should be done with caution.

This amphibious race is capable of breathing in both air and water. While they are capable of land-travel, merfolk are not very quick in doing so and prefer travel by water where they can cover 24 miles in eight-hours travel. While not considered safe, merfolk can sleep in drifting waters to increase the total daily distance.

The term mermaid may be confused as one of this race; however, such a being is actually a naiad or water-nymph. Unlike such elementals, merfolk are a gendered race and also bipedal. Their legs are covered with large scales and fins around the calves and ankles, which give them a natural swimming ability at 240 feet per minute (or 16 hexes). They rarely venture far from water because they must be submerged in water once every 3 days or suffer chances of becoming sick. Each consecutive day without immersion increases a 5% chance of contracting Hygroscopic Fever, a disease specific to merfolk.

They also have a weak darkvision which is often used if diving deep in the waters; however, the range of this sight is only 10 feet and not strong enough to incur bright light penalties. But to complement this in the sea is a faculty known as aquascent, which is the ability to smell under water. Merfolk's ability to do so is very efficient, which allows them Perception Check opportunities underwater that other simply would not be allowed. Sweet scents, blood and decaying odors can be detected at 100 feet underwater, while citrus, pine and smokey smells can be noticed at 200 feet underwater. When a merfolk is on land, his or her sense of smell is the same as other races.

Merfolk are not large by comparison with other races, ranging from 4-9 to 5-6, but they are very muscular in physique. This probably accounts for weight index being greater for their height. A merfolk’s lifespan is shorter than most other races, as the longest-lived one made it only 75 years.

Orcs

Orcs are taller and heavier than humans with porcine facial features and heavy cranial bones. They are strong, natural fighters with a biological urge for violence. As such, all orcs natively have melee as a starting skill, which means it must one of the skills during character creation. Also due to their stature, orcs are required to have an 18-body score.

Orcs tend to live around 50 years of age, but a few have been known reach nearly 70 years. Additionally, orcs have darkvision, which allows them to be strong hunters at night and in subterranean realms.

Saurians

These are reptilian bipeds with non-prehensile tails. A non-saurian would be hard pressed to distinguish a male from a female, as there are very few differentiating physical characteristics between the two genders. These creatures can live for a very long time; however, most grow obese as they age which causes a high mortality rate in midlife. A young adult saurian likely weighs just shy of 200 lbs, but it is not unheard of for a saurian to reach 300 lbs, which is why few live over age 60.

This crocodilian race has claws and a bludgeoning tail, giving one a free special combat skill called saurian fighting, which allows a reptilian to fight with only natural body weapons. This skill cannot be combined with other combat methods besides melee to gain bonuses on an attack. Even then, when attacking this way, all strikes must be with natural body weaponry. Further, although claws are used, they are more like a mauling barrage; thus, all saurian fighting attacks are considered to be of a bashing attack. Saurians have a racial body armor as well. This gives saurian a +5 bonus to their defense score; however, this bonus is not cumulative with armor or other bonuses which are also non-additive.

As for special senses, saurians have a highly incisive sensitivity to vibration in soft ground. In game mechanics, this means that in swamps and marshes, saurians can feel motion through the mud to detect the presence of others. Their range for this is approximately 60 feet. Thus, if a Perception Check is rolled to notice someone moving, such as a sneak attack or even awareness of their whereabouts, the saurian gains a +20 bonus to his or her roll. Moreover, this means that all saurians act as if they were able to see invisible creatures within range when in swamps. This does not convey any additional attacks, but it does neutralize penalties from being unable to see them. However, in other terrain, a saurian is just as blind to an attacker in the dark.