Enchanted Realms Rulebook

 Game Starter 
 Character Creation 
 Start A Character

Start A Character

Rapid Rules
• Assign 2 point to all nine sub-attributes, then assign another 4 points as desired
• Calculate primary attribute values by adding the sum of the sub-attributes and half again
• There are twelve playable species in the game
• Each species have different cultural skills and lifespans
• Select the species for character from the available ones or ones defined by the GM
• Make adjustments to the character based on the species chosen
• Pick starting skills, which is essentially the character’s skill history using the Cultural Paideia section
• Write general personality and back story for the character
Who will the character of my story be?

To create a character, there are several details. The following description is for game-mechanics. After those will be recommended details for role-playing, i.e., what personality traits drive and guide the character’s decisions.

There are numbers used to represent how capable a character is. These are recorded on a character sheet, which is shown in part below.

The items to be determined are attributes, species and skills. While it is optional, creating details of one’s personality and background is recommended to be added.

Further, if this is the first time creating a character in this system, this section will leave some details unanswered. The goal is to create a character, so how to fight, the specifics of a skill and other features are likely not to be answered until much later in the rules.

Character Sheet

Let’s discuss the character sheet for moment. The sheet is exactly what is sounds like it is -- a place to write down all the necessary information about the character.

The character sheet can be downloaded from the Charts & Tables part of the rules. Note there are two versions: one designed to be played in Roll20 and one that can be printed for table-top play.


Measuring strengths of my character

Every entity, characters and monsters, have a set of three attributes: Body, Mind and Spirit. Body represents physical health and athleticism. This also acts as life points. When a character is harmed, poisoned or fatigued, the effective value of the Body score decreases. The Mind score is one’s mental prowess, solve puzzles and void tricks. As stress occurs, mental exhaustion can set in, resulting in the potential loss of Mind points. Lastly, Spirit is a measure of willpower and faith.

From a game metrics viewpoint:

Body is a number that represents how much damage a being can withstand being dying. Other games often call this number "hit points" or "health."
Mind is a number that determines the number and power of mental abilities, typically sorcery spells, that can be performed before becoming exhausted. Other games might refer to this as "mana."
Spirit is a number to measure piety and connection with the cosmology of the fantasy world. It is the equivalent to sorcery for divine magic. Other games might measure this by the level of a priest.

There are also sub-attributes for each of these. The Body score consists of Strength, Agility and Resilience. The Mind score comes from Logic, Perception and Judgment. Lastly, Spirit is made up of Will, Faith and Muse. When creating a character, 2 points are placed in each of nine sub-attributes. Then the player places 4 additional points as desired. However, no starting sub-attribute score can exceed 5 points. Once these values are set, the total maximum score for each of the primary attributes is calculated. This is performed by taking the sum of the three sub-attributes, then adding half of that sum again. Thus, if strength is 3, agility is 3 and beauty 3, then the sum is 9 and half (rounded down) is 4, making the total Body max score 13. If loss occurs from damage, stress, fear or other causes, then the current value of the primary attribute is lowered, but the sub-attribute remain static. If those points are restored through healing, then the current score can only be increased to the maximum value.

PS: If using the Roll20 character sheet, the calculated values for the three attributes will be performed automatically.

What do these values for sub-attributes represent?

Strength is how strong the physique is; physical might
Agility is the manual dexterity, reflexes and hand-eye coordination
Resilience is a represent of hardiness and general health
Logic is the general intellect and puzzle-solving ability
Perception measures how well one uses natural senses, even unwittingly
Judgment is a score of patience and impulse control
Will is the determination held by a being
Faith measures religious devotion and believe in the unseen
Muse qualifies the artistic and creative nature

Sub-attributes can increase; however, that is only through the purchase with karma. They are more expensive and more difficult to achieve as the numbers get higher. And the maximum natural sub-attribute score a PC can obtain is 12; however, it is possible through magic means to have an effective value a little higher. Also, some monsters are not subject to this 12-maximum rule.

Lastly, sub-attribute scores can offer modifiers to skills rolls. This will be detailed later, but starting at 4 points, a bonus grants a +1 bonus, then an additional +1 bonus for each 2 points higher. Thus, a score of 6 allows for a +2; a score of 8 allows +3, etc.


There are those who do not like the term “species” and like to use “race” instead. The term “race” is historical in the genre of role-playing games. Species is a more accurate classification, and further, in the world of Enchanted Realms, none of the species are capable of interbreeding naturally. Thus, there are no half-elves. The one exception to this rule is the sub-orc. Orcs, which are not a playable species as they are uncivilized, cruel and have evil genetically infiltrated in their lifesongs, have a unique property to their breeding which allows them to impregnate any being of the anthropoid kingdom. Other than that exception, it would require a miracle or sorcery of some sort to create an offspring between a human and another kind.

The chart below denotes the general characteristics of the twelve species which a character can choose. Below the chart will provide an overview for each one; however, the table is not a complete detail of their differences.

 Species Hgt Wgt Size Movement Max Age Noteworthy
Batfolk M 4-5 85 Med 40 ft 60 yr Minor Flight
F 4-2 75
Dwarf M 4-4 160 Med 40 ft 135 yr Darkvision
Poison Advantage
F 4-2 150
Elf M 5-6 120 Med 55 ft 200 yr Enhanced Hearing
Short Sleeper
F 5-3 100
Equirda M 5-4 180 Med 60 ft 100 yr Sure-Footed
Agility Bonus
F 4-8 130
Gryf M 5-7 100 Med 60 ft 90 yr Fall Protection
Terrain Adaptation
F 5-9 110
Gnome M 3-6 45 Small 45 ft 175 yr Logic
F 3-2 40
Human M 5-9 160 Med 50 ft 100 yr Diversity
F 5-6 110
Jen’esse M 6-0 200 Med 45 ft 180 yr Savage Form
F 5-4 125
Jzaka M 5-6 150 Med 55 ft 75 yr Fall Protection
F 5-4 125
Nhoblit M 3-2 40 Small 45 ft 150 yr Chance
F 3-0 35
Sub-orc M 6-2 190 Med 50 ft 75 yr Darkvision
Strength Bonus
F 5-10 165
Triton M 5-4 140 Med 40 ft 80 yr Amphibious
F 5-0 100
Height Range: 4-0 to 4-8
Weight Range: 72 lbs to 94 lbs
Start of Puberty: Approximately 7 yrs old
Average Lifespan: 50 years
Maximum Age: 60 years
Movement Rate: 40 feet Walking
  75 feet Flying
Daily Travel: 16 miles
Traits: Echolocation
  Marginal Flight
  Savage Form
Cultural Points: 12

BATFOLK [ BÆT • fəʊk] are atavistoid bipeds with bat-like features. They have short brown, black, or gray fur and leathery wings in place of arms; however, from the wingbone, they have an elbow which extends into a prehensile and clawed hand. They have luminescent eyes in shades of red, green, or yellow as well as fangs. They stand about 4 to 4½ feet tall and weigh around 70 to 90 pounds. They have a walking speed of 40 feet and can fly at a movement rate of 75 feet for 30 seconds (3 combat turns) until they must recover for an equal time before flying again. They also have a form of echolocation, which allows them to effectively see in the dark, even magical darkness, so long as they are not deafened; however, they must emit a 80dB high-pitched screech each turn in combat to do so (which is a free action). If not in combat, the effects of echolocation last for around 10 seconds. This briefly activates a part of their brains which gives them synesthesia for a few seconds, effectively allowing them to “see” sound.

Batfolk have claws, they cannot naturally use them effectively. However, should a batfolk learn martial arts, then he or she gains a free savage form skill for claws, which can only be used in conjunction with the martial arts skill, meaning their initial claw strikes are 2d20.

Batfolk actually have three breeds; however, only the nutritional requirements make any differences. Fruit batfolk must consume fruit for three meals per week or they will become sick. Vampire batfolk must consume blood for one meal per week. Lastly, flower batfolk must consume nectar for two meals each week.

Batfolk reside in cavernous environments, although often close to other cultures for trade. This species has a reputation for making clothing and leatherworks with the same respectability as dwarves have for their metal crafting. Batfolk also tend gardens and small fields outside of their sleeping caves. Members of this species are hard workers but tend to avoid overly physical tasks due to their smaller stature and less than optimal wing structure.

How They See Themselves     How Others See Them
• having self-sufficiency but enjoy providing other cultures with their trade goods     • respect them for their leatherworking and textile skills
• as good stewards of what they tend     • find their appearance and mannerisms creepy
• take emotional pleasure in staying busy and performing maintenance     • have concerns they might become predatory
Height Range: 4-0 to 4-6
Weight Range: 135 lbs to 180 lbs
Start of Puberty: Approximately 10 yrs old
Average Lifespan: 70 years
Maximum Age: 135 years
Movement Rate: 40 feet Walking
Daily Travel: 16 miles
Traits: Armor Encumbrance
  Poison Advantage
  Resilience Bonus +1
Breeds: Arctic, Gold, Mountain
Cultural Points: 11

DWARVES [ DWƆRVZ ] are short and stout earth dwellers. Their ancestry is hardy and older than humans. This species has many traits. Firstly, they have armor encumbrance, which means their skeletal structure is designed for burdening armor. No matter how heavy an armor is only the first ten pounds is calculated towards their encumbrance weight. Dwarves also have darkvision out to 60 feet, enabling them to have monochromatic sight in total non-magical darkness. Poisons are less effective against dwarves. Any time a poison save is required, a dwarf will roll with advantage, meaning taking the better of the two d20s used for the save. Lastly,dwarves gain +1 to the Resilience sub-attribute, which can allow a starting score to become as high as a 6.

Dwarves are part of the anthropoid kingdom and the terrac phylum. They have three breeds: arctic dwarves, gold dwarves and mountain dwarves. Arctic dwarves do not have advantage against poison but rather they have cold advantage instead. The difference between gold and mountain dwarves is that gold dwarves have a darker, tanner skin tone and live on the surface in cities, while mountain dwarves live in subterranean societies; otherwise, there is no distinction in playable characteristics.

How They See Themselves     How Others See Them
• having pride and dignity in customs and tradition     • as stubborn and inflexible
• seeking balance and stability within the clan     • respect them for their metal-smithing skills
• finding melee weapons inherently more honorable     • find dwarves to be lucrative allies
Height Range: 5-0 to 5-8
Weight Range: 88 lbs to 136 lbs
Start of Puberty: Approximately 18 yrs old
Average Lifespan: 120 years
Maximum Age: 200 years
Movement Rate: 55 feet Walking
Daily Travel: 22 miles (24)
Traits: Enhanced Hearing
  Short Sleeper
  Weather Omen
Breeds: Aquatic, Dark, Grae,
  Snow, Wood
Cultural Points: 11

ELVES [ ƐLVZ ] are forest-dwelling, gaunt, and delicate creatures with long pointed ears that rise above the tops of their heads. These sylvan beings have various skin tones. Socially, elves tend to be more xenophobic of outsiders than the other playable species; however, they are considered more self-sufficient as a species also, commonly viewed as a people without government.

While elves now belong to the anthropoid kingdom and the sylvan phylum, their origins date back to fey. Much of the philosophy and ideology of elven culture is still intermixed with beliefs along the fey lines. Due to this fey connection, elves have a different metabolism than other species, granting them the short sleeper trait. While technically they sleep, it is not truly the same type of sleep. Elves actually meditate rather than sleeping; however, they do dream while in this state. As such, elves only require four hours to act as eight hours of sleep, meaning if they meditate for an uninterrupted four hours, it acts as a long rest. This also means that elves can function for more hours in a day than other species. To clarify, elves can be affected by powerful sleep influences, but they cannot be put to sleep unless the description of the effect explicitly states so. To clarify, elves are still subject to charm and other mind-altering influences.

Their bio-specificity is weather omen, which allows them to have minor prediction of the weather for the upcoming four hours. At dawn every day, an elf can accurately predict natural, non-magical weather for the next four hours. This ability does not have to be used at dawn, as it can be performed at any time. However, this forecasting ability is not innately constant; it requires approximately fifteen minutes to discern to upcoming weather. Moreover, the earliest it can be used again is the either the next dawn or after a long rest, whichever is later.

One other mild bonus of the elves is their enhanced hearing. This does not allow a greater range of hearing than others; however, elves have more sensitivity to quieter sounds. This does not allow understanding whispers, but it might allow the knowledge that whispering is happening. In game terms, this grants a +1 on any Perception feat when sound or listening is involved.

Elves have different breeds as well: aquatic elves, grae elves, wood elves, snow elves and dark elves. Most GMs will not permit dark elves to be played, as they are an evil society who live in the underneath. However, dark elves additionally have darkvision up to 120 feet.

Snow elves have albino skin and eyes, but their hair may have streaks of color but is mostly white. Snow elves have a cold protection trait above and beyond all other bonuses. This trait grants them a +1 bonus to AC against cold attacks.

Wood elves have light brown, caramel-colored skin tones with reddish to brown hair. These beings are comfortable in the forest and woodlands. Due to their upbringing, a wood elf will have the weapon intuition trait, which means one will not suffer untrained penalties when using a spear, bow or net. This does not grant melee fighting or ranged fighting but allows this type of elf to act with such skill; thus, one cannot gain a specialty skill without gaining the true skill. The value of this trait is outgrown once acquiring the true skill for that weapon; thus, there is no additional bonus or dice granted after being trained in standard combat. If melee fighting is gained but not ranged fighting, the wood elf can still use the bow without penalties, but could not use a sling or crossbow. Further, the spear and net would then act as effectively as all other melee weapons.

The arrogant grae elves do have some benefits, but are often considered difficult and standoffish, as this breed considers themselves superior to other -- even to other elves. The exact conveyance of this attitude depends on the individual. Sorcery is of high importance to their customs; thus nearly all grae elves will used one of their Cultural Points to acquire the skill. If a starting character is a grae elf and does not choose sorcery as a cultural skill, then that persona will be an outcast from his or her home. Additionally, no other cultural skill cannot be used to replace it. As such, a grae elf who does not have the Logic score of 3 or better will lose the cultural skill. Lastly, this elfin breed is not as fleet of foot, having their movement be only 50 feet, equal to that of a human.

The final breed is the aquatic elf. Again, some GMs may not be considered a playable breed either. While they are amphibious, aquatic elves have a water reliance trait, which requires that one be completely immersed in water at least once every 72 hours. If failing or unable to be submerged after 72 hours, then sickness will set in. The aquatic elf temporarily loses 1 point from his maximum Body score and continues to loose another point every six hours. Being amphibious, the elves can breath both air and underwater. Their movement rate is 45 feet whether on land or when swimming.

How They See Themselves     How Others See Them
• cherishing independence and despising coercion     • with a lack of understanding elfin freedom
• as more emotionally stable than other species     • are confused by the hypocrisy of elfin arrogance
• personally responsible for others in one’s care rather than relying on systems     • find the species aesthetically pleasing
Height Range: 4-6 to 5-6
Weight Range: 115 lbs to 200 lbs
Start of Puberty: Approximately 10 yrs old
Average Lifespan: 60 years
Maximum Age: 100 years
Movement Rate: 60 feet Walking
Daily Travel: 24 miles
Traits: Agility Bonus +1
  Terrain Connection
  Weapon Intuition
Cultural Points: 12

EQUIRDA [ ɛ • KWɪR • dʌ ] have the slender upper body of an elf but the lower body of a deer. They are the graceful woodland cousins to centaurs. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite having no relation to real nymphs. They have a natural ability with any ranged weapon due to their species trait. Further when setting the sub-attribute scores, equirda gain +1 to Agility, allowing a starting score to become as high as 6. They are also sure-footed creatures able to traverse up to a 60° plane assuming there places for footing. Being quadrupeds, they have a few additional benefits; however, this also comes with some difficulties. Due to the extra legs, an equirda gain bonuses against grappling, shoving and tripping, as well as being knocked prone against their will during other conditions. However, traveling through trapdoors, manholes and using vertical ladders present challenges.

These deer-people do not live in urban-style communities and are further known for their use of bows and other ranged weapons. Moreover, they are renowned for having excellent navigation skill, above ground at least. They have a terrain connection trait; thus, whenever in a forest, an equirda will always know the direction of true north. It is not uncommon for an equirda to be hired as a guide through unknown territory, especially forests, due to this ability.

How They See Themselves     How Others See Them
• appreciating their natural lifestyle in the wilderness     • being flighty and unpredictable
• as living a better lifestyle than those in urban settings     • sometimes wonder about the species as a food source
• as fortuitous because the forest provides     • lack the ability to organize and plan
Height Range: 5-6 to 5-10
Weight Range: 90 lbs to 115 lbs
Start of Puberty: Approximately 7 yrs old
Average Lifespan: 50 years
Maximum Age: 90 years
Movement Rate: 60 feet Walking
Movement Rate: 30 feet Gliding
Daily Travel: 24 miles
Traits: Fall Protection
  Natural Climber
  Terrain Adpaptation
Cultural Points: 10

The birdlike GRYF [ ɡRɪF ] are a slender, feathered but flightless species, often having a falcon-shaped head. They have the fall protection trait, which manifests as special movement, letting one float or glide safely to the ground from heights of 30 feet. The direction is a like distance from the height and has a movement rate of 30 feet as well. If falling from over a height of 30 feet, then subtract the initial 30 when checking the damage inflicted. Gryf are able to glide like this due to their light body stature; however, the downside to having slender bones is this species is unable to wear armor weighing over 20 pounds.

One of the most notable traits of the gryf is terrain adaptation, which allows one to move through locations without movement penalties, which would normally be considered difficult terrain when in hilly and mountainous areas. This trait combined with being sure-footed, which allows the gryf to scale rough surfaces up to 60° angles, makes this species quite a quick-moving one. All of this contributes to the gryf being natural climbers, which effectively gives a free skill.

Gryf live in rocky locations, often on cliffs and high hillsides, due to their ability to manage the niche. They live communally, sharing most of the resources among everyone living together. The concepts of power and authority are foreign to those who have never experienced other cultures. However, as a society, they are more sophisticated than initially observed. They have a simple but organized religion, which has become the primary source for crafting magical potions for their people. Gryf have a more detailed language than most, often accentuating it with caws, whistles, and other bird-like sounds used a audible punctuation.

Despite living in rocky terrain, gryf prefer not to enter caves and enclosed spaces. Another characteristic of the gryf is the rarity to use mounts because horses and lizard steeds do not provide much better travel than one can provide personally. However, for slower journeys, the use of lizards and goats as pack animals is not uncommon.

How They See Themselves     How Others See Them
• living a rewarding simple life with the trusted support of the community     • as simplistic and perhaps even primitive
• making wise decisions and knowing to flee to survive difficult scenarios     • big talkers but actually cowardly and claustrophobic
• articulate and well capable of communicating     • appreciates the coherence but without the ability to be succinct
Height Range: 2-10 to 3-6
Weight Range: 36 lbs to 52 lbs
Start of Puberty: Approximately 12 yrs old
Average Lifespan: 90 years
Maximum Age: 175 years
Movement Rate: 45 feet Walking
Daily Travel: 18 miles
Traits: By Breed
  Logic Bonus +1
Breeds: Deep, Forest,
  Ice, Rock
Cultural Points: 14

Like dwarves, GNOMES [ NOƱMZ ] are another terrac species. They tend to live in subterranean environments. They are thinner and smaller than dwarves and are closer in size to nhoblits. Gnomes average height is slightly over 3 feet, and they weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles beneath their prodigious and bulbous noses, and their proportionately-larger eyes shine with excitement. Their fine hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. In gnomic culture, mathematics is the norm, taught to children through an education process. As such, many gnomes have become engineers. Gnomes also gain +1 to the Logic score as a starting character; however, this is not heightened like the bonuses granted to other species. In fact, a starting gnome character cannot have a Logic score that exceeds 4 points.

Being creatures of the small size-category, they cannot wield heavy weapons or poles with reach. Gnomes are also restricted when using weapons with the clout property: battle axe, flail and longsword. Such weapons can be wielded but require two hands to use normally. When a gnome wields a clout weapon, the benefits of the property are not gained for using two hands; further, the gnomes gain only 1 point of weapon weight with these.

There are four breeds of gnome: forest gnomes, rock gnomes, deep gnomes and ice gnomes, though only the first two are likely to be playable. Forest gnomes live above ground in forested areas; however, they still sleep and build homes in burrows. They also have an innate trait of animal speech granting them the ability to communication with small animals. This is the same as the priest incantation but is limited to small and tiny-sized creatures of the animal kingdom.

Rock gnomes live underground and rarely come to the surface. Rock gnomes have darkvision extending to 20 feet. The relationships between rock gnomes and forest gnomes is quite similar to gold and mountain dwarves. In many cases, these two will build a city that has above and below surface dwellings and share resources.

Deep gnomes live very deep under the earth. They have darkvision with a depth of 90 feet. Further deep gnomes have the stone camouflage trait, which gives the advantage for rolling the stealth DC in rocky or cavernous terrain.

Finally, the ice gnomes, also called barbegazi, live in very cold environments. Their habitats are said to be networks of caves and tunnels accessible near the mountains and glaciers through concealed entrances. The barbegazi resemble the typical gnome except for their larger feet. The ice gnomes are resistant to cold; this is not at advantage but full resistance, which causes cold damage to be halved.

How They See Themselves     How Others See Them
• deeply value learning and engineering     • simultaneously admire and confounded by gnome projects
• as a good judge of character     • expecting gnomes to have intelligent answers and explanations
Height Range: 4-10 to 6-4
Weight Range: 100 lbs to 250 lbs
Start of Puberty: Approximately 13 yrs old
Average Lifespan: 65 years
Maximum Age: 100 years
Movement Rate: 50 feet Walking
Daily Travel: 20 miles
Traits: Diversity
Cultural Points: 9

What sets HUMANS [ˈHJUMƏNZ ] apart from the other playable species is their their ambition. Others find themselves in circumstances that induces one into the adventuring life, but humans, perhaps more than other species, choose the life of adventure. They have a strong desire to be remembered, which lends their societies to develop institutions to pass on legacy. That could be forming tribes in less civilized regions or building nations for more social areas. As such, human culture is almost always lawful and orderly, even if the individuals themselves are not. Despite the organized structures of human society, the single human is often driven by ambition so much that one is inclined to act without reflecting upon the consequences.

Equal to their ambition is the human ability to adapt. Humans move to difficult areas due to their aspirations, but they make those areas livable and finally stable because of their adaptability. Humans live in almost every climate and terrain on the planet. Combined with higher birth rates than most other playable species, humans have spread throughout most lands to be the dominant species, at least by population.

The trait of humans is diversity. As such, a starting human character can acquire any cultural skill and can buy it at the lowest price regardless of which species has the lowest expense. Despite any cultural selections, humans are still limited to a max-starting score of 5 for any sub-attribute.

How They See Themselves     How Others See Them
• as the hero of the story, destined for greatness     • as energetic but also emotional and impetuous
• as innovative and flexible; proud of the human spirit     • see the self-confidence as arrogance
• amicable with other species, curious of other cultures     • respect the tolerance
Height Range: 5-10 to 6-2
Weight Range: 175 lbs to 400 lbs
Start of Puberty: Approximately 8 yrs old
Average Lifespan: 60 years
Maximum Age: 180 years
Movement Rate: 45 feet Walking
  20 feet Swimming
Daily Travel: 18 miles
Traits: Natural Swimmer
  Perception Bonus +1
  Savage Form
Breeds: Cayma, Khaasta,
  Squamata, Yahss-huain
Cultural Points: 10

The human cultures tend to reference this species by rudely calling them “lizardmen;” however, these reptilian bipeds call their species JEN’ESSE [ ʤɛn • ƐSSS ]. These creatures can live for a very long time; however, most grow obese as they age which causes a high mortality rate in midlife. This crocodilian species also has a bludgeoning tail, giving one the savage form trait, which allows them to fight with only their tails. This skill can only be combined with the other combat skills of martial arts and spinning moves. Jen’esse often become effective unarmed fighters. They can swim naturally, as if having the skill; however, all jen’esse must have a Resilience score of 3 or better to traverse the waters. Jen’esse also gain a free +1 on starting Perception and have a sensitivity to vibration; however, the highest Perception can be at the start is 5 points.

The most commonly-known breed of Jen’esse is called cayma. They are so prevalent, most are unaware the Jen’esse have other breeds. The others are khaasta, squamata and yahss-huain. The khaasta have a long evil history, dating back to the abyss and Demogorgon. However, they gain +1 to Agility but suffer -1 to Judgment. Further, they have extremely long tail, which count as a proficient reach weapon, meaning it can strike up to 10 feet away. Further, a khaasta's tail is considered a multiple attack and rolled separately when attacking. If combined with spinning moves the tail can attack a different target. On the downside, khaasta have very short forearms, making archery a physical impossibility for them; however, hand-crossbows can still be employed.

Squamata have browner and more beady scales. They also live in deserts that would be inhospitable for most other species. Because of these harsh conditions, squamata have adapted to become ruthlessly efficient desert predators. Whether basking during the day or hunting in twilight hours, squamata are adept at remaining unseen among the shifting sands, increasing one's Perception DC by +2 to be able to detect them in such terrain. These Jen’esse do not have swimming as a natural skill, but act as if having the center focus skill, although this racial version cannot be used as a prerequisite for skills that build upon it. Further, this removes the Resilience requirement, but replaces it with Will required to be a 3 or higher.

Finally, the yahss-huain are more like serpentfolk than lizards. Yahss-huain have various appearances from nearly human-like to nearly snake-like. As such the GM may not allow this to be a playable breed or may place conditions upon it. These beings can very much a Jen’esse appearance, being bipedal and having two arms, covered in scales. However, many do not have legs. And even some have no appendages. The yahss-huain do not gain the savage form trait; however, instead, they gain combat reflexes. As such, yahss-huain must also have a 3 Agility or better.

How They See Themselves     How Others See Them
• understanding the importance of survival and basic needs     • primitive and underdeveloped
• compare themselves to other by the abilities to hunt, acquire food, locating shelter and avoiding threats     • as feral and not able to have a deep understanding of themselves
• with the importance of addressing the immediate concern     • being uncivil is the explanation of their short life-expectancy
Height Range: 5-3 to 5-9
Weight Range: 120 lbs to 160 lbs
Start of Puberty: Approximately 10 yrs old
Average Lifespan: 50 years
Maximum Age: 75 years
Movement Rate: 55 feet Walking
Daily Travel: 22 miles
Traits: Fall Protection
Cultural Points: 12

The JZAKA [ ƷⱭ • kɑ ] are atavistic humanoids, an excellent blend of human, wolf and panther. Their bodies are covered with black fur, save their faces and manes which vary is color from silvery-gray to brilliant reds. Long, pointy ears and sharp teeth are common among these people. Jzaka often sleep in trees, even while in communities.

Like wild cats, jzaka possess swift, quiet movement, but they can also fall from heights of twenty feet without fear of becoming hurt due to their fall protection trait. Because of the heights, climbing and competition, to survive the early jzaka culture, only the dexterous thrive; as such, all adult jzaka will have at least a 3 Agility score, making it a requirement to play this species. While jzaka do not have darkvision like the terrac species, these people have nightvision, which works similarly to the other. This sense uses the remnants of solar rays that are absorbed by surfaces to visually map an area out to roughly 40 feet. Due to the dependency on the sun, it can only be used above ground. It is even effective indoors but suffers half the visual range. In a subterranean setting, jzaka become as blind as others who have no alternate vision.

Culturally, jzaka tend to rely on their senses and feelings to make judgments. Their keen olfactory is better than humans; however, it is not so great as to offer a bonus on Perception checks, although the hubris of the species believes these senses give them a strong intuition, making it a societal practice to follow one's hunches. This communal attitude has created suspicion of outsiders who are unused to trusting their emotions and feelings. Of course, following these gut instincts often are not successful, which gives those outsiders a perspective that the jzaka are sullen and moody. The jzaka are not really xenophobic like the elves; however, other species tend to avoid their communities because of their lack of order and structure. Most others usually only interact with jzaka when using them as manhunters, trackers and guides.

Their historical lore claims they were once Beastmasters of this area. According to the myth, a small number of jzaka ruled over several animals species who served them naturally, and these animal servants guarded against the foul creatures of the world. However, then came “the Great Disaster,” which changed them from an immortal or spiritual status to what the species is today. Or so their history claims

Jzaka still domesticate and breed animals, although their skills at such are equal to any other species. They will often use hunting birds as well as great cats for tracking and game-hunting. Canines are also domesticated, but oddly the jzaka use dogs like food stock, among other peculiar rituals - such as sacrificial animals in construction for the blessing of a building and other ceremonies, such as births and burials. Smaller dog breeds are typically the only lines tamed among their culture.

How They See Themselves     How Others See Them
• as very intuitive creatures, trusting their feelings for decisions     • emotionally immature and quick to change moods
• as superior beings having suffered a fall into mortality     • suspicious of the jzaka history of their own origin
• believe their senses are so keen as to grant hidden information     • tend to believe that the jzaka’ atavistic side does grant them superior senses
Height Range: 2-9 to 3-3
Weight Range: 32 lbs to 44 lbs
Start of Puberty: Approximately 14 yrs old
Average Lifespan: 100 years
Maximum Age: 150 years
Movement Rate: 45 feet Walking
Daily Travel: 16 miles
Traits: By Breed
Breeds: Hexar, Lightfoot, Surfeit
Cultural Points: 12

NHOBLITS [ NⱭB • lɪts ] are short and small, barely rising above the three-foot mark in height. They have interwoven keratin and cartilage throughout the undersides of their feet, making nhoblits rarely in need of shoes or boots. But due to their size, they have restrictions for weapons that they can use. Like gnomes, nhoblits cannot wield heavy weapons or poles with reach. Further, weapons with the clout property can only be employed two-handed and without the benefits. All strikes from such weapons act as if wielded with one hand by a taller species.

Despite their thick and hairy feet, they are nimble, quick, oddly silent, and considered very lucky. Nhoblits have the nimble trait, which means they can move through an occupied space of a friendly creature of medium or larger size without treating it as rough terrain. Even if the creature is guarding that space, the nhoblits is at advantage on an Agility competition to move through an occupied space. Further, the nimble trait allows a nhoblit to move up to 20 feet at a cautious speed to avoid a flee attack. Further, if a nhoblit can reach a movement rate of only 70 feet, then he or she will be considered to be at rapid speed for the same calculations.

All nhoblits have the chance trait, earning them the reputation of being extraordinarily lucky. Truth is, this trait does make them lucky. This ability allows any nhoblit to re-roll any d20 which scores a natural 1. The re-roll, regardless of the score, must become the applicable die, even when rolling when advantage or disadvantage.

As for languages, most nhoblits are bilingual, speaking govric, the native language of the nhoblits, as well as whatever the human language of those that live near them. There are a few isolated lands where nhoblits do not live within trade proximity of humans. Interestingly enough, regionalized govric typically becomes corrupt as a mixture with the language of humans for many words.

The breeds of nhoblit are lightfoot, surfeit and hexars. The lightfoot nhoblits are the most nimble of all the breeds, granting them the prowler. This grants one an additional +2 bonus to any die roll involving backstab, climbing, lock-picking, sleight of hand and stealth.

The surfeit nhoblits are more hospitable than most and love to eat. Having the gormandizer trait, these nhoblits can effortlessly prepare food (up to eight meals) as if the portions had a bless meal performed on them. However, trait can be used only once without partaking of a long rest.

Hexars are an unusual type having the “schlimazel” trait. Whenever there is a direct interaction with a hexar nhoblit and the opposing creature's roll is an attack against the nhoblit, a Perception check to see the nhoblit or a save/check/competition due to the nhoblit's direct action and when the opponent’s raw score is a natural 20, then the hexar can use a reaction to force instantaneous disadvantage to the roll. This, of course, means second roll must be make and the lower of the two scores must be used. In the case of an attack, only that specific die roll is at disadvantage, not the entire attack. Once used, this luck trait cannot be performed again until after a long rest has occurred.

How They See Themselves     How Others See Them
• as stewards of their small corner of the world, responsible for maintaining the peace and prosperity of the homeland     • as having a lack of ambition and somewhat naive
• as ordinary and unassuming, preferring to stay out of the spotlight.     • unassuming and modest, while also finding nhoblits amusing
• having contentment and being guardians of peace to ensure it endures in a changing world     • as vulnerable and often wish to ensure their safety
Height Range: 5-7 to 6-8
Weight Range: 150 lbs to 250 lbs
Start of Puberty: Approximately 9 yrs old
Average Lifespan: 55 years
Maximum Age: 75 years
Movement Rate: 50 feet Walking
Daily Travel: 20 miles
Traits: Darkvision
  Natural Fighter
  Orkane Blood
  Strength Bonus +1
Cultural Points: 10

The vile and violent orcs are known for their pillaging behavior. During raids, the raping of women is not uncommon. Despite most species being unable to breed, orcs are an exception due to the trait of orkane blood which permits the cross-breeding of an orc with virtually any other species in the anthropoid kingdom. After these raids, sometimes pregnancy results. An offspring of this type is known as a SUB-ORC [ sʌb • ƆRK ].

Orkane blood not only allows fertilization, but the orc dominance of hereditary is passed on disproportionately. Thus if a sub-orc finds his or her orkane kind and mates with another orc, the offspring will be considered a full-blooded orc. Should the sub-orc mate with a human, the offspring is another sub-orc.

The unique combination of heredity produces a descendant with a +1 bonus to the Strength score. Despite this bonus, the sub-orc never gains starting superiority in any single sub-attribute. No starting score value can be greater than 4 points.

Another thing that occurs in the sub-orc is the natural fighter trait, which essentially allows a free skill of either melee or ranged fighting when starting the character. Sub-orcs are usually around 6 feet tall but might grow as large as 6-6. Finally, sub-orcs inherit the darkvision trait from their orkane side; however, the range of vision extends only to 15 feet.

How They See Themselves     How Others See Them
• often grappling with issues of identity due to their mixed heritage     • many find the sub-orc as an abomination
• required to prove one’s worth, especially when threatened     • as the type who reacts with frustration and violence when stressed
• having strong and loyal bonds with those few allies and friends     • see the sub-orc only being successful due to the help of others
Height Range: 4-10 to 5-6
Weight Range: 90 lbs to 160 lbs
Start of Puberty: Approximately 5 yrs old
Average Lifespan: 50 years
Maximum Age: 80 years
Movement Rate: 40 feet Walking
  60 feet Swimming
Daily Travel: 20 miles
Traits: Amphibious
  Natural Swimmer
Cultural Points: 12

TRITONS [ TRAɪ • tənz ] are an amphibious species who prefer to live in the salt water ocean depths, building small settlements beside deep trenches and other dangerous sunken locations. However, as they are able to breathe both underwater and above it, a few visit and even live outside the water. Unlike the aquatic elf, the triton has an easier time living on the land. They do not have water reliance; however, being amphibious tritons do require double the daily hydration as other playable species -- or roughly one full gallon of water daily.

Due to most of their cultural living being in the depths of the oceans, tritons have developed darkvision, allowing them to see in non-magical darkness out to a range of 90 feet. Other roles this species has taken on as a society is to consider themselves the guardians of the certain sea creatures. Those which have been decreed by the king to be sacred cannot be hunted by tritons or others within the waters under triton control. This means that humans sailors and even aquatic elves are frequently challenged when fishing or hunting in certain waters. Further, harm from naval dumping of waste products, dead animals, food scraps, sewage and cinders are considered crimes and acts of injustice by the tritons. Occasionally, sailing ships have been boarded by tritons and the sailors charged by tribunal with crimes of pollution, conspiracy and endangerment.

Typically, tritons respond to marine threats by other species defensively; however, there are a few sects in their culture who act independently from the Crown using radical techniques. Some of raided human port cities, not to plunder but rather vandalize with clumps of toxic algae, drums of volcanic ash, write threatening messages with mangrove decay, and hurl seabird guano.

How They See Themselves     How Others See Them
• living in a better and divinely-inspired form of government, the monarchy     • with suspicion that triton politics are a ruse for power and control
• as protectors of the sea and recognize the land-dwellers can be inadvertent threats     • as egotistical guardians who create inconveniences and unnecessary threats
• though having different weapon forging methods, triton believe their military is superior to any land creature     • acknowledge the skill and pride of the triton military, but see them as overconfident