Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Character Basics 
 Character By The Numbers

Character By The Numbers

Character creation is both simple and complex. Building the mechanics and applying numbers is easy, perhaps even monotonous. Planning the goals of the character, knowing what his or her aspirations are, that is a bit more difficult. The goal is to have a persona that is interesting, challenged and flawed with hopes and dreams that may achieved or dashed based on the story and decisions from it. A player's character doesn't have to be likable, but it should be one with which others connect and appreciate. Being something more than just a dataset of numbers is the larger point when creating a character.

Attribute Stats

ScoreModifier ScoreModifier
1-5 13+1
2-4 14+2
3-4 15+2
4-3 16+3
5-3 17+3
6-2 18+4
7-2 19+4
8-1 20+5
9-1 21+5
100 22+6
110 23+6
12+1 24+7
   25+8
 

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, faith and creativity.

These three attributes are the compounds of other sub-attributes. 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. The range of the sub-attributes is from 1 to 25, with the values having different modifiers.

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

All starting characters begin with sub-attribute values of 8 in each score. A total of 7 points can be added to any of these values; however, the limit is any single sub-attribute can receive at most 4 points during this start-up adjustment. The sub-attribute scores will then be modified further once a species is chosen. The additional species adjustment is not subject to the 4-point limit explained above.

As stated above, the three primary attributes consist of three sub-values. Body, Mind and Spirit represent the health of those three aspects of a being. If being depleted, then a character may die. The most common example is Body, which acts like hit points of a creature. However, it is possible for a Mind and Spirit death to occur as well. Details about this later.

How is the score value determined for the three primary attributes? The short answer is the player no longer calculates this; instead, the digital character sheet handles it. The longer answer is it is a mathematical formula based on the three sub-attributes that encapsulated by it. The function is not linear; therefore, the greater the sub-attribute score, the more increase in the calculation. All this said, one can expect the value of the scores for Body, Mind and Spirit for a starting character to be between five (5) and eighteen (18). That top-end value would likely indicate that all the adjustments were used only for one primary attribute, leaving the other two at the minimum. This is perfectly fine as favor should be given based on the archetypal role of the character; however, an extreme indulgence will leave that starting character vulnerable in the other two areas. It also means the thresholds to be discussed next may also be at risk as well.

NEW to Enchanted Realms version 3 are thresholds for these three attributes. These are Pain, Anxiety and Spite. When damage is inflicted to one of the attributes, these three thresholds are potentially challenged as well. Further, there are methods of inflicting values against the thresholds without damaging the primary attribute. This obviously opens up the option for new tactics to overpower an enemy.

Pain is likely the easiest to understand. As said, Body is akin to hit points or one's physical brokenness, but Pain is more about whether the physical body can function at peak performance. If a being experiences too much Pain, then it fatigues, swings become weaker and less accurate, speed is reduced and lifting power reduced, as well as attacking with disadvantage. For the Mind, Anxiety lowers the effectiveness of sorcery and awareness checks. Spite diminished divine prayer and will power. Inflicting these methods makes it possible to incapacitate an opponent without every harming it, provided one knows how to deliver this type of unwounding damage.

The calculation for these is also managed in the digital character sheet, but it is rooted in a combination of the sub-attributes as well. The maximum Pain tolerance before being unable to function is the average of Resilience and Will. For Anxiety it is the average of Logic and Muse, while the max Spite tolerance is the average of Faith and Judgment. Penalties of disadvantage occur at the halfway point. As a result, among the primary attributes and these thresholds, there really is no “dump stat” but rather choices of where one will have exposed weaknesses.

Species Overview

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 the differences for attributes and other factors when choosing one of the twelve species which a player character can be. If the sub-attribute is adjusted at start up, it will be listed first. If that sub-attribute isn't adjusted, it will be noted with ∙ , a small bullet. The second number which is in [brackets] represents the maximum value that the species cab be improved to by natural means.

 SpeciesSTRAGILRESILLOGICPERCJUDGWILLFAITHMUSE
Batfolk ∙  / [18] +1 / [19] ∙  / [18] ∙  / [20] ∙  / [20] ∙  / [20] -1 / [19] ∙  / [20] ∙  / [20]
Dwarf ∙  / [20] -1 / [17] +2 / [21] ∙  / [20] -1 / [19] ∙  / [20] +1 / [21] ∙  / [20] ∙  / [20]
Elf ∙  / [18] +1 / [20] -2 / [17] ∙  / [20] ∙  / [20] ∙  / [18] ∙  / [18] ∙  / [17] ∙  / [20]
Equirda -2 / [17] +2 / [21] ∙  / [19] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] -1 / [18] -1 / [18]
Gnome -1 / [18] ∙  / [18] ∙  / [18] +2 / [21] -1 / [18] ∙  / [20] ∙  / [20] ∙  / [20] +1 / [21]
Gryf ∙  / [20] +1 / [20] -2 / [18] ∙  / [20] ∙  / [20] ∙  / [20] -1 / [19] ∙  / [20] ∙  / [20]
Human* ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20]
Jen’esse +1 / [20] +1 / [20] +1 / [20] ∙  / [18] ∙  / [20] -1 / [17] ∙  / [20] ∙  / [20] -2 / [17]
Jzaka -1 / [19] +1 / [21] ∙  / [20] ∙  / [18] +1 / [22] ∙  / [20] ∙  / [18] ∙  / [18] -2 / [17]
Nhoblit -2 / [16] +2 / [19] ∙  / [18] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [20] +1 / [20]
Orkane +2 / [21] ∙  / [19] ∙  / [21] -1 / [18] ∙  / [19] -1 / [18] +2 / [20] ∙  / [18] -1 / [18]
Triton ∙  / [20] ∙  / [20] -1 / [18] ∙  / [20] ∙  / [20] ∙  / [20] ∙  / [19] -2 / [17] ∙  / [18]
  * A Human character is granted +2 bonus points applied by player choice. Further explanation below.

Traits

Before going into the details of each of the playable species, a quick word about what a trait is needs to be mentioned. The entire list can be found in the appendix (to-do: add link), but these are common abilities that a species possess for being born of that ilk. Although not a playable race, a simple example would be a raven has the natural flyer trait. Thus, it is the same for the species, as some have innate abilities and senses due to their lifesong makeup. Further, certain monsters will have traits that are not part of the playable set. Unless otherwise state, traits are passive conditions which constantly exist and do not require an action or stated intent to use.

Batfolk

Kingdom: Atavistoid
Phylum: Ornithoid
Size: Small M F
Height Range: 4-0 to 4-8 4-5 4-2
Weight Range: 72 lbs to 94 lbs 85 75
Start of Puberty: Approximately 7 yrs old
Average Lifespan: 50 years
Maximum Age: 60 years
Movement Rate: 30 feet Walking
  50 feet Flying
Daily Travel: 16 miles
Traits: Echolocation
  Marginal Flight
  Savage Fighting
  +1 Agility
  -1 Will
Breeds: Flower
  Fruit
  Vampire
Cultural Points: 1200

 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 30 feet and can fly at a movement rate of 50 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 but only once per combat round). If not in combat, the effects of echolocation last for around 10 to 12 seconds. This briefly activates a part of their brains which gives them synesthesia for a few seconds, effectively allowing them to “see” sound.

When creating a starting character as the batfolk species, there are a few sub-attribute adjustments to be made. They gain +1 to Agility [13], but suffer -1 to Will [11]. The number in brackets from the previous sentence is the maximum starting value for that stat. Further, batfolk due to their size have stat limitations. Strength and Resilience cannot naturally exceed a score of 18, and even the enhanced Agility has 19 as the capped value for the species.

Batfolk have claws, they cannot naturally use them effectively. However, should a batfolk learn martial arts, then he or she gains a free savage fighting 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.

Batfolk
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

Dwarves

Kingdom: Anthropoid
Phylum: Terrac
Size: Medium M F
Height Range: 4-0 to 4-6 4-4 4-2
Weight Range: 135 lbs to 180 lbs 160 150
Start of Puberty: Approximately 10 yrs old
Average Lifespan: 70 years
Maximum Age: 135 years
Movement Rate: 30 feet Walking
Daily Travel: 16 miles
Traits: Armor Encumbrance
  Darkvision
  Poison Advantage
  -1 Agility
  +2 Resilience
  -1 Perception
  +1 Will
Breeds: Arctic Cold Advantage
  Gold  
  Mountain  
Cultural Points: 1100

 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 have several sub-attribute adjustments. They lose -1 from Agility [11], gain +2 to Resilience [14], suffer -1 to Perception [11], and +1 to Will [13]. The number in brackets in the previous sentence is the maximum starting value for that stat.

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.

Dwarves
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

Elves

Kingdom: Anthropoid
Phylum: Sylvan
Size: Medium M F
Height Range: 5-0 to 5-8 5-5 5-2
Weight Range: 88 lbs to 136 lbs 115 100
Start of Puberty: Approximately 18 yrs old
Average Lifespan: 140 years
Maximum Age: 220 years
Movement Rate: 45 feet Walking
Daily Travel: 22 miles (24)
Traits: Enhanced Hearing
  Short Sleeper
  Weather Omen
  +1 Agility
  -1 Resilience
Breeds Aquatic Amphibious
  Dark Require Sleep
  Grae +1 Logic
  Snow Cold Defense
  Woodland Weapon Intuition
Cultural Points: 1100

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 a result of this trait, 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; further, 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 check when sound or listening is involved.

Elves have different breeds as well: aquatic elves, dark elves, grae elves, snow elves and woodland elves. All of these have slight variations from each other. At the moment, the first two in the list will be skipped as those require GM-permission to be considered playable for various reasons.

Grae

The grae elves are the most arrogant and haughty of all the elfin species and are often considered difficult and standoffish. This is due to an instinctive sense of superiority to others -- even to other elves. individuals vary, but there is a stereotype due to the consistency of conceit. The irony is that the grae elf is also the least ethnocentric and the most common breed found in urban cities of other species.

In the culture of grae elves, sorcery holds a high importance to their customs; thus, nearly all grae elves will use one of their Cultural Points (explained later) 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. Because of this tradition, the pattern of breeding has given the grae elf a +1 bonus to Logic for the starting character as well. However, this has come at a price, as this breed is not as fleet of foot, only having a movement rate of 40 feet, equal to that of a human.

Snow

Snow elves have albino skin. Their eyes have albino characteristics as well, ranging from pink to very light hues of blue. Due to a little diversity and inner breeding, a few snow elves may have streaks of color in their hair, but most of it is white. Snow elves keep all the standard elfin traits but have some minor adjustments due to their native climate. They possess a cold defense trait which grants them a +1 bonus to Defense against cold attacks. It will be applied above and beyond all other bonuses calculated whether due to material, magic or other means. On the flip side, they suffer a fire vulnerability trait as well, which works the same way but as a -1 penalty against fire and heat-based attacks.

Woodland

Woodland elves, sometime just called 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 breed 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 are no additional bonuses 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.

Aquatic

Returning to the first two breeds. These were held until the end as often a GM may not considered these breeds to be playable. Aquatic elves are amphibious but also 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, which is one reason players and GMs may not like this breed being anything other than NPCs. Further, being amphibious, aquatic elves can breath in the air and as well as underwater. Their movement rate is 45 feet either on land or when swimming.

Dark

Dark elves are evil. They have an evil energy that exists within their lifesong. Of course they have free will and intelligence of choice, but the organic evil that exists within them drives the majority of those choices and influences their instinctive desires. For this reason, they are not a desired breed to play by many GMs, but if running an evil campaign, they make an excellent addition.

Dark elves, however, have many adjustments from the others. First, they have lost the short sleeper trait, meaning they are subject to the effects of sleep magic and require a full 8 hours of rest. However, one of the great benefits of the dark elves is that their living in the Shadow Dark has given them some of the best darkvision of all creatures, as theirs extends out to 120 feet and can distinguish color. Further, the dark elves have innate magic allowing each see as if under a detect magic spell when using an action to activate it. Also, this special discernment can be used only once before needing a long rest before having the capability again.

Elves
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

Equirda

Kingdom: Atavistoid
Phylum: Taurian
Size: Medium M F
Height Range: 4-6 to 5-6 5-2 4-10
Weight Range: 115 lbs to 200 lbs 170 135
Start of Puberty: Approximately 10 yrs old
Average Lifespan: 60 years
Maximum Age: 100 years
Movement Rate: 50 feet Walking
Daily Travel: 24 miles
  Sure-Footed
  Terrain Connection
  Weapon Intuition
Traits: -2 Strength
  +2 Agility
  -1 Faith
  -1 Muse
Cultural Points: 1200

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 beginning stat scores, equirda gain +2 to Agility [14], but they lose -2 points Strength [10] and -1 to Faith and Muse each [11]. The numbers in brackets represent the highest starting value.

Equirda 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 having bonuses if 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, which might be why they are further known for their use of bows and other ranged weapons. As for the game mechanics, a creature of this species will act with weapon intuition with any ranged weapon. This trait works the same way as it does for the woodland elf. Moreover, equirda 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.

Equirda
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

Gnomes

Kingdom: Anthropoid
Phylum: Terrac
Size: Small M F
Height Range: 2-10 to 3-6 3-3 3-2
Weight Range: 36 lbs to 52 lbs 45 40
Start of Puberty: Approximately 12 yrs old
Average Lifespan: 90 years
Maximum Age: 180 years
Movement Rate: 35 feet Walking
Daily Travel: 18 miles
Traits: By Breed
  -1 Strength
  +2 Logic
  -1 Perception
  +1 Muse
Breeds: Deep
  Forest
  Ice
  Rock
Cultural Points: 1400

Like dwarves, GNOMES [ NOƱMZ ] are another terrac species. They tend to live in subterranean environments, but they are thinner and smaller than their dwarven cousins and are closer in size to nhoblits. Gnomes average height is slightly over 3 feet, and they weigh 40 to 45 pounds on average. 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 +2 to the Logic score [14] and +1 in Muse [13] as a starting character; however, a gnome loses -1 in both Strength and Perception. Perhaps those large eyes don't work as well as they appear, or perhaps the creative thoughts in a gnome's mind constantly distracts one.

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.

Forest

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

Rock gnomes live underground and rarely come to the surface. Rock gnomes have darkvision extending to 30 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

Deep gnomes live very deep under the earth in a terrain called the Shadow Dark. 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. This does not grant a stealth skill, merely grants advantage on the roll.

Ice

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. However, due to the rarity of one of these types of gnomes leaving the home climate, this breed will not be permitted as a playable one by several GMs.

Gnomes
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

Gryf

Kingdom: Atavistoid
Phylum: Ornithoid
Size: Medium M F
Height Range: 5-6 to 5-10 5-8 5-8
Weight Range: 90 lbs to 115 lbs 100 110
Start of Puberty: Approximately 7 yrs old
Average Lifespan: 50 years
Maximum Age: 90 years
Movement Rate: 45 feet Walking
Movement Rate: 25 feet Gliding
Daily Travel: 24 miles
Traits: Fall Protection
  Natural Climber
  Sure-Footed
  Terrain Adpaptation
  +1 Agility
  -2 Resilience
  -1 Will
Cultural Points: 1000

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 25 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 the trait of 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, at least in their native environment. All of this contributes to the gryf being natural climbers, which effectively gives a free climbing skill.

If creating a starting character who is a gryf, then the character will gain +1 to Agility [13]. On the downside, -2 is taken from Resilience [10] and -1 from Will [11]. The numbers in brackets are the highest starting value in that stat.

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.

Gryf
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

Humans

Kingdom: Anthropoid
Phylum: Primeling
Size: Medium M F
Height Range: 4-10 to 6-4 5-7 5-3
Weight Range: 100 lbs to 250 lbs 165 115
Start of Puberty: Approximately 13 yrs old
Average Lifespan: 65 years
Maximum Age: 100 years
Movement Rate: 40 feet Walking
Daily Travel: 20 miles
Traits: Diversity
  +2 as desired
Cultural Points: 900

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 the humans is diversity. Due to their ability to adapt, this is translated as an ability to learn quickly and/or to learn atypical skills easily. As such, a starting human character can acquire any cultural skill (explained later) at the lowest offered price to any culture. Further, a human starting character gains +2 points which can be attributed to any stat; however, humans are still limited to [12] as the maximum starting score.

Humans
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

Jen’esse

Kingdom: Atavistoid
Phylum: Saurian
Size: Medium M F
Height Range: 5-10 to 6-2 6-0 6-0
Weight Range: 175 lbs to 400 lbs 200 200
Start of Puberty: Approximately 8 yrs old
Average Lifespan: 60 years
Maximum Age: 180 years
Movement Rate: 35 feet Walking
  20 feet Swimming
Daily Travel: 18 miles
Traits: Natural Swimmer
  Savage Fighting
  Tremorsense
  +1 Strength
  +1 Agility
  +1 Resilience
  -1 Judgment
  -2 Muse
Breeds: Cayma
  Khaasta Limited Range
  Squamata Desert Terrain
  Yahss-huain Morphology
Cultural Points: 1000

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. Once exceeding around 60 years of age, the Jen’esse start to gain a few (d6) unshed pounds each year. This causes those who break the 270-lb barrier to be classified as a large creature, gaining all the benefits that come with the size change; however, this greatly slows the individual as well. Those in the large category walk and swim with a base ten (10) points lower than the norm [25/10]. Further, reactions (explained later) are reduced to every other round rather than once each round.

This crocodilian species also has a bludgeoning tail, giving one the savage fighting 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.

The Jen’esse have excellent physical prowess. Starting characters gain +1 in Strength, Agility and Resilience [13]; however, this species has often been viewed as primitive due to the lack in other areas. Judgment suffers [11] at start up [11], while Muse has a -2 loss [10]. Further, the maximum a Jen’esse can improve its Judgment or Muse score is [17]; Logic is likewise limited to [18].

Despite the negative reputation, the Jen’esse culture has modernized to a close equivalent to those of other species. Blacksmithing and iron use is still relatively new, but stone and bone weaponry were relinquished in Jen’esse lifestyle about half a century ago. That said, there are still elders who retain the archaic style for traditional pride.

Cayma

The most commonly-known breed of Jen’esse is called cayma. They are so prevalent, most non-saurians are unaware the Jen’esse have other breeds. When one thinks of a “lizardmen,” this is the stereotype of Jen’esse that comes to mind.

Khaasta

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 yet another +1 to Agility but also suffer further -1 to Judgment as well. Further, the khaasta have extremely long tails, 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 and hurling always at disadvantage; however, hand-crossbows can still be employed normally.

Squamata

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 the Comp value required on a Perception check to become 2 points higher to detect them in such terrain. These Jen’esse do not have swimming as a natural trait, but act as if having the center focus skill, although this breed-version cannot be used as a prerequisite for skills that build upon it.

Yahss-huain

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 fighting trait; however, instead, they gain combat reflexes. As such, yahss-huain must have a score of 10 Agility or better if building a starting character.

Jen’esse
How They See Themselves     How Others See Them
• understanding the importance of survival and basic needs     • primitive and underdeveloped, often with prejudice
• 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

Jzaka

Kingdom: Atavistoid
Phylum: Carnivoid
Size: Medium M F
Height Range: 5-3 to 5-9 5-7 5-4
Weight Range: 120 lbs to 160 lbs 140 130
Start of Puberty: Approximately 10 yrs old
Average Lifespan: 50 years
Maximum Age: 75 years
Movement Rate: 45 feet Walking
Daily Travel: 22 miles
Traits: Fall Protection
  Nightvision
  -1 Strength
  +1 Agility
  +1 Perception
  -2 Muse
Cultural Points: 1000

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 in color from silvery-gray to brilliant reds. Head hair varies in its thickness as well. Some lineages are nearly bald and hairless on the face, while others retain a very bestial appearance. 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 ten 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 have an adjustment to the Agility score. In fact, the requirement to play this species is to have a starting minimum of 11 in the sub-attribute, but it could be started as high as [13]. Starting jzaka characters gain +1 for Perception [13] as well. However, this species is not as naturally strong as many of the others, suffering a -1 to Strength [11]. Further, due to the animal instincts, the jzaka tend not to be overly creative, suffering -2 to Muse [10]. Finally, while not directly penalized at the starting value, certain attributes Logic, Will, Faith and Muse all have lower than normal maximum limits.

While jzaka do not have a darkvision trait 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. Moreover, nightvision uses sensitivity to light to operate; thus, unlike darkvision, using other light sources will ruin it from being used.

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 further bonuses 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, and 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.

Jzaka
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

Nhoblits

Kingdom: Anthropoid
Phylum: Primeling
Size: Small M F
Height Range: 2-9 to 3-3 3-0 2-10
Weight Range: 32 lbs to 44 lbs 38 34
Start of Puberty: Approximately 14 yrs old
Average Lifespan: 100 years
Maximum Age: 150 years
Movement Rate: 35 feet Walking
Daily Travel: 16 miles
Traits: By Breed
  Chance
  Nimble
  -2 Strength
  +2 Agility
  +1 Muse
Breeds: Lightfoot Prowler
  Surfeit
  Hexars
Cultural Points: 1200

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, indicating advantage (an extra d6) when attempting to move silently. They live in decorated holes in the ground or dug into the side of small mounds. These people are very similar to those of the famous Tolkein novels.

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.

Adjustments for a starting nhoblit characters are -2 to Strength [10], +2 to Agility [14], and +1 to Muse [13]. The values in brackets indicate the maximum starting value for that sub-attribute.

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, and are able to occupy that same space with an ally at the end of movement. Even when a creature is guarding a hex-space, the nhoblits are 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 65 feet (rather than the normal 75), 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. When rolling when advantage or disadvantage, the re-rolled die replaces the natural 1, but it still follows the rules of the better or worse rule of the condition.

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.

Lightfoot

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

Surfeit

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, and of course it assumes a stocked kitchen in a civil area. If used on the road for an adventuring party, the blessing is limited to four people.

Hexar

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 specifically targeting the nhoblit, the enemy rolls a Perception check to notice the nhoblit, or the opponent rolls a save/check/competition due to the nhoblit's direct action and when the opponent’s raw score is a natural 20 (natural 12 for competition), then the hexar can use a reaction to force instantaneous disadvantage to the roll. This, of course, means a second roll must occur 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; however, this will potentially spoil a crit strike. Once used, this luck trait cannot be performed again until after a long rest has occurred.

Nhoblit
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

Orkane

Kingdom: Anthropoid
Phylum: Mongrel
Size: Medium M F
Height Range: 5-7 to 6-8 6-2 5-10
Weight Range: 150 lbs to 250 lbs 200 170
Start of Puberty: Approximately 7 yrs old
Average Lifespan: 50 years
Maximum Age: 70 years
Movement Rate: 40 feet Walking
Daily Travel: 20 miles
Traits: Darkvision
  Natural Fighter
  Orkane Blood
  +2 Strength
  -1 Logic
  -1 Judgment
  +2 Will
  -1 Muse
Strain: Baazuuk
  Sub-Orc
Cultural Points: 700

An ORKANE [ ƆR • keɪn ] is the offspring from an inter-species breeding where one parent had the orkane blood trait. The subdivisions of the various types are not called “breeds” as with other species. For this grouping the less-than-complimentary term “strain” is used, which indicates how most of the civilized world views the orkane. Some societies of legalized the basic rights of the orkane, based on sympathy of being a victim; however, most natural emotional response from encounter one is not positive.

The reason behind this is because orcs are vile, violent, and nearly universally hated by civilized societies. While having shown potential for becoming civil, the innate evil in their monstrous blood seems to have held back any acculturation, leaving their communities decentralized and tribal. With all of these factors in play, orcs pillage frequently. During raids, the raping of women is not uncommon. Despite most species being unable to breed, orcs have orkane blood which permits the cross-breeding with nearly any other species in the anthropoid kingdom and even atavistoid species as well. After these assaults, pregnancy is not uncommon. Should the child be born, it is known as a sub-orc.

Orkane blood is a peculiar phenomenon, especially in a world of non-scientific heredity. This trait not only allows fertilization, but the orc dominance of hereditary is passed on disproportionately. Thus if a sub-orc 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.

Sub-Orc

The sub-orc will be stronger than the typical member of other species, gaining +2 to the Strength score [14]. The can also be as stubborn as a dwarf, perhaps even more, and gain +2 to Will [14]. However, the orkane suffer -1 in each of the sub-attributes of Logic, Judgment and Muse [11].

Additional benefits of the sub-orc is he or she is a natural fighter, which essentially allows a free skill of either melee or ranged fighting when starting the character at no cost of cultural points (explained later). Sub-orcs are usually around 6 feet tall but might grow as large as 6-6. Finally, sub-orcs inherit the darkvision trait from the orc parent; however, the range of vision extends only to 15 feet.

Baazuuk

There is another strain of orkane called the baazuuk. Even as uncommon as a surviving sub-orc is, the baazuuk is even more rare. Their appearance as an orkane species has been only recently occurred, as worshipers and cultists of Asmodeus performed bizarre rituals with orc women used as barter. The heredity began with the cross-breeding barbazu devils with orcs. Only being few in number as residuum of those ceremonies, the baazuuk learned they could procreate with one another. Due to rapid development, these orkane have grown into a recognized population, at least in the region of their origin.

The baazuuk are still tribal and mostly outcast by humans, elves and dwarves, who control most of the governing cultures of the world. Often the are seen as pure monsters due to their lineage. However, something odd occurred during their development. Despite the odds, the inborn evil of their lifesongs disappeared. The orkane are still quite prone to violence and a tribal mentality, but this is more cultural and influenced by nurture rather than something in a baazuuk's true nature. As a result, some baazuuk become disenchanted with their clan and leave to pursue other goals. Requiring a bit of disguise or coverings, but these waifs can pass as sub-orcs and occasionally accepted in certain civilized communities.

The baazuuk also carry orkane blood, meaning any offspring one has will always be any baazuuk. However, unlike the sub-orc, a starting baazuuk character does not gain any of the sub-attribute bonuses for Strength or Will; however, one still inflicts the penalties. However, the darkvision of a baazuuk is the full 60 feet. Finally, another comfort granted to the baazuuk is his or her fire reception. A baazuuk gains +2 points of Defense against fire and also reduces 1 point of fire damage inflicted per strike or event.

Sub-orc
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

Tritons

Kingdom: Atavistoid
Phylum: Ichthyoid
Size: Medium M F
Height Range: 4-10 to 5-6 5-3 5-0
Weight Range: 90 lbs to 160 lbs 135 110
Start of Puberty: Approximately 5 yrs old
Average Lifespan: 50 years
Maximum Age: 80 years
Movement Rate: 30 feet Walking
  60 feet Swimming
Daily Travel: 20 miles
Traits: Amphibious
  Darkvision
  Natural Fighter
  -1 Resilience
  -2 Faith
Cultural Points: 1200

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 the surface and a scarce number 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. Additionally, their inborn sense grants usage of combat weapons via the trait of being natural fighters. A triton gains a free melee fighting combat skill; however, it would be rare for one to fight with a weapon that is not easily wielded under the water's surface.

When starting a new character as a triton, the sub-attributes adjusted are Resilience [11], which suffers a -1 penalty. A harsher -2 penalty is taken from one’s Faith score [10]. The numbers in brackets are the maximum starting value for those stats.

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 have 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.

Triton
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