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The Races

The Humans

  • City
Just as the name suggests. The common men and women of the cities. Born to use of the technomagical items of the creators, as well as the more powerful pure magick. Their skills in the wilderness might be left wanting, but they more then make up for it in other endeavors.
  • Tribal
Some call them savages, some barbarians, and yet they consider themselves more civilized then the cities. Impossible to say who is right. They have learned to survive off the land, care for the land, and allow the land to care for them.
  • Sol
Karsadia is indeed a selective world. And some might even say an intelligence of itself. Some humans are born with heightened abilities and once this is discovered they are either usually killed on sight for being abmoniations, or promoted as the elite of the ruling order.
Some believe that the very nature of the Sol is to bring Karsadia into the next age, a people who can arise to any situation and handle it with ease. The Sol are completely immune to natural disease, and even while young it is virtually impossible to break any of their bones, they get to roll their Health +3 to avoid the bone breaking. In addition, each Sol gets a +2 modifier to any roll involving bringing morale to his followers and inspiring them.
One of the main disadvantages that is shared among all the Sol is that each is filled with pride. If they are able to use their profession or evolved ability to perform an action, they will not rely on a magic item to do it. A warrior with claws or extreme skill with martial arts would never consider using any weapon, let alone a magickal one. A winged Sol, even if Gifted, would never rely on his arts to help them travel any distance short of planar travel. Sol are born to Human or Laridian parents. A Sol mating with either, or another Sol has a chance of producing a Sol offspring, but it is not generated. It is believed only 1 out of every 500 Human or Laridian children will be Sol. With one Sol parent 1 out of every 250 are born Sol, those not are of the other parents heritage. With both parents being Sol, 1 out of every 100 are born as Sol, the rest as Human.
The Elves

  • Wyld
The woods still have their protectors. Hidden cities in the trees, filled with the Wyld ones. Nothing can invade their home without going through them. The Seraphim await their sign, the Shadow await the world to become enlightened, the Wyld just wish the rest of the world would leave them alone. Many take to tattooing themselves, this is done to help identify themselves to each other without the need for words. A few of the Wyld have been known to leave their wooded home to venture and learn in the outside world.
All Wyld Elves are blessed with +2 resistance to natural diseases and illness due to their extreme exposure in the open. They also have infravision equal to 20 feet per Health level.
  • Shadow
Their dark-skin and habits have made many think they are evil incarnate. Many die trying to prove that wrong. These elves seek only to live in peace with their cousins as they used to before they were cursed to live in the shadows. But some have become what they were thought to be, only to become far, far worse.
All Shadow Elves have an innate immunity to all magic that is essentially shadow in origin. In addition they have learned to adapt to their new world of shadows and are able to see in total darkness as well as in direct sunlight and also retain their Elven infravision, which is 25 feet per Health level.
  • Seraphim
Legends tell of them as angels and protectors of the innocent. In the past they reveled in that status. But the age has grown more dangerous, and they can no longer afford to stand so idle, and only a few can no longer make a difference. They await in their crystal castle for the sign of their Lord. And when that sign comes, the heavens will rumble with their crusade.
All Seraphim are blessed with +2 resistance to natural, as well as magical, cold due to their extreme exposure to colder weather while living in their Crystal Castle. They also have infravision equal to 20 feet per Health level. Their final blessing that all Seraphim have of course is their wings, these allow them to fly for 30 minutes per Health level. Their disadvantage being that they are unable to make use of most armor they might find due to their wings and typically have to have each suit custom made for them.

Game Note: Though they do not call themselves Elves, they are still kin and cousin to the other Elven breeds, and anything that affects Elves in general also affect the Seraphim.

  • Rune
The majority of the elves that live on Karsadia. Scattered between woodland cities, and more advanced regions. Their innate magickal prowess and near-immortality has gifted them with most of the knowledge of the Creators. All Rune Elves have the blessing of an unnaturally long life span, even in comparison to other elves. In addition, they have adapted to their lower average strength compared to their cousins and have trained each of their own to become more proficient with the bow and the magickal arts. Each Rune Elf gains a +1 bonus to all rolls involving their use of bows and magick. And their final trait is that each has infravision equal to 30 feet per Health level.
The Others

  • Dwarves
Where are the Elves have domain over the woods and wild, the Dwarves have taken their place in the mountains and stone. Creators of wonders that rival those of Katarns' students. The Dwarves have remained fairly neutral over the years, watching as others have fought without cause and died without need. But when it does come time for the Dwarves to fight, they rage into combat, trambling anyone who gets in their way.
Odin granted the knowledge of runes to the Dwarves long ago, and with this knowledge they have made their fortunes. Among the Gifted, Dwarves can only be Creators, and then they only have access to Technomancy. But they only increase their Experience per Rank Point by 10, and gain an additional spell and two additional Dwarven Runes. Most Dwarves belong to a clan. All the great clans are listed below in brief, and the Dwarf can choose to be a member of one at no cost, but it is not required.
  • Dragoons
When Karsadia was young it is said that Dragons filled the skies. But those days are long since passed and now only Dragons are rarely seen. But when they were more prominent in the lands they commonly took the form of humanoids and melded into regular society. Over time some offspring were born, part dragon, part not. Their Dragon parent usually ensured their acceptance into society.
While the Dragons are no longer as common, their children, self-named Dragoons, have become part of Karsadia. Their nature still so like their parents, they never took their own land as a whole, but prefer to stake out territory, even in a city or out in the wilderness.
All Dragoons receives a +2 to resist any fire, magickal or otherwise. Dragoons are also born with infravision and nightvision of 30 feet per Health Level. Each Dragoon has leathery wings which may carry them as fast as they may run, for 45 minutes per Health Level.
A Dragoon may mate with any humaniod being, and the child will be a Dragoon, though some heritage signs of their other parent might be visible, such as a much-shorter Dragoon from a Goblin or Pixie parent, or feathery wings instead of leathery wings due to a Seraphim parent. Never has a Dragoon been known to die a natural death.

Game Note: Anything that will affect a Dragon will affect as Dragoon just as well.

  • Sylvan Faerie-folk
The faerie-folk is more of a broad term for several different races, though all most similiar in many ways. Among them are counted the Pixies, Sprites, Brownies, Sidhe, Dryads, and many more. Pixies prefer the company of the tall-folk, usually playing the role of jester, entertainer, and some more adventerous ones, scouts. Sprites are the counterparts to the Pixies, themselves prefering the woods and the company of animals. Brownies will mingle in whenever they can find fun and pleasure, reveling in their abilties to use their tricks to make the tall-folk appear foolish. The Sidhe are the ambassadors of the faerie-folk to the tall-folk, nobles and lords alike. Dryads are the fae of the woods, where Sprites tend to the animals, Dryads tend to the plants.
  • Shapeshifters
Some cursed from dark deeds, some born. Those that are born tend to take over regions of wilderness and take up almost a druidic life-style. The cursed ones are consumed by the beast they have become, and the hatred they feel. Attacking travelers and villagers, causing even the innocent druidic shifters to be hunted out of fear.
Few people are sure why the first Shifters appeared. Some say they were a natural race of Karsadia, meant to act as guardians. While others say they were first Outsiders who were able to spawn into the new world and become a true force into their own.
The most common type of Shifters seen are the wolf and great cat breeds, though other breeds have been seen. Most do take up the mantle of earthen protectors and guardians. While no one can remember the history of the first Shifters, and whether they were a native race, or originally a Outsider race. What is known, is no matter what the case, they are now a wide-spread race, with no true home land of their own, making the wilderness their home.
When a Shifter is born one of its' parents might not, and usually is not, a Shifter. When this happens some of the heritage of that parent can be passed along with the blood of the Shifter parent. You may pick another race along with Shifter, but you do not gain the vital statistic modifiers, but you do gain the Ways, and access to the Traits and Curses. Other Shifter types are known to exist, to numerous to list them all, if you wish to play a different type, seek the stat modifiers from your GM.

Wolf Shifters: While in war-form the Shifter gains +2 Strength, +1 Health, +1 Agility, -2 Intelligence (never lowering below 1).

Great Cat Shifters: While in war-form the Shifter gains +1 Strength, +1 Health, +2 Agility, -1 Intelligence (never lowering below 1).

Bear Shifters: While in war-form the Shifter gains +4 Strength and +2 Health.

Naga Shifters: While in war-form the Shifter gains +1 Strength, +1 Health, +3 Agility.

Game Note: It requires 10 rounds minus Health levels to shift into the war-form. No other actions can be taken while this is being done, but shifting to war-form brings back all wounds the character might have lost beforehand.

  • Lurker (limited in Aezyder)
The origins of the Vampyre Nations has been lost in the patterns of time, but their legacy still lives on to this day. Only one Vampyre Nation remains, the Severus Federation, though this nation is not the darkness that others were, which is probably the only reason it still exists to this day.
From this nation the children of the Vampyres emerge to seek their own place in the world. When a Vampyre mates with another Vampyre, or with any other being for that matter, the child born will be a Lurker, as the blood of the Vampyre will conquer any other dominate properties within the child.
Lurkers are born of at least one Vampyric parent, be it father or mother, or both parents could indeed be Vampyres. The power of the Vampyre race is in the blood, and when a new child is born the blood is shared between parent and child. There are cases where Lurkers are born with greater power then even some Ascended. But the common Lurker has parents who are counted among the foot soldiers of the Vampyre Nation.
Lurkers are born with Infravision and Nightvision of 30 feet times their Health Levels. In addition Lurkers have a natural regeneration of 2 health points per round. They do not need to sleep, but most do for fulfill their need for Chi energy. Unlike Vampyres, sunlight has no effect on them. They are immune to all standard diseases, poisons, illness, etc.
The practice of surviving on the blood of the living is only done by those of Evil Destiny, while others rely on the process of Chi Absorbation. By meditating, or resting, in an area not taken over by civilization for one hour, they can easily survive without the urge to consume blood. For each additional hour the Lurker can remain active without the need to meditate, or rest again, for that many days, limited by Health Levels. For each day they go without this energy they lose 10 health points and 10 mana that can not be healed or regenerated by any means until the energy is replenished.
  • Vampyre
The true and pure blood. Even the youngest are usually centuries old. Some truly dark and vile, reveling in their power and the fear they can cause with just a mention of their name. Others seek to live in peace with the people around them, fearing the hunters and their own inner demons. It is believed that if a Vampyre becomes either dark enough, or pure enough, they can live virtually as a mortal does.
  • Vampire
'Tis true. When a vampyre, or vampire, bites a mortal and drains them of blood, but then leaves them, they will be damned to raise again as a vampire. Most are usually destroyed while new-born, because they don't understand what has happened and either the sun, or hunters, find them easy prey.
  • Dhampyr (not allowed in Aezyder as pcs)
Through some magickal arts a vampire and a mortal have reproduced. Where a Vampyre is only born from the union of two other Vampyres. Dhampyrs have hard lives, rarely understanding the urges that course through them, and why they age so slowly. They retain a small portion of the blood powers of their parent, but they are still mostly mortal in many aspects.
  • Wympyre (not allowed in Aezyder as pcs)
One of the rarest creatures on the surface of Karsadia. Born as a shifter, sometime during their existance they were bitten by one of the damned, and become one. Most believe that in theory that the nature of the shifter would cause this creature to destory itself. The truth is that most give more in to the vampire side of their being, and that side tells them to surface beyond everything. Given time, these creatures can easily become more powerful then another of another breed, but they also have the enemies from all sides, and have to constantly deal with assassination attempts and hunters.
  • Goblyn
Their true connection to the elven races is unknown, but it is believed they have the same heritage, because a goblin looks just like an elf, but instead of being 5 to 6, or more, feet tall, they are merely 3 to 4 feet, four and a half at best. In the past they were treated with hatred and disdain, and many have since grown to hate the world and seek to harm those who would seek good for the world.
At one time the Goblins wished to join with the Elves in their homelands, for they believe they are simply just another breed of Elf. But they were exiled as evil creatures long ago. And while some still strive to be good and prove the Elves wrong, some have truly become what the Elves feared. All Goblins are blessed with Infravision equal to 20 feet per Health level, as well as a natural affinity for the jungles and swamps. Each one is totally immune to any natural poison or disease
Special: Anything that affects Elves in general will affect Goblyns.
  • Laridians
Over the years there have been numerous unions between elves and humans, these unions creating half-elves. In the beginning these half-breeds were outcasts of both societies and were becoming angry at the world. But a small group formed together to create a village. In time that village grew. It is now known as Laridia, and they call themselves half-elves no longer, but Laridians. They welcome some elves and humans into their lands, but they only tolerate so much.
All Laridians have inherited some of the heritage from their elven parents. When a Laridian character is created, they should decide if they will pick their parental elven race, except Seraphim, for they never allow a half-Seraphim to leave their city. If they choose a elven race, then they can purchase Traits from that race, but at double cost, as well as Curses, but at regular cost. They also get the Ways bonuses and penalties, but at half value, rounded down. Finally, they can purchase generation Laridian Blessings and Curses, but must pay 1 point extra per (No extra points are given for the Curses).
  • Naga
Residing mainly in the southern and tropic regions of Karsadia, the Naga are humaniods with a close connection to serpents and lizards. Some have cobra-like hoods and tails. Others have scales and claws. Rarely do they leave their safe homes, usually when they do it has to do with something rather important and world-shaking.
The Created

  • Gargoyles
Common myth states that gargoyles are merely magickal constructs of the Gifted to serve as guardians. In some cases, this is true. But some older ones have evolved into something new. Over time, and when their masters died, but they never aged, they grew into a life of their own. And soon became a true race of their own, able to create more of themselves. And over the years, they have been able to create some that could easily be mistaken for humans or elves. Some guardian types do exist, but there are more gargoyles in existance then anyone but them truly know.
Over the centuries the Gargoyles have truly become a race of their own, but having to actually build their brothers and sisters instead of giving birth to them. Over the years some of the more intelligent and cunning of them have learned to construct a few that have the appearance of the other races and are able to blend into regular society without anyone ever knowing what they truly are. Gargoyles are gifted with extreme resilience against blunt weapons, only taking half damage from them, in addition to being efficiently immortal in age, and totally immune to all poisons, diseases, and illnesses, even magickal ones. Though there is a rumor that a powerful member of the Gifted has discovered a disease that solely targets the Gargoyles. In addition, due to their nature, regular curative spells have no effect on them, and they must spend time actively repairing themselves.
The Outsiders

  • Outsiders
During the life of Karsadia many inhabitants of other worlds have made their way to this new world through one method or another. Though never in enough numbers to form any type of real civilization of their own, instead blending into the denizens of Karsadia and carving out their own life. An Outsider could be of any race: An elf or dwarf from another world. An insectiod creature that has learned to adapt to humanoid cities. An physically superior humanoid, completely human in appearance. And many more.