- 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.
- 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.
- '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.
- 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.
- 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).
- 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.