A Summary of the Races of Shira'tol
Elves: It is extremely rare to see a full-blooded elf, they have either died out or gone somewhere else. The ones that remain are either phenomenally powerful hermits or twisted, corrupted shadows of what they once were. Occasionally, one will find an ancient elven city that still stands but the occupants are long gone. Elves are pale and luminous as if they stand in a constant beam of moonlight. The air around them often shimmers with the energy of magic that courses through their veins. The elves that have remained, however, tend to lose their luminescence. To remain in this world, many elves were forced to bond their life essence to the realm. But as the world has been slowly dying, so too, have the elves. They bonded with shades, forsaking their true immortality, though they still live for thousands of years. Where starlight once alighted upon their brows, now shadows drift in their wake. These lost shades wander the world, seeking out those rare places where the old world still shines through the dust.
Elf stats: +2 dex, +2 cha, -2 con
Cantrip: You know one of the following cantrips of your choice: chill touch, stabilize, or thaumaturgy. Charisma is your spellcasting ability for it.
Shadow’s Blessing: As a swift action, you can magically teleport up to 15 feet to an unoccupied space you can see, and you gain resistance to all damage until the start of your next turn. During that time, you appear ghostly and translucent. Once you use this ability, you can’t use it again until you rest.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial Saving Throw bonus against Enchantment Spells and effects.
Elven Magic: Elves receive a +2 racial bonus on Caster Level checks made to overcome Spell Resistance. In addition, elves receive a +2 racial bonus on Spellcraft Skill Checks made to Identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception Skill Checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Half-elves: On the other hand, half-elves are very common. These are the descendants of many generations of mixing blood between the races. Very few of these are true "half" elves, as in having full elven parent, but they do happen on occasion. They are spread throughout the world and can be found nearly in any major settlement.
Humans: Humans, like half-elves, are quite common. Once, long ago, there were many distinct tribes of humans but endless wars and plagues have decimated their numbers. Some of the tribes have combined their numbers and their cultures have blended together so as to make one indistinguishable from the other. One tribe local to Wayward is a nomadic people who camp in caves during the day and hunt at night with trained giant bats and batdogs.
Ruthari Tribe alt stats: +2 dex, Darkvision 60 feet
Teiflings: Teiflings are a manufactured race created by warlords, sorcerers, and demons as their tools. Many of them are created in alchemical rituals in which they are bonded by blood to their creators. It is difficult but not impossible for them to break these bonds. For the first part of their lives, however, they are reliant upon their masters or at least their fellow teiflings, as they learn to master their volatile bodies. They are "born" as full adults and given certain basic knowledge for survival, but they still must learn to function as people, as soldiers, and as instruments of their master's power.
Anpur (Gnolls): It is not known if the Anpur were created by some passing god or came about through some arcane mutation but deep in the Howling Hills live the tribes of jackal-headed humanoids. Most of the tribes have been enslaved for generations by the Sorcerer Lord Jella but some have managed to keep their freedom by moving deeper into the hills. These free tribes have taken to living in the ancient necropolises where they have mastered the use of necromancy.
+2 Str, –2 Int, +2 Wis, –2 Cha: Gnolls are powerful, observant, and ordered in their thinking. Their obsession with the afterlife and predatory instincts make others
uncomfortable, however, and they tend to think more slowly than humans do.
• Medium: As Medium creatures, gnolls have no bonus or penalty due to size.
• Gnoll base land speed is 30 feet.
• Darkvision: Gnolls can see in the dark up to 60 feet. Darkvision is black and white only but is otherwise like normal sight, and gnolls can function just fine with no light at all.
• Gnolls have no fear of death and receive a +2 to saves against fear effects.
Xetri: These serpent-like people are one of the oldest known races on Altis. They have long, serpentine bodies with humanoid torsos and snake-like heads. Some have flaring hoods like cobras or rattles at the end of their tails, and they come in all colors and scale patterns. They are keepers of knowledge and procurers of lost artifacts. Their cities double as libraries and museums, and the people can be seen huddled around dusty tomes or broken pots excitedly discussing their finds. They spend a lot of time studying specific subjects or searching for particular objects to the point that they dedicate their lives to these pursuits. Most of them are not much in the way of combat, but they are excellent at diving into ancient ruins and pulling out the choicest bits of history.
+2 Dex, +2 Int, -2 Wis
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