Playable Races: Difference between revisions

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Players can choose from 7 races when making their character. As all PCs are Risen, you will find that much of the ancestral lore regarding the races will need to be discovered in the game world. A few bits of physiological traits as well as the minor bonuses they receive are listed below.
Players can choose from 7 races when making their character.


In general:
* The once human-only trait of a bonus 1st level feat is applied to all races.
* "Half" races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.
* All ability scores start at 10. Every character receives 20 points to spend on raising ability scores at character creation. Each ability score increase costs 1 point.
** Ability scores may not be raised above 16 at this point.
* Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.
* Ability score increases on level-up have been retired. Characters do not gain an attribute point at levels 4 and 8. The selection still appears during the level-up process, because it is hardcoded and cannot be removed, but a script reverts your choice immediately afterward and tells you that it has done so.
----
<div id="Human">
=== Human ===
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.
'''Special Abilities:'''<br/>
* '''Skilled''': Humans are adaptable, receiving +1 skill point per level.
</div>
----
<div id="Dwarf">
=== Dwarf ===
Dwarves are known for their affinity with stone, and possess a sixth sense to perceive things when they are able to feel vibrations through touching a stone or earthen surface. They also possess a sensitive palette and olfactory senses that seems specifically honed to aspects of the air, allowing them to sense when the air within a mineshaft isn't pure or is dangerous to their wellbeing. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well.
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart
'''Special Abilities:'''<br/>
* '''Hardiness''': Dwarves are particularly hardy, receiving increased hit points of 1 additional hit die per 2 character levels.<br/>
* '''Darkvision''': Dwarves are able to see in the dark.
</div>
----
<div id="Elf">
=== Elf ===
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race. They do not experience "reverie" as elves in other fantasy settings use in place of sleeping.
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.
'''Special Abilities:'''<br/>
* '''Keen Senses''': Elves make active Investigation and Perception checks automatically and with no movement penalties.<br/>
* '''Low-Light Vision''': Allows them to see better than normal in the dark.
</div>
----
<div id="Gnome">
=== Gnome ===
Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes are believed to live well past their hundreds.
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.
'''Special Abilities:'''<br/>
* '''Fade Away''': The gnomes possess an affinity for illusions, and may use this feat to consume 3 Metamagic to receive the effects of an Invisibility spell.
</div>
----
<div id="Halfling">
=== Halfling ===
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be "rediscovered" being relics and artifacts of halfling size and make that were found in nearby ruins.
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.
'''Special Abilities:'''<br/>
* '''Grounded''': Halflings are well-known for their down-to-earth ways, and receive +1 Stability per character level.
</div>
----
<div id="HalfElf">


In general:
=== Triton ===
*The once human-only trait of a bonus 1st level feat is applied to all races.
 
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.
Tritons are large, amphibious humanoids and rank as the tallest of the player races, averaging 6 and a half feet in height. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.
**The maximum an ability can be after this distribution is 20.
**You may only distribute 2 points into a single attribute during this distribution.


== Human ==
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal "protectorates" when they weren't living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.


'''Skilled''': Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a "th" to the end of the protectorate's name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn, Aryn, Belthyn, Duthyn, Feloren.


== Dwarf ==
'''Special Abilities:'''<br/>
* '''Amphibious Athletes''': Natural dwellers of the seas and oceans, the Triton race may breathe underwater without aid, and receive no movement speed penalty for wading through water hazards. They additionally receive a +60% bonus to their maximum Stamina capacity.<br/>
* '''Low-Light Vision''': Allows them to see better than normal in the dark.


'''Hardiness''': 5% Immunity vs. Fire and Cold
</div>
'''Darkvision''': Dwarves are able to see in the dark.


== Elf ==
----


'''Keen Senses''': Elves make active Investigation and Perception checks automatically and with no movement penalties.
<div id="HalfOrc">
'''Low-Light Vision''': Allows elves to see better than normal in the dark.


== Gnome ==
=== Orc ===


'''Fade Away''': Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frames and possess an almost natural aptitude for battle.


== Halfling ==
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.


'''Second Breakfast''': Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.


== Triton ==
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.


'''Amphibious''': Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.
'''Special Abilities:'''<br/>
'''Low-Light Vision''': Allows tritons to see better than normal in the dark.
* '''Powerful Build''': Orcs are possessed of a physique well-suited to traversing long distances, reducing the Stamina cost of their Dash by half.<br/>
* '''Darkvision''': Orcs are able to see in the dark.


== Orc ==
</div>


'''Powerful Build''': Orcs have an additional capacity of +1 Dash.
----
'''Darkvision''': Orcs are able to see in the dark.

Latest revision as of 13:10, 16 September 2026

Players can choose from 7 races when making their character.

In general:

  • The once human-only trait of a bonus 1st level feat is applied to all races.
  • "Half" races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.
  • All ability scores start at 10. Every character receives 20 points to spend on raising ability scores at character creation. Each ability score increase costs 1 point.
    • Ability scores may not be raised above 16 at this point.
  • Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.
  • Ability score increases on level-up have been retired. Characters do not gain an attribute point at levels 4 and 8. The selection still appears during the level-up process, because it is hardcoded and cannot be removed, but a script reverts your choice immediately afterward and tells you that it has done so.

Human

Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.

Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.

Special Abilities:

  • Skilled: Humans are adaptable, receiving +1 skill point per level.

Dwarf

Dwarves are known for their affinity with stone, and possess a sixth sense to perceive things when they are able to feel vibrations through touching a stone or earthen surface. They also possess a sensitive palette and olfactory senses that seems specifically honed to aspects of the air, allowing them to sense when the air within a mineshaft isn't pure or is dangerous to their wellbeing. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.

It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.

Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well.

Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.

Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart

Special Abilities:

  • Hardiness: Dwarves are particularly hardy, receiving increased hit points of 1 additional hit die per 2 character levels.
  • Darkvision: Dwarves are able to see in the dark.

Elf

Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race. They do not experience "reverie" as elves in other fantasy settings use in place of sleeping.

From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.

Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.

They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.

Special Abilities:

  • Keen Senses: Elves make active Investigation and Perception checks automatically and with no movement penalties.
  • Low-Light Vision: Allows them to see better than normal in the dark.

Gnome

Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes are believed to live well past their hundreds.

Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.

Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.

Special Abilities:

  • Fade Away: The gnomes possess an affinity for illusions, and may use this feat to consume 3 Metamagic to receive the effects of an Invisibility spell.

Halfling

Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.

Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be "rediscovered" being relics and artifacts of halfling size and make that were found in nearby ruins.

Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.

Special Abilities:

  • Grounded: Halflings are well-known for their down-to-earth ways, and receive +1 Stability per character level.

Triton

Tritons are large, amphibious humanoids and rank as the tallest of the player races, averaging 6 and a half feet in height. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.

Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal "protectorates" when they weren't living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.

Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a "th" to the end of the protectorate's name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn, Aryn, Belthyn, Duthyn, Feloren.

Special Abilities:

  • Amphibious Athletes: Natural dwellers of the seas and oceans, the Triton race may breathe underwater without aid, and receive no movement speed penalty for wading through water hazards. They additionally receive a +60% bonus to their maximum Stamina capacity.
  • Low-Light Vision: Allows them to see better than normal in the dark.

Orc

Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frames and possess an almost natural aptitude for battle.

Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.

Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.

Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.

Special Abilities:

  • Powerful Build: Orcs are possessed of a physique well-suited to traversing long distances, reducing the Stamina cost of their Dash by half.
  • Darkvision: Orcs are able to see in the dark.