• Mitheirn
  • Character Creation
  • Races
  • Skills and Feats
  • Magic
  • Equipment
  • Rules
  • Introduction
  • History
  • World and Realms
  • Sikarra
  • Gods
  • Adventurer Creation Summary
  • Language and Names
  • Choosing a Racial Template
  • Dverekh
  • Eulae
  • Humans
  • Kaarsh
  • Mythic Creatures
  • The Chosen
  • The Cursed
  • Skills
  • Feats
  • Martial Arts Styles
  • The Rules of Magic
  • Inherent Powers
  • Magic Spells
  • Backlash
  • Money and Wealth
  • General Equipment
  • Weapons
  • Armor
  • Magic Items
  • Criticals
  • Extra Effort
  • Drawbacks
  • Combat

Expanded Racial Templates

While the races presented on the main Characters: Races page should present plenty of opportunities for gameplay and examples to create new races, some players and GMs may not be inclined to create the their own templates.

The following templates should be considered optional even in comparison to a game where anything can be modified to fit the needs of the particular group. These are examples only, and can and should be altered to better reflect the GM's visions or the player's needs.

It is also worth noting that thanks to the vagaries of magic and the whims of gods, even this list of templates is not complete. There may be more kinds of Chosen or Cursed than are described here, and it is a certainty that there are many more Mythic Creatures.

Offshoots

Each of the mortal races may give rise to offshoots, smaller populations that have been altered enough that, while they are clearly related to the rest of the race, they are too different to fit into the existing clans, branches or tribes. The difference between an offshoot and one of these larger divisions is that the offshoot race is usually limited to one region or to a very small population. Some offshoots manage to last long enough to be generally recognized by the rest of the race; the ghedekh, dhaj, huerao and damuerao were all offshoots until they became common enough to be considered their own clans or branches. The kaarsh have a different standard: If the offshoot group has managed to survive for several generations and resist efforts to wipe them out, the kaarsh will recognize them as their own tribe.

In general, offshoot racial templates should not remove the race's primary Advantage or Disadvantage — for example, a dverekh offshoot should still have some resistance to magic and be drawn to improve their skills. No offshoot template should have a final cost of more than 10 power points.

Dverekh Offshoots

The dverekh clans of ij, ghedekh and dhaj can be found on the Characters — Races page.

Amad

The amad say that unlike the other dverekh, they were not created by Dvai. According to amad legends, they were actually created by the ijevekh who remain in the Great Forge with the Worldsmith.

It is true that the amad are a relatively young offshoot race that first appeared after the Cataclysm. They are rare in Sikarra, grouped in a few settlements in Southolm, Freemarch, and the northern part of Varounal. Most people have never even heard of the amad. Most amad prefer it that way, although some amad do maintain contact with dverekh or kaarsh who live near their isolated villages.

Amad are small and slender, usually reaching no more than 5 feet in height. They are naturally athletic and quick-witted. Amad have a less overt connection to the elements than their forebears, although their coloration tends to earth tones. While they share some of the dverekh resistance to magic, they are able to learn magic more easily. However, they are prone to Backlash.

Amad Template (8 points)

Advantages (14 points)

  • Has +1 to Strength, Dexterity, Constitution (3 points)
  • Has +3 points to distribute between Intelligence, Wisdom and Charisma (3 points)
  • Has +1 to Fortitude, Reflex and Will saves (3 points)
  • +1 save against any magic effect (1 point)
  • Has 1 rank in the Feat: Inherent Power (Dverekh). This grants access to Inherent Dverekh Powers. (1 point)
  • Begins play with the inherent powers: Enhanced Ability 2 (choose 1 Ability at creation, Duration: Sustained, 1 point), Regeneration 2 (+1 recovery bonus, recovery rate, 2 points) (3 points)

Disadvantages (-6 points)

  • May not take Magic, Sorcery feat (-1 point)
  • Must spend an additional +1 point to purchase the first rank of any Elementalism or Faithwork Spell (-2 points)
  • Unusual appearance (average 5' high, coloration is always dramatic, -1 point)
  • Always takes +1 Backlash point when failing a Magic save (-1 point)
  • Obsessive about improving their chosen skill (Will save, DC 15, to resist, -1 point)

Lyorekh

Unlike most dverekh clans, the lyorekh do not have an attunement to the element of metal. They are instead connected to earth and water. No one, not even the lyorekh themselves, are certain about their origins. Those few lyorekh who spend time on dry land show great respect for Mafá and also speak of great beings under the waves.

There are no more than two dozen lyorekh who spend time out of the water in Sikarra. They do not discuss their homes, although some adventurers have spoken of towns carved out of coral and rock in the Chained Sea and the Southern Tefnam Ocean to the east of Grenolva and Southolm.

Lyorekh resemble other dverekh, but instead of gemstones or metals, they have rough coral skin, pearly eyes and other highlights, and seaweed-like hair.

Lyorekh Template (8 points)

Advantages (17 points)

  • Has +1 to Strength, +2 Dexterity, +1 Constitution (4 points)
  • Has +2 to Fortitude saves (2 points)
  • +1 save against any magic effect (1 point)
  • Limited Immunity to single Magic Type (half-effect, 1 point)
  • Immune to Aging (1 point)
  • Has 1 rank in the Feat: Inherent Power (Dverekh). This grants access to Inherent Dverekh Powers. (1 point)
  • Begins play with the inherent powers: Immunity 2 (high pressure, breathe underwater, 2 points), Super-Senses 3 (tremorsense, 3 points), Swimming 2 (2 points) (4 points)

Disadvantages (-9 points)

  • Has -1 to Wisdom and Charisma (-2 points)
  • Begins play with 2 Backlash points (-2 points)
  • May not take the Magic, Sorcery or Magic, Mindcraft feats (-2 points)
  • Unusual appearance (rough, coral-like skin, seaweed hair, -1 point)
  • Weakness: The lyorekh must be able to immerse himself in water to rest or recover. Every day without this rest, the lyorekh must make a Will save (DC 10 +1 per day) or immediately seek a return to water, (-2 points)

Eulae Offshoots

The branches of grealao, huerao and damuerao can be found on the Characters — Races page.

Baluay

The baluay are an offshoot of the huerao long rumored to exist in southern Sikarra. In recent times, explorers have been able to journey to the continent of Imbagdna, where they have discovered colonies of baluay. According to the lore of the baluay, some of their number would brave the storms that had shielded Imbagdna, trying to reach the fabled land to the north.

Baluay have dark complexion and resemble normal eulae. However, they also have large wings with plumage of deep blue, red, or purple. The same plumage grows on their heads. Their eyes are oversized for their faces, and are often golden or green.

Most baluay are highly curios and adventurous. They love beauty and art, although they can be blood-thirsty when pressed. There are never more than a handful of baluay in Sikarra, but there are probably several thousand in Imbagdna.

Baluay Template (4 points)

Advantages (10 points)

  • Has +1 Dexterity an Wisdom, +2 Constitution (3 points)
  • +1 to Fortitude saves (1 point)
  • Has 1 rank in the Feat: Inherent Power (Eulae). This grants access to Inherent Eulae Powers. (1 point)
  • Begins play with the inherent powers: Flight 2 (20 mph, 4 points), Immunity 1 (aging, limited: slow aging, 0 points), Super-Senses 2 (Extended Vision, Direction Sense, 2 points) (4 points)

Disadvantages (-6 points)

  • Has -1 to Strength. (-1 point)
  • Begins play with 3 Backlash points (-3 points)
  • Unusual appearance (wings, bird-like features) (-1 points)
  • Cannot be restrained: if the baluay is captured and unable to move freely, he will start to panic, losing -2 to all rolls unless he makes a Will save (DC 15) to act normally for a couple of rounds. If the baluay is also unable to see the sky or his wings are bound or unable to move, he must make a Will save (DC 20) or be at -3 to all checks and only able to take a move or standard action in a round. (-2 points)

Sintrao

Huerao who have adapted to harsh frozen climates such as those found in Northreach or the continent of Glancios.

Sintrao have dark skin with a thin covering of clear body fur which channels light and heat to their flesh, giving their bodies an opalescent sheen. Their hair is similarly light, but doesn't have the same optic properties. Their eyes tend to midnight blue. They tend to be heavier than other huerao, although they are usually in excellent physical condition. Sintrao are able to survive in warmer climes but can overheat if they are not careful. There are no more than a thousand sintrao in all of Sikarra.

Sintrao Template (4 points)

Advantages (12 points)

  • Has +3 points for the Abilities of Dexterity, Constitution, Wisdom or Charisma (3 points)
  • +1 to Will saves (1 point)
  • +1 to Magic saves (1 point)
  • +1 to Fortitude saves (1 point)
  • Has 1 rank in the Feat: Inherent Power (Eulae). This grants access to Inherent Eulae Powers. (1 point)
  • Begins play with the inherent powers: Immunity 2 (arctic cold, aging (limited: slow aging), 1 point), Immunity 5 (cold attacks (limited: half damage, 2 points), Super-Movement 1 (Sure-Footed, 2 points) (5 points)

Disadvantages (-8 points)

  • Must select a single Ability: you are at -1 to this Ability. (-1 point)
  • Begins play with 1 Backlash point (-1 point)
  • +1 Backlash point when using inherent powers, even with successful save (-2 points)
  • Inherent power use is always Noticeable (-1 point)
  • Unusual appearance: (slight covering of clear fur) (-1 point)
  • Backlash effects also limit breeding and will cause character to take on unusual appearance (-1 point)
  • Overheating: sintrao are moderately vulnerable to excessive heat, adding x1.5 to save DCs from heat or fire effects. (-1 point)

Human Offshoots

Humans are not known for their racial offshoots, and most people don't believe these groups exist.

Primae

There are scholars who say that the humans were not the first creation of mothering Ashayli and the other immortals. These sages believe that the godlings had both earlier and later creations which were very like the humans that finally joined their cousin races on Mitheirn.

According to these scholars, the primae were one of the earlier versions that blended not only the other mortal races but something of the immortals' own natures. When this was discovered, far-seeing Laementhys demanded that the primae be kept from the other mortal races to live and die out on their own. In one legend, the primae were given the foothills and slopes of the Mount to make their home. Some were brought to Ana'vael to serve their makers, others simply lived among the great beasts and monsters that ringed the portal to the heavens.

Despite Laementhys' edict, the primae did not die out. They have managed to survive through the millennia. Whenever they threatened to increase in numbers too quickly, the gods or their servants would be sent to cull their numbers. But a few have managed to slip away from their homes into the rest of the world.

A prima looks exactly like other humans in all their ethnic varieties, although he is always a perfect example of the type. Primae are fascinated by their cousin races and the world. They tend to hide their true background so as not to jeopardize their freedom.

Prima Template (10 points)

Advantages (14 points)

  • Has +6 points to distribute among any Abilities (6 points)
  • Has +3 points to distribute among Fortitude, Reflex or Will saves (3 points)
  • Does not have an upper limit to any Ability score (1 point)
  • Has 1 rank in the Attractive feat (1 point)
  • Has 3 ranks in the Feat: Inherent Power (Primae). This grants access to Inherent Powers that are appropriate to any racial type. (3 points)

Disadvantages (-4 points)

  • +1 Backlash point when using inherent powers, even with successful save (-2 points)
  • Destiny: A prima loose in the world may not be aware of this fact, but he must fulfill a destiny in order to maintain his freedom. This destiny is irrevocable, and when it is complete, the gods will seek the prima out to bring him home. (-2 points)

Sirocco

Even though most people say that the Waste is supposed to be scoured of life after the Cataclysm, it is known to those who live near this region that there are beings which survive on the sands. There are tales of giant insects, reptiles with the ability to melt flesh, and many more creatures. And there are also stories of the sirocco, the people who live in the Waste.

Sirocco are legendary in Ahl'Sholu and Amon-Rul-Feshon. They are humans who seems to appear out of the very sands long enough to raid unwary tribes, trade for unusual trinkets, or occasionally to fight against monsters which have escaped the Waste.

Sirocco are humans who have been irrevocably changed by the Waste. They are fierce, yet hold to rigid codes of behavior. They are always thin, strong and dark. The few sirocco which have ventured beyond the deserts have been known as honorable allies yet always dangerous even to their friends.

Sirocco Template (8 points)

Advantages (14 points)

  • Has +2 Strength and Constitution (4 points)
  • Has +2 to Fortitude save (2 points)
  • +2 save against any magic effect (2 points)
  • Has 1 rank in the Feat: Inherent Power (Sirocco). This grants access to Inherent Powers appropriate to their nature. (1 point)
  • Begins play with the inherent powers: Concealment 2 (visual, passive, limited to desert conditions, 1 point), Immunity 6 (desert heat and fire attacks, limited to half effect, 3 points), Regeneration 1 (recovery rate, 1 point) (5 points)

Disadvantages (-6 points)

  • Has -1 to Charisma (-1 point)
  • Must spend an additional +1 point to purchase the first rank of any spell (-2 points)
  • Begins play with 1 Backlash point (-1 point)
  • Code of Honor: Never lie, never betray, never forgive an insult, never let an enemy live. Will save (DC 20) to break any part of the code. (-2 points)

Kaarsh Offshoots

The tribes of h'kaarsh, kaarev, merev, thaurev, and varech can be found on the Characters — Races page.

Fehlkar

Only recently discovered in the continent of Imbagdna, the fehlkar are kaarsh who have taken on characteristics of great cats. Some fehlkar have come north to Sikarra when the storms separating the two lands faded. There are forty to fifty fehlkar in Sikarra, although they say they are far more numerous in Imbagdna.

The fehlkar identify themselves according to the great cats they resemble. These terms are simple in construction, using the dverekh names for these animals and modifying them with the ending -ak, which means "cousin to". These groups are the cheetak, leonak, leopak and tigrek. The majority of the fehlkar are leopak or leonak, with tigreks the rarest members of the tribe.

Fehlkar have fur with the same colors and patterns as one of the great cats, extended muzzles, eyes with slits, and claws. They range in size from the 5'6" tall cheetaks to the nearly 7' tall tigreks. Most fehlkar are proud and charming, although are rarely comfortable in large groups.

Fehlkar Template (10 points)

Advantages (17 points)

  • Has +5 points to spend in their Abilities, as follows: cheetaks have +2 Dexterity, +1 Constitution, +1 Wisdom; leopaks have +1 Strength, Dexterity, Constitution, Intelligence and Wisdom; leonaks have +2 Strength, +2 Constitution, +1 Charisma; and tigreks have +3 Strength and +2 Constitution. (5 points)
  • Has +1 Fortitude save (1 point)
  • Begins play with 1 rank of the Tough feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Kaarsh). This grants access to Inherent Kaarsh Powers. (1 point)
  • Begins play with the inherent powers: Animal Control 1 (limited to great cat of same type, 1 point), Strike 1 (Mighty, 2 points), Super-Senses (Acute Smell, Low-Light Vision, 2 points). Cheetaks also have Speed 4 (60 mph, 4 points); leopaks have Concealment 2 (normal sight, passive, blending, 1 point), Enhanced Skills 2 (+3 Bluff, +2 Diplomacy, +3 Sense Motive, 2 points), Leaping 1 (1 point) (4 points); leonaks and tigreks both have 1 more rank of Strike (2 points) and Super-Strength 1 (2 points). (9 points)

Disadvantages (-7 points)

  • Has -1 to Will save (-1 point)
  • Starts play with at least 2 Backlash points (-2 points)
  • Unusual appearance (fur, animalistic features, -2 points)
  • Backlash effects also make appearance more cat-like (-1 point)
  • Dietary requirements: must eat a lot of meat every day, up to 25% of their body weight, or start to weaken. After 2 days without enough meat, all checks are at -1, with a cumulative -1 for each successive day. (-1 point)

Gevarsh

Sometimes called the "hidden tribe" or, among themselves, the "forgotten tribe." Even among a race not known for its ability to get along with each other, the gevarsh were a difficult tribe. Originally taking on aspects of wolverines, the gevarsh fought with just about anyone within reach. Driven away even from the harsh lands claimed by the rest of the kaarsh tribes, the gevarsh finally had to retreat underground. There their natures twisted, becoming a mix of many burrowing creatures but always keeping the ferociousness of their original animal bonds.

No one is certain how many gevarsh remain, although every Underland settlement has its stories about gevarsh raids and the inadvisability of entering their warrens. Gevarsh are small, averaging 4'6" and never exceeding 5' tall, but they are relentless in battle. They have very short black oily fur, strong claws on their fingertips, and oversized eyes that drink in the light. They work together well, but have trouble dealing with anyone not of their tribe. Despite this, there have been cases of individual gevarsh venturing away from the warrens to make their own ways in the world. If they claim a new group as their own, they will fight as fiercely for them as they did for their own brethren back home.

Gevarsh Template (10 points)

Advantages (17 points)

  • Has +1 Strength, +1 Dexterity and +2 Constitution (4 points)
  • Has +1 Fortitude and Reflex saves (2 points)
  • Begins play with the Diehard, Rage and Teamwork feats (3 points)
  • Has 1 rank in the Feat: Inherent Power (Kaarsh). This grants access to Inherent Kaarsh Powers. (1 point)
  • Begins play with the following inherent powers: Burrowing 1 (1 point), Concealment 2 (visual, limited to dark enclosed spaces, passive, 1 point), Strike 1 (Mighty, Penetrating, 3 points), Super-Senses 2 (darkvision, 2 points) (7 points)

Disadvantages (-7 points)

  • Has -1 Wisdom, -1 Charisma (-2 points)
  • Starts play with 2 Backlash points (-2 points)
  • Unusual appearance (thin black oily fur, oversized eyes, claws, -2 points)
  • May not take the Magic, Mindcraft feat (-1 point)

Mythic Creatures

These following templates are, like the giants and naiads, are examples of how to model these beings. The Mythic Creatures are not necessarily available as player characters.

Centaurs

The traditional form of centaur is a horse's body with a human upper body in place of the head and neck of the animal. This basic design has variations, such as the leotaurs or zebrathe in Imbagdna.

Centaurs are only comfortable in rural or wild environments. Stairs, cobblestone streets, and close quarters in cities are not designed for them. Centaurs may be quite intelligent, but they are somewhat suspicious of the trappings of civilization. They are not necessarily hostile to the mortal races, but they have found themselves in opposition with various peoples throughout history.

Centaur Template (1 point)

Advantages (10 points)

  • Has +2 to Wisdom (2 points)
  • Has the Endurance feat (1 point)
  • Has 1 rank in the Tough feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Centaur). This grants access to Inherent Powers appropriate to centaurs. (1 point)
  • Begins play with the following inherent powers: Growth 4 (large creature, 8' high, +8 Strength and Constitution, flaw: permanent, 12 points), Speed 3 (40 mph, 3 points), Super-Senses 1 (Awareness of magic, 1 point) (16 points)

Disadvantages (-9 points)

  • Has -1 to Dexterity and Charisma (-2 points)
  • May not take the Magic, Elementalism, Magic, Sorcery or Magic, Mindcraft feats (-3 points)
  • Must spend an additional +1 point to purchase the first rank of any Faithwork Spell (-2 points)
  • Unusual appearance (stony or metallic coloration, weight is always greater than height would suggest, -1 point)
  • Obsessive about improving their chosen skill (Will save, DC 15, to resist, -1 point)

El'mana

El'mana are giant hawks with some humanoid features, such as arms, torsos and legs. They are not like the baluay, a mortal race that took on certain animal characteristics, but are rather predatory animals that were given human features.

The el'mana barely have any concept of society. They live in extended family groups and only cooperate with each other vaguely. They are bright and capable of learning, but their first instincts are to dive, rip, and attack with talons before they would pick up a spear or a bow. They perceive other large flying creatures as potential threats and are given to attacking before speaking. They can learn mortal languages, but few el'mana are willing to put forth the effort.

An el'mana stands about 5'6" feet tall, has very powerful chest and arm muscles, and a large hawk's head and wings. They are completely covered in plumage. Some el'mana are willing to pain themselves with primitive dyes or use leather or rope straps to carry a few tools or bags.

El'mana Template (12 points)

Advantages (18 points)

  • Has +2 Strength and Constitution (4 points)
  • Has +1 Fortitude save (1 point)
  • Has the Improved Grab feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (El'mana). This grants access to Inherent Powers appropriate to the el'mana. (1 point)
  • Begins play with the following inherent powers: Communicate 1 (birds only, 1 point), Dazzle 1 (screech, auditory, 1 point), Flight 3 (40 mph, 6 points), Strike 1 (talons and beak, Mighty, 2 points), Super-Senses 1 (extended vision, 1 point) (11 points)

Disadvantages (-6 points)

  • Has -1 Intelligence, -2 Charisma (-3 points)
  • Starts play with at least 2 Backlash points. (-2 points)
  • Inhuman mindset: El'mana are raptors first, and are concerned more about food, shelter and breeding than most abstract goals. It can take an effort of will for them to focus on fleeting concerns like the greater good. El'mana should roll Will save (DC 15) to actively make long-term plans. (-1 point)

Nagas

The origins of nagas are unknown, as they have only started keeping a history of their race in the past thousand years. They have long been rumored to exist in marshlands, tropical rivers, and the southern coast of Sikarra. Expeditions to Imbagdna have shown that there are many more nagas there, and in that continent they have even formed social groups.

Nagas are massive snakes with arms, human-like torsos, and face with features shared between human and snake. Their snouts are extended with nostril slits, their eyes are somewhat rounded, and their mouths are shaped enough like a human's to allow them to use mortal speech. Nagas are large and generally resemble king cobras, although there are rumors of asp, rattlesnake and copperhead nagas.

In Sikarra nagas are clever scavengers which can mimic the behaviors of mortal races, but show no signs of innovation or invention. In Imbagdna, the nagas have developed their own society, modifying tools and weapons for their personal use. Nagas are suspicious of others and are often feared in return.

Naga Template (19 points)

Advantages (29 points)

  • Has +1 Strength, +2 Dexterity (3 points)
  • Has 2 ranks in the Tough feat (2 points)
  • Has the Improved Grapple, Improved Initiative, and Improved Trip feats (3 points)
  • Has 1 rank in the Feat: Inherent Power (Naga). This grants access to Inherent Powers appropriate to the naga. (1 point)
  • Begins play with the following inherent powers: Growth 1 (+2 Strength and Constitution, flaw: permanent, 3 points), Immunity 1 (poison, 1 point), Paralyze 4 (poison, must successfully bite, 8 points), Regeneration 2 (recovery bonus, ability damage, 2 points), Snare 3 (engulf, 6 points) (20 points)

Disadvantages (-10 points)

  • Has -1 Intelligence, -2 Charisma (-3 points)
  • Starts play with 3 Backlash points. (-3 points)
  • Unusual appearance (7' tall snake-man) (-2 points)
  • Fear: Most mortal beings are frightened of snakes. Anyone who does not know the naga must roll Will Save (DC base is 15, modified by the naga's actions) or react in fear. (-2 points)

Wolfen

Wolves whose exposure to wellsprings of magic have given them unnatural intelligence, size and a facility for Mindcraft. The wolfen originated in Glancios, but a few have found their way to other continents. There are at least three packs of wolfen in Northreach, although most of them are careful not to reveal their unusual natures.

Wolfen are unusually healthy and large wolves. Their eyes tend to ice-blue and their fur is usually darker or lighter than is common for the wolves in their region. Otherwise, they look much like others of their kind. They cannot form words with their mouths, but they can understand mortal languages. The wolfen are highly curious and willing to learn about the methods of the mortal races. They are too young as a race to be concerned with their own racial identity.

Wolfen Template (19 points)

Advantages (28 points)

  • Has +1 Strength, +2 Dexterity, +1 Constitution (4 points)
  • Has +1 to Fortitude and Will Saves (2 points)
  • Has the Track feat (1 point)
  • Has 1 ranks of the Magic, Mindcraft feat (1 point)
  • Begins play with at least 10 power points in Mindcraft Spells (10 points)
  • Has 1 rank in the Feat: Inherent Power (Wolfen). This grants access to inherent powers appropriate to the wolfen. (1 point)
  • Begins play with the following inherent powers: Communication 4 (thought-casting, 4 points), Protection 2 (2 points), Super-Senses 4 (acute smell, low-light vision, tracking, 4 points). (10 points)

Disadvantages (-9 points)

  • Has -1 Wisdom, -2 Charisma (-3 points)
  • Wolf: A wolfen cannot truly stand upright and does not have opposable thumbs, so he cannot use most tools or weapons. He is a wolf, and will be treated as one unless he proves otherwise. (-4 points)
  • Instinct: While the wolfen is as intelligent as any mortal, he is not far removed from the wild and the demands of raw survival. When put into a situation that hearkens to this background, such as challenges for leadership, being chased by a larger predator, or the need to hunt, he may need to make a Will Save at DC 10 or more to resist these instincts. (-2 points)

Chosen

The following templates describe the rest of the Chosen. The anuzcal, faekin and shel'anth'or descriptions can be found on the Characters — Races page.

Al-jenn

Al-jenn are broken into tribes claimed by genies. The dhan are connected to earth elementals, djel are connected to air, efhre connected to fire, jhal connected to metal, madhir connected to water, and valsan connected to wood.

Most al-jenn are found in Ahl'Sholu, although there are stories of al-jenn also living in the continent of Haomei Tral.

Al-jenn Template (15 points)

Advantages (22 points)

  • Has +4 to spend on Abilities, according to element: dhan have +1 Strength, +2 Constitution, +1 Wisdom; djel have +2 Dexterity, +1 Intelligence, +1 Wisdom; efhre have +2 Strength, +2 Dexterity; jhal have +3 Strength, +1 Constitution; madhir have +3 Dexterity, +1 Intelligence; valsan have +1 Strength, +1 Constitution, +1 Intelligence, +1 Wisdom (4 points)
  • Has +1 to Fortitude and Will Saves (2 points)
  • Has 1 rank in the Feat: Magic, Elementalism. This grants access to Elementalism Spells. (1 point)
  • Has 1 rank in the Feat: Inherent Power (Al-jenn). This grants access to Inherent Powers appropriate to the al-jenn's nature. (1 point)
  • Begins play with the following inherent powers: Element Form 3 (based on linked element, maximum duration is sustained, will take Bruised level after shifting back to human form, 9 points), Immunity 6 (appropriate environmental condition and attacks linked to that condition, limited, 3 points), Super-Movement 1 (movement type determined by element, 2 points) (14 points)

Disadvantages (-7 points)

  • Has -2 to certain Abilities, according to element: dhan have -1 Intelligence and Charisma; djel have -1 Strength and Charisma; efhre have -1 Constitution and Wisdom; jhal have -1 Dexterity and Intelligence; madhir have -1 Strength and Constitution; valsan have -1 Dexterity and Charisma (-2 points)
  • Starts play with 32 Backlash points (-2 points)
  • Backlash effects will also make the al-jenn's element more visible (-1 point)
  • Opposing element: when attacked by the element typically seen as opposing the al-jenn's own — earth vs. air, fire vs. water, metal vs. wood — save DCs are x1.5 normal (-2 points).

Corzcals

Corzcals often have more direct contact with their demon sire than the anuzcals. They are being groomed as the commanders of their sires' armies.

The real reason for this attention is that corzcals are notoriously independent thinkers. They often stray from their intended paths, and have to be coaxed or coerced back into service. This is why corzcals are more rare than anuzcals — they often drive their sires into deadly rages. This is also why there are more corzcals than anuzcals pursuing their own goals in spite of their demonic heritage.

Corzcal Template (15 points)

Advantages (30 points)

  • Has +2 Strength, +2 Constitution (4 points)
  • Has +2 to Fortitude saves, +1 to Reflex saves (3 points)
  • Has the Diehard and Fearsome Presence feats (2 points)
  • Has 1 rank of the Tough feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Corzcals). This grants access to Inherent Powers appropriate to the corzcal's nature. (1 point)
  • Begins play with the following inherent powers: Demon Form 3 (Growth 2 (+4 Strength and Constitution, 8 points), Emotion Control 1 (fear only, 1 point), Flight 1 (10 mph, 2 points), Protection 2 (impervious, 4 points), 15 points), Regeneration 2 (recovery bonus, recovery rate, 2 points), Super-Strength 1 (2 points) (19 points)

Disadvantages (-15 points)

  • Has -1 Dexterity, Intelligence and Wisdom (-3 points)
  • Starts play with 3 Backlash points (-3 points)
  • Unusual appearance: Corzcals are always larger than average for their home region, have red coloration somewhere on their person, and may have pointed canines, ears, or other signs of their nature. (-1 point)
  • Backlash effects will also make the demon form more threatening and her true nature more apparent (-1 point)
  • Deadly intent: When the corzcal fights, he must make an effort of will to do anything besides kill his foes. He must make a Will save (DC 10 + 2 for every damage condition he's suffered) in order to cause non-lethal damage or to stop before his enemy is dead. (-2 points)
  • Enemy: Corzcals are hunted not only by churches but sometimes by other demons who seek to weaken the mortal forces of their rivals (-2 points)
  • Cold Iron: Corzcals struck with cold iron weapons are at x1.5 normal save DCs (-1 point)
  • Demon: Corzcals are demons and may be specifically targeted by any effects with that descriptor. Also, when a higher-ranking demon (and all demons rank higher than corzcal) gives an order, the corzcal must make a Will Save, DC 20, or follow the order (-2 points)

Drakhul

Drakhul are rare everywhere, but more have appeared in the last generation than have been known for the past several centuries. Only the most learned scholars or experienced adventurers even know of the existence of these Chosen. It has been rumored that drakhul have reached the upper levels of power in one or more nations in Sikarra.

Drak Template (15 points)

Advantages (28 points)

  • Has +6 points to distribute among Abilities (6 points)
  • Has +4 points to distribute among Fortitude, Reflex or Will saves (4 points)
  • Has 1 rank of the Tough feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Drakhul). This grants access to Inherent Powers appropriate to the drakhul's nature. (1 point)
  • Begins play with the following inherent powers: Boost 4 (all physical Abilities, personal, 8 points), Regeneration 2 (recovery bonus, recovery rate, 2 points), Strike 2 (sustained duration, aura, 6 points) (16 points)

Disadvantages (-13 points)

  • Starts play with 3 Backlash points (-3 points)
  • Backlash effects will make the draconic aspects more visible and will always result in damage (-2 points)
  • Whenever using a Faithwork spell, the drak's Magic save is at +4 DC (-2 points)
  • Bound: Drakhul are bound to the requirements of their patron dragon, and cannot disobey direct commands from them. Any attempt to ignore the commands of their dragons will result in suffering a Bruised result and +1 Backlash point whenever using an inherent power. The dragon may also locate them at any time and summon them. (-2 points)
  • Draconic emotions: The mind of a dragon is alien enough and powerful enough to overwhelm that of even their favorite mortal servants. The drak is at x1.5 save DCs when targeted by emotion-affecting magics. At random times, the drak may have to make a Will save (DC 15) to avoid being overcome by emotional feedback from his patron. (-2 points)
  • Draconic: The drak shares enough essence with a dragon that attacks and spells specifically meant to harm them are at x1.5 normal save DCs (-2 points)

Pthamin

The pthamin are somewhat solitary creatures. They can only pass without comment in large cities like Kaaskhad, Grealthin or Ankdro. Even then, they stand out in any crowd. Pthamin and dverekh make each other uneasy. They are treated with mixed deference and worry from those who understand what they are and suspicion from anyone else.

A pthamin always knows what his destiny is, but he may not be able to properly articulate it or how a specific action helps bring it about.

Ptham Template (15 points)

Advantages (29 points)

  • Has +2 Strength and Constitution, +1 Intelligence and Wisdom (6 points)
  • Has +2 to Fortitude and +1 to Will saves (3 points)
  • +2 save against any magic effect (2 points)
  • Immunity to two Magic Types (half-effect, 2 points)
  • Immune to Aging (1 point)
  • Has 1 rank in the Feat: Inherent Power (Pthamin). This grants access to Inherent Powers appropriate to the pthamin's nature. (1 point)
  • Begins play with the following inherent powers: Density 3 (+6 Strength, 1 rank of Protection (impervious), 1 rank of Immovable, flaw: permanent, 6 points), Mind Shield 2 (2 points), Regeneration 1 (recovery bonus, persistent, regrowth, source (stone of same type), 2 points), Super-Senses 4 (awareness (things related to destiny), tremorsense, 4 points) (14 points)

Disadvantages (-14 points)

  • Has -1 to Dexterity and Charisma (-2 points)
  • Starts play with 2 Backlash points (-2 points)
  • May not take the Magic, Sorcery or Magic, Mindcraft feats (-2 points)
  • Must spend an additional +1 point to purchase the first rank of any Elementalism or Faithwork Spell (-4 points)
  • Unusual appearance (looks like a walking statue, -2 points)
  • Destiny: The ptham must always pursue his destiny. Any course that does not directly lead to fulfilling his destiny requires a Will save (DC 15). Also, when performing actions that does not follow his destiny, he is at +2 to all checks. (-2 points)

Qualden

The qualden differ from pthamin in that they seem far more interested in simply studying events. They are not as strong but are naturally-skilled elementalists.

Qualden are extremely rare in the known lands, although there have been more sightings in Imbagdna and Jehros than the other continents.

Qualden Template (14 points)

Advantages (26 points)

  • Has +1 Strength and Constitution, +2 Intelligence and Wisdom (6 points)
  • Has +1 to Fortitude and +1 to Will saves (2 points)
  • Immune to Aging (1 point)
  • Has 2 ranks of the Magic, Elementalism feat (2 points)
  • Has 1 rank in the Feat: Inherent Power (Qualden). This grants access to Inherent Powers appropriate to the qualden's nature. (1 point)
  • Begins play with the following inherent powers: Comprehend 2 (languages, 4 points), Density 2 (+4 Strength, 1 rank of Protection (impervious), flaw: permanent, 4 points), Deflect 2 (physical and magic attacks, 4 points), Regeneration 2 (recovery bonus, ability damage, regrowth, source (crystals of same type), 2 points) (14 points)

Disadvantages (-12 points)

  • Has -1 to Dexterity (-1 point)
  • Starts play with 3 Backlash points (-3 points)
  • +1 Backlash point when using any form of magic other than elementalism, even with successful save (-6 points)
  • Unusual appearance (looks like a walking crystalline statue, -2 points)

Tuleandi

The tuleandi do not discuss their origins with anyone. Some believe they are the souls of Mafá's lovers, others think they are children of her liaisons with mortal sailors. Still others believe they are eulae who have adapted completely to living in water.

Tuleandi are found on the shores of every known continent, and do sometimes settle large rivers, lakes, or the Chained Sea. They are mischievous and curious, but are enigmatic by nature.

Tuleand Template (13 points)

Advantages (25 points)

  • Has +2 Dexterity, +1 Wisdom, (3 points)
  • Has +1 to Reflex save and +1 to Will save (2 points)
  • Has 1 rank in the Feat: Inherent Power (Tuleandi). This grants access to Inherent Powers appropriate to the tueland's nature. (1 point)
  • Begins play with the following inherent powers: Concealment 4 (All visual senses, limited to water only, 4 points), Growth 1 (+2 Strength and Constitution, must have sufficient mass of water, AP: Shrinking, 4 points), Immunity 2 (aging, drowning, 2 points), Insubstantial 1 (water, 5 points), Morph 1 (any shape of same mass, 3 points), Swimming 1 (x2 swim speed, 1 point). (19 points)

Disadvantages (-12 points)

  • Has -2 Strength, -1 Wisdom (-3 points)
  • Starts play with 3 Backlash points (-3 points)
  • Weakness: Tuleandi can leave the water for short periods of time, but while they are on dry land, they lose -1 to all ability scores for each hour they are not in contact with water (-3 points)
  • Vulnerability: Tuleandi take x2 damage from fire attacks. (-3 points)

Vaelrao

Vaelrao can be sorely tempted to use their abilities at all times. Some gods allow their servants to abuse their powers, but many will respond with swift and decisive vengeance to these excesses. For this reason, many vaelrao are judicious with their abilities. They believe that if they can achieve a task without using their powers, then that is the best course of action.

Vaelrao are rare, but do try to maintain an informal network with others of their kind. The vaelrao may form friendships across the pantheon.

Vaelrao Template (14 points)

Advantages (25 points)

  • Has +4 to distribute among Abilities (7 points)
  • Has +3 to distribute among Fortitude, Reflex or Will saves (3 points)
  • Has 2 ranks of the Magic, Faithwork feat (2 points)
  • Has 2 rank in the Feat: Inherent Power (Vaelrao). This grants access to Inherent Powers appropriate to the vaelrao's deity. (1 point)
  • Has the following inherent powers: Boost 3 (all Abilities, personal only, slow fade, 7 points), Comprehend 1 (languages, 2 points), Regeneration 4 (recovery bonus +2, recovery rate, ability damage, 4 points) (11 points)

Disadvantages (-11 points)

  • Starts play with 1 Backlash point (-1 point)
  • Backlash effects make the vaelrao's true nature more apparent (-1 point)
  • Must pay +1 power point to buy the first rank of any Elementalism, Mindcraft or Sorcery spell (-6 points)
  • Bound to Deity: The vaelrao are not free agents. They serve their deities in all things, without question. A vaelrao may only go against the wishes of his god once, after which he will die. (-3 points)

Cursed

Several of the Cursed templates can be found on the Characters — Races page.

Undead

The following templates describe the rest of the Undead. The ghosts, wraiths and vampires descriptions can be found on the Characters — Races page.

Revenants

The revenant is not just someone who has managed to cheat death and can adventure as he wishes. His purpose is the defining trait of the character, and should be decided on before any other points are spent.

The zombie is more difficult to play than a revenant, primarily because these characters do not retain most of their memories from life. It is possible to play a zombie that slowly regains his mind, if the GM allows it.

Revenant Template (15 points/*8 points)

Those qualities which distinguish a zombie from a revenant are marked with a *.

Advantages (27 points/*22 points)

  • Has +2 to Fortitude and +1 Will saves. *Zombies do not have bonus Will saves. (3 points/*2 points)
  • Has the Fearless feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Undead). This grants access to Inherent Powers appropriate to the undead's nature. (1 point)
  • Has the following inherent powers: Boost 2 (may increase any one physical Ability at a time, *zombies may only increase Strength, 4 points/*2 points), Immunity 10 (aging, life support, 10 points), Protection 2 (2 points), Regeneration 6/*4 (*recovery bonus +2, *recovery rate, ability damage, resurrection (check once per day, +2 to recovery check, stopped by destruction of body through fire or faithwork magics), *zombies do not have resurrection, 6 points/*4 points) (22 points/*18 points)

Disadvantages (-12 points/*-14 points)

  • Has 3 Backlash points (-3 points)
  • Backlash effects will also make the revenant's undead nature more apparent. (-1 point)
  • Even though the revenant may recover from the most mechanical effects of his injuries, his body will not actually heal the wounds. These injuries could hamper him over time, such as not being able to blend in with normal mortals, losing limbs, succumbing to decay, and the like. Magical methods, such as Healing (undead only), Drain, Absorption, or Transform (repair dead flesh) are the only ways to repair these wounds. (-2 points)
  • Spiritual focus: The revenant's soul is bound within some object that was important to him in life. He may not travel more than 100 feet per power level from this location. If free-willed, he may use his Intelligence modifier to increase this distance (+1 = x2, +2 = x4, +3 = x8, +4 = x16, and so on). If the item is destroyed, the revenant will decay at an accelerated rate and die with the next sunrise. *Zombies do not have this Disadvantage. (-3 points)
  • Undead: There are areas, spells and magic items which are specifically targeted against undead. The character is vulnerable to all of them, as described in those individual effects. (-3 points)
  • *No Memories: The zombie only has the briefest glimpses of his past life, and no recall of his skills. Intelligence-based Skills may not be purchased, nor may he take Feats relating to social or mental abilities. (-5 points)

Lycanthropes

The following templates describe the rest of the Lycanthropes. The bruda and walv descriptions can be found on the Characters — Races page.

Felas, "were-cats"

Felas are sly, agile and charismatic. They exude confidence even if they are not certain of themselves. In Sikarra there are a few hundred felas. Most of this clan are aware of each other. The felas are taught to treat each other like distant family.

Felas (13 points. *15 points)

Those qualities which distinguish a shammas are marked with a *.

Advantages (20 points/*24 points)

  • Has +2 Dexterity, +1 Charisma (3 points)
  • Has +1 Fortitude and Reflex saves (2 points)
  • Has 1 rank of the Attractive feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Lycanthrope). This grants access to Inherent Powers appropriate to the lycanthrope's nature. (1 point)
  • Has the following inherent powers: Alternate Form 2 (Hybrid: +2 Strength, +2 Dexterity (4 points), Strike 2 (mighty, 4 points), Protection 1 (impervious, 2 points). Cat: +1 Strength, +3 Dexterity, +1 Constitution (5 points), Strike 1 (mighty, 2 points), Protection 1 (1 point), Super-Senses 2 (low-light vision, acute smell, 2 points). Alternate power, uncontrolled. 11 points. *13 points — shammas transformations are limited but not uncontrolled), *Boost 1 (+1 Dexterity, 1 points), Regeneration 2/*3 (+1 recovery bonus, 1 level of increased recovery rate, *ability damage, 2 points/*3 points) 13 points. *17 points.

Disadvantages (-7 points/*-9 points)

  • Has 2 Backlash points (-2 points)
  • Backlash effects will make the felas act in a more savage manner. (-1 point)
  • Lycanthrope: The werewolf is vulnerable to weapons whose weight is at least 50% silver, and he may be targeted by magic effects which are meant to be used against lycanthropes. (-3 points)
  • Uncontrolled transformations: A werewolf will shift into wolf form on the nights of the full moon, or when attacked with lethal damage at night the rest of the month. He will shift into hybrid form when attacked with lethal damage during the full moon. He cannot shift on any other nights. (-3 points)
  • Avarice: The felas is prone to wanting things or people to be his alone. He will lay claim to objects and react with jealousy or greed whenever it is taken, even if it's not a smart idea to do so. He may make Will save (DC 15 + circumstances) to resist this instinct. (-1 point)
  • *Instinct: The shammas felas may control his transformations, but pays for it by having his cat instincts brought to the fore even when he's not shifted. He either seeks to be the center of attention or drifts to the outside of any social group, he has the urge to hunt, and so on. He may have to make a Will save, DC 15, to control this instinct in stressful situations. (-1 point)
  • *Limited transformations: A shammas felas may voluntarily shift into his cat form at any time. He may shift into his hybrid form if he has suffered more than one Injured condition, or at night. He does not shift uncontrollably unless he falls to Disabled condition during the full moon. (-1 point)

Ghati, "were-lizards"

The ghati are not very social individuals by nature. When transformed and ruled by animal instincts, most werelizards would rather seek prey that is not as dangerous as mortals. Because they will actively seek out potential recruits, ghati shammas actually outnumber the "wild" lycanthropes two-to-one.

Ghati (8 points. *15 points)

Those qualities which distinguish a shammas are marked with a *.

Advantages (19 points/*25 points)

  • Has +3 Constitution (3 points)
  • Has +2 Fortitude save (2 points)
  • Has 1 rank in the Feat: Inherent Power (Lycanthrope). This grants access to Inherent Powers appropriate to the lycanthrope's nature. (1 point)
  • Has the following inherent powers: Alternate Form 2 (Hybrid: +2 Strength, +2 Constitution (4 points), Strike 1 (mighty, 2 points), Protection 2 (impervious, 4 points). Lizard: +6 points to divide between physical abilities (+6), Strike 1 (mighty, 2 points), Protection 1 (1 point), Super-Senses 1 (acute smell, 1 point). Alternate Power, Uncontrolled. 11 points. *13 points — shammas transformations are limited but not uncontrolled), *Boost 1 (all physical Abilities, 3 points), Regeneration 2/*3 (+1 recovery bonus, 1 level of increased recovery rate, *ability damage, 2 points/*3 points) 13 points. *19 points.

Disadvantages (-11 points/*-10 points)

  • Has 2 Backlash points (-2 points)
  • Backlash effects will make the ghati act in a more savage manner. (-1 point)
  • Cold-Blooded: The ghati's emotions are somewhat alien. They feel anger, hatred, and other emotions, but filtered through a reptilian perspective. They have trouble interacting with mortals on an emotional level. Also, a ghati can flash from seeming calm to explosive, brutal, rage so quickly that even he can be surprised by it. He is at +4 DC to all social skill rolls, and may have to make a Will save, DC 15, to keep his outburst sin check. If he fails the save by more than 5, he will not stop attacking until his target is dead, or he is. (-3 points)
  • Uncontrolled transformations: A ghati will shift into lizard form on the nights of the full moon, or when attacked with lethal damage at night the rest of the month. He will shift into hybrid form when attacked with lethal damage during the full moon. He cannot shift on any other nights. (-3 points)
  • Lycanthrope: The werelizard is vulnerable to weapons whose weight is at least 50% silver, and he may be targeted by magic effects which are meant to be used against lycanthropes. (-3 points)
  • *Limited transformations: A shammas ghati may voluntarily shift into his lizard form at any time. He may shift into his hybrid form if he has suffered more than one Injured condition, or at night. He does not shift uncontrollably unless he falls to Disabled condition during the full moon. (*-2 points)

The Others

The following templates describe the rest of the Other Cursed. The shadow walkers and spell eaters descriptions can be found on the Characters — Races page.

Deathless

The Curse of the deathless may not seem like much of a dark fate to some. This is one reason why the deathless may Cursed himself. It should be noted that while the price may seem to be a small one, its consequences are quite grave.

The deathless' heart may not be restored to his body. Any attempt to do so will destroy the heart and with it, the deathless' life. When the deathless does finally die, Ky'in will not be gentle in taking his soul, and when she is finished there may be very little for Caermuc to judge.

Deathless make people nervous, and upset the natural order of things. Their own emotions may seem to bleed away. If their hearts are not well-guarded, the deathless may became slaves, living in constant fear of a horrible death and terrible afterlife.

Deathless Template (14 points)

Advantages (22 points)

  • Has the Diehard feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Deathless). This grants access to Inherent Powers appropriate to the deathless' nature. (1 point)
  • Begins play with the following inherent powers: Regeneration (recovery bonus +2, recovery rate x2, ability damage, resurrection (check once/hour, checks halted if holy weapon is in chest, only killed by destroying heart), persistent, 20 points)

Disadvantages (-8 points)

  • Has 1 Backlash point (-1 point)
  • Unnatural: Social checks around mortals are at +2 DC, and when dealing with animals are at +4 DC. (1 point)
  • Ky'in's Enmity: If the deathless is targeted by magics from Ky'in or Caermuc's followers, he is at +2 DC to all saves. (-1 point)
  • Heart: The deathless' heart is the source of his immortality and his greatest weakness. It is Toughness 1 and can be destroyed easily. While someone holds the heart and issues commands, the deathless must make a Will save, DC 20, or obey. If the commands are the result of magic, the deathless may not roll a save against them. He may not directly harm the one who holds his heart, although he may trick them into letting it go to attack. If the heart is destroyed or attempts are made to replace it, the deathless will die, instantly. The deathless must visit his heart once per year or it will begin to decay. (-5 points)

Redeemers

Redeemers do not die when they capture a sinner, although each one has a certain final mission in store — perhaps they have to punish 33 barbarians who defiled one of Ashayli's temples, or they must find one of Nynek's greatest mortal foes. When this mission is completed, then the redeemer may lay down his burden and be judged.

Redeemer Template (14 points)

Advantages (24 points)

  • Has +1 point to Fortitude, Reflex or Will saves (3 points)
  • Has the Diehard feat (1 point)
  • Has the Tracking feat (1 point)
  • Has 1 rank in the Feat: Inherent Power (Redeemer). This grants access to Inherent Powers appropriate to the redeemer's nature. (1 point)
  • Begins play with the following inherent powers: Boost 2 (All physical Abilities, personal, 4 points), Force Field 2 (impervious, uncontrolled: appears near target of mission, 2 points), Nullify 2 (magic helping or harming the target, uncontrolled, 4 points), Regeneration 2 (recovery bonus +1, recovery rate, persistent, regrowth, 6 points), Strike 2 (aura, uncontrolled: only when near target of mission, 2 points), Super-Senses 1 (tracking, target of mission only, 0 points) (18 points)

Disadvantages (-10 points)

  • Has 1 Backlash point (-1 point)
  • Must pay +1 power point to buy the first rank of any Elementalism, Mindcraft or Sorcery spell (-6 points)
  • Never-Ending Hunt: The redeemer has a target or targets to hunt down. He must always be pursuing, researching, or preparing to pursue his targets. When one is captured, he must start seeking the next. Every day he does not engage in this purpose, he suffers 1 Bruised level which will not heal until he set out on the trail. (-3 points)

Contents

  • Exanded Racial Templates
    • Offshoots
      • Dverekh Offshoots
        • Amad
        • Lyorekh
      • Eulae Offshoots
        • Baluay
        • Sintrao
      • Human Offshoots
        • Primae
        • Sirocco
      • Kaarsh Offshoots
        • Fehlkar
        • Gevarsh
      • Mythic Creatures
        • Centaurs
        • El'mana
        • Nagas
        • Wolfen
      • The Chosen
        • Al-jenn
        • Corzcals
        • Drakhul
        • Pthamin
        • Qualden
        • Tuleandi
        • Vaelrao
      • The Cursed
        • Undead
          • Revenants
        • Lycanthropes
          • Felas
          • Ghati
        • The Others
          • Deathless
          • Redeemers
    • Characters: Races