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.
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.
The dverekh clans of ij, ghedekh and dhaj can be found on the Characters — Races page.
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.
Advantages (14 points)
Disadvantages (-6 points)
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.
Advantages (17 points)
Disadvantages (-9 points)
The branches of grealao, huerao and damuerao can be found on the Characters — Races page.
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.
Advantages (10 points)
Disadvantages (-6 points)
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.
Advantages (12 points)
Disadvantages (-8 points)
Humans are not known for their racial offshoots, and most people don't believe these groups exist.
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.
Advantages (14 points)
Disadvantages (-4 points)
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.
Advantages (14 points)
Disadvantages (-6 points)
The tribes of h'kaarsh, kaarev, merev, thaurev, and varech can be found on the Characters — Races page.
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
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.
Advantages (17 points)
Disadvantages (-7 points)
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.
Advantages (17 points)
Disadvantages (-7 points)
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.
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.
Advantages (10 points)
Disadvantages (-9 points)
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.
Advantages (18 points)
Disadvantages (-6 points)
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.
Advantages (29 points)
Disadvantages (-10 points)
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)
Disadvantages (-9 points)
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 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.
Advantages (22 points)
Disadvantages (-7 points)
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.
Advantages (30 points)
Disadvantages (-15 points)
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.
Advantages (28 points)
Disadvantages (-13 points)
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.
Advantages (29 points)
Disadvantages (-14 points)
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.
Advantages (26 points)
Disadvantages (-12 points)
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.
Advantages (25 points)
Disadvantages (-12 points)
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.
Advantages (25 points)
Disadvantages (-11 points)
Several of the Cursed templates can be found on the Characters — Races page.
The following templates describe the rest of the Undead. The ghosts, wraiths and vampires descriptions can be found on the Characters — Races page.
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.
Those qualities which distinguish a zombie from a revenant are marked with a *.
Advantages (27 points/*22 points)
Disadvantages (-12 points/*-14 points)
The following templates describe the rest of the Lycanthropes. The bruda and walv descriptions can be found on the Characters — Races page.
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.
Those qualities which distinguish a shammas are marked with a *.
Advantages (20 points/*24 points)
Disadvantages (-7 points/*-9 points)
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.
Those qualities which distinguish a shammas are marked with a *.
Advantages (19 points/*25 points)
Disadvantages (-11 points/*-10 points)
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.
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.
Advantages (22 points)
Disadvantages (-8 points)
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.
Advantages (24 points)
Disadvantages (-10 points)