# Ancestries > [!multi-column] >> ### DRAYKAR >> The enigmatic and somewhat unnerving Draykar have long mystified the other species of the Realm. >> Physical powerhouses that rival Orcs in sheer strength and presence, these large reptilian humanoids are nonetheless given to quiet introspection and cautious action. >> >> This has much to do with the “Inner Rage” each of them must battle constantly: an inner blood fury that bespeaks of their violent, survival-of-the-fittest history. When they first began to move towards civilization, they strove to contain the beast within. To this end, they have developed a highly structured society and intense personal discipline in order to maintain what they have created. >> >> Draykar have snout-like faces that look like a cross between a dinosaur and a crocodile, with rows of sharp teeth and small nostrils. They tend towards very large, very powerful builds, on average standing a foot-and-a-half taller than humans. Their scale colors range from every shade of green to rich browns and earthen tones. Draykar usually live to about one hundred twenty years of age, and are considered physically and emotionally mature by the age of fifteen. >> >> Draykar know Common and Draykar. >> >> **Amphibian Powerhouse**: Draykar can breathe underwater. They also gain the Grit ability of Fighters (only for STR) regardless of their class. >> ![[drayker.png|center|300]] > >> ### DWARF >> At once open and secretive, the Dwarves of the Realm have played an enigmatic role in the development of the world, a role few outside of their Clanhomes can discern. Outwardly friendly and hospitable, they nonetheless keep everyone at arm’s length when it comes to what they are up to deep in their caves. >> >> Physically imposing despite their short stature, Dwarves give the impression of being immovable and unkillable. They have a fondness for all things mechanical, though they are first and foremost defenders of their homes; at one point or another they have battled everyone for their place in the world. Though given to grim dispositions, a Dwarf can be a wonderful companion to drink and sing with if one doesn’t mind horrid singing and the occasional friendly brawl. >> >> Dwarves tend to stand about two-thirds the height of Humans, but have dense and powerful builds. Despite rumors to the contrary, Dwarven women do not have beards, and can be quite attractive to non-Dwarves. Due to their penchant for underground dwelling, Dwarves tend to be pale, unless they spend an inordinate amount of time outside. Dwarves live to about two hundred years, reaching emotional and physical maturity about the same time as humans (early adulthood at sixteen to twenty). >> >> Dwarves speak Common and Dwarvish. >> >> **Stout**: Start with +2 HP. Roll hit points per level with advantage. >> ![[dwarf.png|center|300]] <br> > [!multi-column] >> ### ELF >> Elves are members of the Fae race that are closely bound to the mortal world of the Realm. They are the result of extensive breeding with Humans many thousands of years ago, after the Fae were almost wiped out by Onyx powers. In fact, elves are sometimes referred to as “half-bloods” by the purer of the Fae, though this is rarely said to their face and only by the haughtiest of their more aethereal cousins. As all Fae, Elves are highly sensitive to the negative properties of Onyx and Ruby. >> >> Elves can be found throughout the Realm in all walks of life, although they tend to prefer more natural settings over urban realms. They make up the majority of the Fae found in the Realm. Elves tend to be slightly shorter and lighter than humans. Their eye and hair colors, though most often of Human ranges, can be almost any color imaginable. Elves tend to live about twice as long as Humans, though they mature at the same rate (early adulthood at sixteen to twenty). >> >> Elves speak Common, Elvish, and Sylvan. >> >> **Farsight**: Elves gain +1 bonus with either ranged attack rolls or spellcasting rolls. They gain advantage when being stealthy in woodland settings, but gain disadvantage (or attackers gain advantage) when dealing with Onyx or Ruby. >> ![[elf.png|center|300]] > >> ### FAE >> The oldest and most influential of all the species of the Realm, the magically gifted Fae are responsible for many of the social and political structures seen across the land. They created language, laws, and customs, and almost every other culture in the Realm adopted these traditions in some way. For all their influence, the power of the Fae has faded in recent years as the Humans ascend to dominance over the Realm. They’ve contented themselves with advising and guiding the better of the Human leaders where they can. To this end, many Fae venture into the world, looking for causes and quests they can undertake to better help it—although more than a few have dispensed with such noble causes, instead using their gifts for personal gain or worse. >> >> Fae are taller than humans, but tend to have much slighter builds. Their hair and eye colors range the gamut of hues, and their skin tones range from the palest white to deep and rich browns. Fae are truly immortal; though they can die from trauma, disease, and the like, old age will never take a toll on them. Those Fae whose ages reach into the thousands of years begin to show some strain in their features and some dulling of eye and hair colors, but only a trained eye can see it. They reach physical and emotional maturity around the age of thirty. >> >> Fae speak Common, Elf, and Sylvan. >> >> **Inherently Magical**: Fae start with one Tier 1 Wizard spell, regardless of their Class. They cast this spell with advantage, using INT. They are also able to wield wizard wands. However, they gain disadvantage (or attackers gain advantage) when dealing with Onyx or Ruby. >> ![[fae.png|center|300]] <br> > [!multi-column] >> ### HALF-ELF >> The progeny of a human and elf mating, half-elves have aspects of both ancestries. >> >> Half-elves speak common and elvish. >> >> **Variable**: Half-elves are able to roll twice for Talents and choose which one they want. > >> ### FELARIN >> The Felarin are a bipedal race of sentient felinoids who are reputed to come from lands across the sea. Highly adaptable, they can make a place for themselves almost anywhere. They are prized as warriors and bodyguards, although their tempers and chaotic nature sometimes hinder their performance. >> >> Though gifted in the realms of combat, Felarin are capable of following any path. Not as numerous in the Realm as some other species, they are still easily found throughout the land in all manner of vocations. Most Felarin are fully adapted to whatever culture and environment they are found in. >> >> Felarin are very much analogous to cats in terms of builds and fur color. Those bearing more domestic cat traits tend to be small and of light builds, while those showing colorations like those of big cats (lions, panthers, and tigers) tend towards more powerful builds. Felarin have life spans of about eighty years, but they physically mature by the age of eleven or so. Emotionally, they don’t reach maturation much faster than Humans. >> >> Felarin speak Common and either Felarin or one other common language. >> >> **Bestial**: Felarin gain +2 damage with unarmed attacks (1d3+2 total). They also gain advantage on climbing checks. >> ![[felarin.png|center|300]] <br> > [!multi-column] >> ### GOBLIN >> The most numerous of the Goblinoids (which also includes Orcs and Ogres), Goblins are the smallest and quickest of the species. Their natural gifts and incredible olfactory senses make them ideal scouts, trackers, and thieves. However, Goblins are quite capable of being anything they wish, and it is only the oppression of their own society that restricts many of them. >> >> On average, Goblins are cleverer than their larger cousins. However, their relatively frail nature (they tend to be 3 ½ - 5 feet tall and quite thin-limbed) compared with Orcs and Ogres is such that only in the most enlightened Goblinoid towns will a Goblin be found in a position of authority. This discriminatory behavior means that the most competent Goblins are likely to leave their homes and seek their fortunes in the outside world. >> >> Although often “ugly” by human standards, Goblins are not “hideous monsters.” They have greenish to grayish skin tones, wide-set features, and large ears. Their eyes tend to glow slightly in the dark, enhancing their generally frightening appearance. Goblins physically and mentally mature about age fourteen, and they regulaly to live to around sixty-five or seventy. >> >> Goblins speak Common and Goblinesh. >> >> **Keen Senses**: Goblins cannot be surprised. >> ![[goblin.png|center|300]] > >> ### HUMAN >> Arguably the rising species of the Realm, the balanced physical and mental traits of humans, combined with their inherent diversity and adaptability, has helped them weather the worst apocalyptic storms and come out stronger in the long run. They have an average lifespan of one hundred years. >> >> Humans have immense diversity in their physical and mental builds, possibly more than any other species in the Realm. >> >> Humans speak Common and one additional common language. >> >> **Ambitious**: Humans gain one additional talent roll at 1st level. >> ![[human.png|center|300]] <br> > [!multi-column] >> ### OGRE >> The least numerous of the Goblinoids, Ogres are the largest and slowest of the species. Their great strength and size, natural toughness and ferocity make them the greatest of the Goblinoid warriors, but they normally need a lot of guidance. Like Goblins and Orcs, singular Ogres are capable of being anything they want. >> >> Ogres are not inherently very bright, and are thus generally easy to manipulate and control if handled correctly. However, there are plenty of examples of Ogres who defy such expectations and stand quite well for themselves. More than a few, in fact, have used the preconceived notions others have of Ogres to turn the tables on their opponents. >> >> By Human standards, Ogres seem quite monstrous. They are the strongest and mightiest of all the species native to the Realm; they are normally between 8-10 feet tall and massively muscled. They are not monsters, however, but an intelligent species quite capable of being a part of society. Ogres have greenish, grayish, or brownish skin tones, with wideset features and large ears. Their eyes glow slightly in the dark, enhancing their generally frightening appearance. Ogres are also the shortest-lived of the goblinesh, typically reaching maturity in their early teens but only living to about fifty or so. >> >> Ogres speak Common and Goblinesh. >> >> **Huge**: Ogres gain +1 to attacks and damage in melee, and they can reach Near with their melee attacks. However, all ranged attacks made against them are done so with advantage. >> ![[ogre.png|center|300]] > >> ### ORC >> Commonly referred to as the “middle Goblinoids,” Orcs are quite large and tough by human standards. They tend to be just smart enough to outwit the Ogres and get them to do what they want, and they are certainly strong enough to generally command respect and service from the Goblins. As such, Orcs tend to be the leaders of Goblinoid society. >> >> Like all Goblinoids, Orcs are quite capable of almost any pursuit, and can be found with some regularity in most societies. In general, they tend towards more combative roles where they can excel. Orcs have the same green-brown-gray colorations as all goblinesh, with the same wide-set features and large ears. Likewise, their eyes glow in the dark. Orcs live around sixty to seventy years, maturing a little more quickly than a human of the same age (around ages fourteen to seventeen). >> >> Orcs speak Common and Goblinesh. >> >> **Mighty**: Orcs (and Half-Orcs) gain a +1 bonus to attack and damage rolls in melee. >> ![[orc.png|center|300]] <br> > [!multi-column] >> ### WINGED ELVES >> Winged elves are a very rare offshoot of the elves. Their total population in the Realm may number a few thousand and they tend to keep to themselves. Centuries ago they were nearly wiped out by a coalition of winged monsters (including harpies and gargoyles). >> >> Winged elves have pretty much the same physical traits, size-wise, as elves. Their hair and eye colors can also extend through the spectrum; though their feathers almost always match their hair color. Winged elves have the same life expectancy as elves, and also mature at the same rate as humans (early adulthood at sixteen to twenty years). >> >> **Wings**: When outside or in a large space, winged elves can fly at double near speed; their wings are too large for flying indoors. >> ![[wingedelf.png|center|300]]