Playtest Races (Temporary)

## **Human**

One of the oldest and most common races in Amurel, Human history is that of the rise and fall of civilizations. Creatures of change and transformation, they shape the world around them into their liking, but are eventually shaped by it in return, and fall at the hand of their own devices, starting the cycle anew. Although their race is the most fractured, its sheer size, their diversity and adaptability, and their innate need of divine fervor has kept the Human races relevant throughout the entirety of recorded history.

### **Racial Traits**

**Attribute Increase**

Humans gain +1 to any Attribute.

**Appearance**

Regular humans stand from 1,5 meters to a little over 2 meters tall, and weigh anywhere from 50 to 100 kilograms. Human skin shades range from nearly black to very pale and hair colors from black to blond; males might sport facial hair that is sparse or thick. Freak cases are more common than in other races, however. Its common knowledge that specific humans can grow to be over 4 meters tall as they increase in strength.

**Age**

Humans reach adulthood in their late teens and rarely live longer than single century. On average, a healthy human can expect to live until their late 70's.

**Size**

As mentioned previously, humans vary widely in height and build. Typically, your size class will be Medium.

**Languages**

You can speak, read, and write Common.

**Racial Abilities**

**Indomitable Spirit.** You gain a Card of Inspiration When you complete a rest draw a card from your deck, this card becomes your “Card of Inspiration”, whenever you do an attack, ability check or contest, you can add this card to the value of the draw. This inspiration card lasts until your next rest, or until you use it.

## **Undergwarfs**

The gwarven race is known for producing remarkable craftsmen, able to craft or repair armor and weapons of any kind. Undergwarfs spend most of their time exploring caves, building mines and expanding their knowledge about minerals and “essence-stones”, making them great blacksmiths. The dust of these Essence-Stones is able to fully repair, upgrade and even refine objects. It may also be used on living things, granting powerful effects at the cost the of the user’s lifespan. Fearing the thirst for power and blood the other races displayed, they vowed to keep the location of its source unknown. Thereafter, they lived like hermits isolating themselves deep underground. After several generations of proximity to the Essence-Stones, the gwarfs developed some resistance towards the dust’s drain on their lifespan, even seeing it expand.

Gwarfs use Essence-Stones like mages use spells, carving them into meaningful forms to expedite their powers – what the other races known as Runes.

Their prolonged retreat from the world stage saw them to be known only as legends and myth. However, during the War of Ascension of 535 H.E., a gwarven tribe was rescued by the LADS in the kingdom of Dragonfell, prompting the rediscovery of their race among isolated mountain chains.

### **Racial Traits**

**Attribute Increase**

Undergwarfs gain +1 Physique, and either +1 Intellect or +1 Agility.

**Appearance**

Gwarfs are stout humanoids – measuring an average of 5 feet (1,5 m; Medium) – with a tendency to grow large amounts of facial hair. They are more muscular than most other humanoids, being second only to Ogres in terms of physical strength.

**Languages**

You can speak, read, and write Common and Gwarvish. Gwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

**Age**

On average, they live about 80years, with the oldest gwarves reaching 150 years old, upon which they turn to stone and become a corpse-statue.

**Size**

Gwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

**Names**

A gwarf’s name is granted by a clan elder, in accordance with tradition. Every proper gwarven name has been used and reused down through the generations. A gwarf’s name belongs to the clan, not to the individual. A gwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any gwarven name in its place. Examples include:

Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Sandga, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart

**Racial Abilities**

**Darkvision.** Accustomed to life underground, undergwarfs have superior vision in dark and dim conditions. Within 20-meters of you, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in Darkness, only shades of grey.

**Sturdy by Dust -** Once per long rest, as a reaction to taking damage from an enemy’s attack, your sturdy body embued by dust allows you mitigate some incoming damage. At Mortal you mitigate incoming damage by +PHY, at Hero you mitigate incoming damage by 1C+PHY, at Exalted you mitigate incoming damage by 3C+PHY and at Aeon you mitigate incoming damage by 4C+PHY.

You can’t use this ability if the attack drops you to 1 or below.

**Never Say Die**. Whenever you possess 2 or more Injuries, and are about to draw and gain another Injury, you can make a Physique (Resilience) check with a DT of 8, to avoid gaining the Injury. Once you use this feature you must finish a long rest before you can use it again.

**Gwarven Resilience.** You have advantage on contests against poison and as well as resistance against poison damage.

**Stonecunning.** You have advantage on Intellect (History), and you double any proficiency bonus to the skill, when performing checks related to the origin of stonework.

## Elves

Creatures of beauty and elegance, Elves are one of the oldest races on the mundane world. They originated and evolved in large forests and, much like humans, spread all around the known continents. They are responsible for creating many of the great civilizations that preceded the Empire of Dragons and largely responsible for its fall. This race birthed numerous great men – including one of the venerable Heroes, the Atom, Gahid; great and honorable is the history of elves.

Elves also possess a great affinity with the arcane energies of the world. They may be physically weaker than your average human, but that is more than compensated for with magic prowess; what would take a human mage years to grasp is mastered by an elf in a couple of seasons. Not only that, throughout the entirety of history they are the only race that has shown the ability to use aptly named *'High Elven-Magic'*, a practice in which various mages synchronize their beings, momentarily fusing each other’s minds and existence into one sole entity capable of casting higher orders of magic. How the Elves obtained this abilities is unknown, with each culture having their own origin myths. However, the most widely accepted answer within elven societies is that the gods blessed their ancestors with these capabilities, choosing them as their challengers against the dragons, to rise above them as well as all the other races.

**Attribute Increase**

Elves gain +1 to any Attribute.

**Appearance**

Elves are hauntingly beautiful humanoids with long, sharp ears.

**Age**

Elves live for an average of 220 years, with their oldest members reaching up to 340 years.

**Size**

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

**Names**

Elves are considered children until they declare themselves adults, sometime after the 60th birthday, and before this period they are called by child names. Upon declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

·        ***Common Child Names -*** Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall.

·        ***Common Adult Names:***

·        ***Male*** - Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laedo, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis.

·        ***Female -*** Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia.

·        **Common Family Names (with Common Translations):** Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal).

**Languages**

You can speak, read and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

**Racial Abilities**

·        **Magical Trance.** Elves possess the ability to a enters a deep meditative state, commonly called “Magical Trance”, or “Elven Meditation”, in which the elf is not aware of its surroundings, similarly to sleeping, opening its mind to the magics and forces of the world around them. They often receive cryptic visions, and relieve past memories, much like dreaming, which can also be used as a Divination Method. Some wiser and more powerful elves are even capable of receiving strange premonitions, or even contact otherworldly entities in this way. Many elves choose to forgo sleep, to enter a Magical Trance instead, which is said to aid in recovery and renewal, with 4 hours of Magical Trance equating to 8 hours of regular sleep.

Whenever you perform a 4 hour long, or more, Magical Trance instead of sleeping as part of a Long Rest, you can gain advantage to one skill check you do before your next Long Rest. Whenever you go up in stratum, you can give advantage to one extra skill check before your next long rest.

**Sub-races**

**High Elves**

These are the most common type of Elves. They left their homes in the forest long ago to colonize new lands and were one of the main pillars keeping the rebellion afloat during the Great Punitive War. The history of these Elves is filled with war, the rise and fall of kingdoms – they were even the creators of the Empire of Koruthar, the greatest and most powerful Empire that the mortal world had ever seen after the fall of the Dragon Empire. With the fall of the Empire in what is now called “the Plague of Shadow”, the race nears extinction. The surviving High Elves scattered around the mortal world, trough the various countries, with only a small number of civilizations to call their own. Their long and proud history, as well as their extensive lifespan, lead to a culture that honors tradition and ancestry above all else.

**Attribute Increase**

High Elves gain +1 Glamour.

**Racial Abilities**

·        **In-group Affinity.** You have Advantage on Glamour (Persuasion) draws against other High Elves.

·        **Extra Language.** You can read, speak, and write one additional language of your choice.

·        **Arcane Affinity.** Craft and learn a 1 Numen cost spell using any ordinary effect from any Way of Magic, you can cast this spell without expending any Numen once per day, at which point you must finish a long rest before you can cast the spell for free again. The cost of the spell increases by 1 Numen whenever you go up in Stratum. This spell does not count towards the number of spells you know.

**Wood Elves**

These were the elves who kept themselves to a simple live in the forests and jungles, living in tribes deep within their grooves. They are a simple people who value communing with nature and compassion above all else.

**Ability Score Increase**

Wood Elves gain +1 Agility score.

**Appearance**

Wood Elves lack the haunting beauty their kin normally possess, instead being closer to their ancestral appearance, with longer faces, sharper eyes and high nose bridges. Their skin is also usually tanner than the High Elves’, likely due to being more exposed to the elements.

**Racial Abilities**

·        **Precise.** You can use your “Magical Trance” feature, to instead grant advantage to an attack draw or contest you make, instead of an ability check.

·        **Ancient Trance.** While in your “Magical Trance”, you may also receive visions from the will of the surrounding forest. You can also learn basic and surface level information about your surrounding area by communing with nearby plants.

·        **Natural Affinity.** Craft and learn a 1 Fate cost spell using any ordinary effect from the Way of Wild, you can cast this spell without expending any Fate once per day, at which point you must finish a long rest before you can cast the spell for free again. The cost of the spell increases by 1 Fate whenever you go up in Stratum. This spell does not count towards the number of spells you know.

**Dresha Elves**

The Dresha live in the inhospitable lands of the Mirror World, a realm only touched by the light of a dark sun, where only the strong rule, and weakness is the greatest sin. To the authoritarian society of the Dresha, the concept of morality serves only the incompetent, and power is the only truth and virtue. They despise the Gods and all the other races, only worshipping Demons in their capacity to recognize greatness, and bestow great demonic gifts.

They were once high elves living under the Empire of Koruthar but managed to survive the Plague of Shadows using the powers of the Mirror World, and demonic knowledge gifted by Keyon, Demon Lord of Pride. With these tools, the Dresha resurrected a new Kingdom on the continent, but met a tragic defeat against the recently formed Ladian Empire, during the “War of the Shattered Mirrors”, which ended when the Empire broke the Dresha’s Dark Mirror, which trapped the elves in the Mirror World for all eternity, dooming the Dresha to a life of hardship and struggle.

The vast majority of Dresha possess dark, purple or dark blue skin, with white or purple hair and eyes. This difference in appearance, relative to the usual high elf, was caused by the ritual that the first true Dresha undertook in order to live within the Mirror World. The ritual consists of discarding your body in order to fully become your reflection, which resembles you but in an appearance devoid of color. This is done in order to be able to traverse the empty grey lands of the Mirror World that exist between the pockets of light and color caused by the reflections seen in the mortal world. This ritual also employed demonic sorcery on many occasions, in order to enhance the body of the elves, which grant them new powers and abilities, with the Dresha deeming themselves “the first of the great race who now owns the world”.

When the Ladian Empire broke the Dark Mirror, which safely preserved the real bodies of those who entered the Mirror World as to allow the elves to return to their original bodies, the Empire unknowingly destroyed the true form of these elfs, forcing them and all future generations into this new existence, becoming the Dresha that can be recognized today.

The Dresha are now mostly bound to the Mirror World but have since acquired some ways to transverse into the mortal world using various mirrors and reflections, being responsible for a great deal of crimes and kidnappings seen all around the continent of Koruthar. However, these occurrences are still relatively rare and not a source of concern for most of the populace in the continent, as most people live and die without ever seeing or falling victim to the Dresha.

**Attribute Increase**

Dresha gain +1 Physique.

**Racial Abilities**

·        **Severed Ties.** The Dresha have severed their connections and magical affinity of their kin, and so, do not have access to the *Magical Trance* feature.

·        **Shadowy Reflection.** Dresha cast no discernable reflection on mirrors and other reflective surfaces, instead they cast a shadowy reflection with a vaguely humanoid shape. To check their appearance outside the Mirror World they must resort to magical means, or asking people around them.

·        **Demonic Sorcery.** Craft and learn a 2 Might cost spell using any ordinary effect from any Way of Magic, you can cast this spell without expending any Might once per day, at which point you must finish a long rest before you can cast the spell. The cost of the spell increases by 1 Might whenever you go up in Stratum. This spell does not count towards the number of spells you know.

## **Leshen**

The Leshen were spirits that followed the Mother Goddess, Gaia, when she first sang life onto the Mundane world. They are Her sworn followers, protecting life that can´t protect itself from the destruction or occupation of their habitats and other evils.

With the ascension of Kefka and the separation of the Gods, the Leshen and many other prominent spirits left the mortal world. But some choose to abandon their spiritual form and embrace a new mortal existence, so that their people may continue to protect Gaia´s creations, in perpetuity.

Leshen usually prefer a very peaceful life, living in mostly secluded villages out in the reaches of the wilderness. Finding a Leshen that adventures out of their home is very uncommon.

**Attribute Increase**

Leshen gain +1 Agility or +1 Glamour.

**Appearance**

*Leshen usually appear as small, anthropomorphic forest animals, normally representing the types of animals they tend to protect and care for.*

**Age**

Leshen live for an average of 320 years, with their oldest members reaching up to 400 years.

**Size**

The average Leshen measures around 1,2 meters. Your size is Small.

**Names**

Leshen typically communicate with each other through non-verbal ways, communicating through growls and movements, much like most animals communicate with each other. As such, understanding a Leshen’s name may be hard for individuals outside Leshen culture, leading many to simply take one a “people name”, typically using the name of a thing they enjoy to do or eat, or just something they think is beautiful. But this name can also be given to the Leshen by someone, or something.

Names include: Apple, Sprint, Sunrise, Grass, Rain, Friend, Rock, Muffin

**Racial Ability**

**Nimble.** You can move through the space of any creature that is of a size larger than yours.

**Primordial Connection.** Leshen can understand directions and basic speech from small animals and other critters (like bears, deer, and fish). The knowledge and awareness of many beasts is limited by their intellect, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

**Lucky.** When you draw a 1 on an ability check, or Contest, you can redraw the card and must use the new card.

**Sub-races**

**Greengrove Leshen**

By far the most common type of Leshen, they keep themselves to forest and jungles, spending most of their time taking care of small animals, or relaxing in Gaia´s beautiful creation. They are often cheerful and joyful, placing great emphasis on harmony in all things, and the bonds between friends and family.

But despite their pacifist nature, some venture out into the world with dreams and higher aspirations, while other are tragically displaced from their homeland due to unforeseeable calamities, or the aggressive expansion of other kingdoms and tribes.

**Attribute Increase**

Greengrove Leshen gain +1 Intellect or +1 Glamour.

**Racial Ability**

**Fey Magic.** Craft and learn a 1 Fate cost spell using any ordinary effect from the Way of Wild, atExalted craft a 2 Fate cost spell with Master or lower effects, at Demi-God a 3 Fate cost spell with Grandmaster or lower effects, and at Empyreon craft a 4 Fate cost spell with Scion or lower effects. You can cast each of these spells without expending any Fate once per day, at which point you must finish a long rest before you can cast these spells for free again, but can cast them by expending the appropriate Fate, as a regular spell. These spells do not count towards the number of spells you know.

**Ankouu**

Due to unknown circumstances, some Leshen are born with a raven-like appearance, instead of the usual mammal most Leshen resemble. For this, instead of remaining in the tribe and following Gaia, they are sent to temples of Kefka worship, where they are taught the ways of the God of Death.

Although rare, some Ankou villages do exist, but they are mostly found in places of Kefka worship, or in a nomadic tribe, usually serving as doctors, or presiding over burial rituals and customs. Due to engaging a lot with creatures outside Leshen society, Ankouu are much more likely to have a name then the Greengrove.

**Attribute Increase**

Ankou Leshen gain +1 Physique or +1 Intellect.

**Racial Ability**

**Death Watchers.** You are able to sense when a creature that is within 1km of you dies, but you are not able to discern at what distance, or what type the creature is.

**Grave Magic.** Craft and learn a 1 Numen cost spell using any ordinary effect from the Way of Abyss, at Exalted craft a 2 Numen cost spell with Master or lower effects, at Demi-God a 3 Numen cost spell with Grandmaster or lower effects, and at Empyreon craft a 4 Numen cost spell with Scion or lower effects. You can cast each of these spells without expending any Numen once per day, at which point you must finish a long rest before you can cast these spells for free again, but can cast them by expending the appropriate Fate, as a regular spell. These spells do not count towards the number of spells you know.