Character Creation: Race

Rule Book

This section will cover the playable races in Age of Essence. There will be a short description of each race coving their physical appearance, common personality traits and habitat. There will also be a small stat block telling you what natural skills they have, languages spoken and any costume or prop requirements that are essential for playing that race.

**Man**

Man is a collective term for three races that made a pact of peace many years ago. These races are the dwarves, halflings and humans. Each of these races may look alike however they are very different in nature. They do however live in very similar societies and coexist in towns and cities which are connected by well formed trade routes. These races are very apt at utilising the land around them to create structures to suite their needs usually without regard for the consequences. The lands of Amyer are divided between the races and each of them are left to govern themselves however each still reports to the King who resides in the Lands Capitol city Trillion.

'*Dwarves'*

Dwarves are bulky stalwart creatures who reside in deep mountains and connecting plains. Dwarves are natural tinkerers and as so are apt at crafting and creating. Each dwarf is traditionally born into a collective group of families known as a “house”. While living within the house the dwarves are taught to craft specific professions relating to each house. This is not the only passion of dwarves however as they are naturally drawn to wealth and adventure. The dwarven capital is Ravenseat located in the dusty mountains south of the capital city of Trillion. It is a fortress built into the mountains and is well defended by dwarven craftsmanship and ingenuity. Dwarves live to about 120 years and their experience and age are usually reflected in their long beards or hair.

**Halfling**

Halflings are the smallest race of man usually only having a maximum height of 5’4. They usually dwell in the countryside and enjoy the quiet life often taking professions as farmers and gatherers. It is only in the past few centuries that halflings have been their own people as they were regarded as slaves. In Amyre they are a free people having their own lands residing on the west side of the country known as the Riverlands. Not all are so lucky as in the country of Tar located in the Divide, halflings are still regarded as slaves. Halfings usually live to 110 years and often enjoy the simple things in life such as good food and entertainment.

**Humans**

Humans are the most populated of the three races. Humans live in a varied cultures from all over the world and are easily adaptable to most hospitable lands. Humans mainly live in large cities and towns as a collective. Trillion is their main capital city where the King resides. This King rules over the people of Amyre however there are humans all over the land who live in their own smaller holdings guided by their own elected officials. Humans usually live around 90 years and vary in appearance.

**Beast-Kin**

The beast-kin are humanoid beings that have evolved from creatures of all shapes and species. The most common of these are the mammals. Each beast-kin is unique and very easily distinguishable from each other. They have placed themselves in three categories: mammals, avian and scalies. Each live in their own areas of the world but many inhabit the great forests and swamps of Lamaria.The greatest population of beast-kin reside in Ashen Fen, an enormous forest near the center of Lamaria. Within this forest is a temple to their beast God, Torron. Beast-kin live to between 100 to 200 years of age depending on there type

**Mammals**

Mammals are the most common of the beast-kin and mostly reside in the Ashen-fen forests. Unfortunately they are a very primal people and still quite savage. Within their society they have split groups depending on the creature they have evolved from. Canines group with canines, felines with felines and so on. Many issues between the peoples are resolved in the Great Arena which is the temple to their God, Torron. These people often venture out to explore and claim new lands. Ashen Fen is so vast that there will be turf wars for many years to come especially with all the dangers that reside within the forest. The mammals are extremely territorial and are often aggressive with members of their own race let alone strangers to their lands.

**Avian**

The avian flocks are wondrous and rare. They live in the tallest trees and highest mountains to keep themselves apart from other races. They are both graceful and beautiful with their wings often a part of their arms. They have flight but it is very limited due to the mass they carry. Most avians are solitary and live in small nests and families rather than that of a society. Rumour has it that there is one society that is dedicated to guarding the heavens and lives in the clouds but no one has ever seen such a being. Avians are well versed in the knowledge of the lands they inhabit and are very nosey and cautious to those in their domain to make sure no threat befalls them or their flock.

**Scalies**

Scalies are reptilian men who live in the deep swamps to the south. They come in many shapes of reptiles ranging from lizards to snakes and even alligators. They keep themselves far away from other races living peacefully in the swamps where few dare to wander. They are natural predators able to consume all types of flesh but prefer the taste of fish. They have a large stock of obscure herbs and alchemical ingredients found in the oceans and in the dark dank swamps. Those brave enough to sail the deadly shoals of the coast can reap the benefits of trade with these strange weary creatures. Scalies follow the command of their shamans and witch doctors. These wise men lead their people keeping them safe and away from the dangers of the north. The shamans are powerful casters who train their successors in the ways of magic. When it is time for the young to succeed the old, the shaman is consumed in a ritual that is said to pass the knowledge of the old down to the next generation. Scailies tend to keep to themselves and have no hatred for the other races but instead are weary of all strangers to their lands.

Beast-kin have natural weapons and armour. With each level your character achieves your natural armour increases by 1 to a maximum of 5. However the damage you deal with natural weapons does not. Natural armour does not stack with normal armour.

\* If you choose to play a beast-kin LARP safe claws MUST be worn to use natural weapons. If you do not have claws normal weapons must be used \*

**Elves**

The elven kind is one of the oldest races having history stretching back to the Eternal Darkness. Unfortunately their lands are now lost to them due to the storms that rage around the continent. The elves once were united but after they landed on Lamaria there was a civil war dividing the loyalties of the race. After this they split into three groups: the civil, recluse and nomad. During the time of the last Great War the civil and recluse joined forces marching their armies from west to east. They were beaten, being forced back to their colonies and since then they have also been in a struggle of civil conflict. Elves can live to about 400 years of age.

**Civil**

Civil elves reside in towns and cities that were first constructed on their arrival. The land in the west is cold due to an enchanted winter forest in the north of the area. The people live peacefully ruled by their Queen and elders. The civil elves are similar sized to humans but have very distinguishable ears that are long and slim. The civil elves try to make amends for their discrepancies making all those who come to their lands welcome.

**Recluse**

Recluse elves are bitter and resentful of all others. They feel that the war was lost unjustly and that their time to rise will come again. They live long and so do their memories and hatred. They reside underground in hives and rarely travel to the surface. They have adapted to living underground and the fruits and creatures that reside there make good sustenance. Recluse elves are not necessarily evil but that have been raised to hate. They live in families and each family has a leader. The strongest family rules overall and has done now for 4 hundred years. Some crave to leave the hives and make it out into the sun. They are easily distinguishable by their pale skin and pointed ears. They look almost sickly but have a strange charm about them. They are all trained to fight at a young age and have a natural proficiency for evasion. Recluse elves like no one and dislike everyone but they understand the need to fit into company to strive for their goals. Not many trust the recluse but all are redeemable surely?

**Nomad**

After the civil war a group of elves decided to leave and make it out on their own. They are travellers, scholars and traders who crave knowledge to better themselves. They are distinguishable from other elves by the facial markings of their families or clan. These markings are tattooed at a

young age and are not easily removed. The nomad people are wise and peaceful. Deciding not to get involved with the last Great War they kept perfectly neutral only reaping in the benefits of war without getting involved. All of their people are taught to think independently but also to take up at least one scholarly subject before they leave to take their own path. They feel little for those outside of their family but welcome trade where ever it comes from. Finding them is not always easy as some families journey without maps or predetermined stops.

**Gigantus**

The gigantus races are considered to be the most terrifying in all of Lamaria. They are mostly large carnivorous creatures who are uncivil and wild. Gigantus come under three categories: trolls, ogres and giants. These beasts are unsocial and territorial. They will kill all who enter their domain. Some say that the gigantus can be reasoned with but few have met them and lived to tell the tale. The gigantus races can live up to 200 years.

**Half Giants**

Half giants are the descendants of the giant slayers of the icy north. They are large humanoids who

are abrupt and uncivilized to those around them. Half giants come from a cold land to the north of the continent called Dragons Breath. Here they live and fight the ice-trolls that live in the mountains. Humans reside in Dragons Breath who wish to strengthen themselves against the cold and learn the ways of monster slaying. Some half giants turn to a more peaceful nature becoming druids of the land and protecting their groves. They have a short temper and often find an insult equivalent to a challenge these creatures are unnaturally tough.

**Green Skins**

The green skins are the lands natural inhabitants. As far as anyone can tell they were the first to inhabit Lamaria along with the giants and the beast-kin. There are three races that make up the green skins which are the orcs, goblins and rae’lore. These races couldn’t be more different from one another other than the colour of their skin. Depending on the race greenskins live to between 50 and 100 years.

**Orcs**

Orcs are brutish creatures who have unnatural strength. This is reflected in their society, as the strongest rules over all. They are very tribal in their ways and although having come a long way in the last few centuries, still cling to the traditions of the past. The orcs are a very honourable race and tend to stick to their word, though actions speak louder than words. They are quick to act and slow to think at times. Orcs come in different colours but vary from a dark green going through

to brown and even to a dull red. They live in settlements which are usually the occupants of a single clan ruled by a Chieftain or Shaman. Disputes are often settled by the blade.

**Goblins**

Goblins are strange nimble creatures that are mischievous by nature. At a young age they are almost uncontrollable and chaotic. This leads them to often have a short and violent life span, however they are cunning and wise and as long as they can outlive their youth they are very resourceful. Goblins have bright green skin and pointed ears. They tend to live in orc settlements but sometimes live in clans away from civilization, either in deep forests or underground. They are very mercenary and it won’t take much to convince a goblin to do a job for some quick coin. They have a natural affinity with potions and poisons often able to make something out of nothing. They are keen to keep with their green skin brethren but have been known to tag along with groups of adventurers for protection.

'*Rae**’lore'*

Rae’lore are a strange race that appeared out of nowhere. No one is sure whether they came by boat or if they are natives to the land but their strange yellowish skin allowed them to stay comfortably with the orcs. Rae’lore have yellow skin and long pointed ears not dissimilar to elves. They live in families ranging from a few to a whole settlement. Rae’lore are the natural magpies of the races and are always interested in the value of things and making as much coin as possible. They are very noble and well-spoken in all their languages, being sure to make a good impression on all they encounter. Rae’lore are no strangers to hard work but prefer being at the front of new profitable enterprises. They are welcoming to all who have coin but spare little time for those without. They think themselves as the nobility of the land despite being lumped in with the orcs.