Races

This page catalogues all of the current playable Races found within Dungeons in Dresilan.

## Humans

Humans are your basic, run-of-the-mill humanoid race. They have no drastic upsides but no direct downsides either. They inhabit almost every region of Dresilan in some capacity. They have a slight boost to Healing Arcana and it is thought that the first one to be granted the gift of Healing Arcana were Humans. By any measure, Humans are rather simple comparatively in both appearance and ability to many other races. Humans have a long history within Dresilan and close ties with the histories of many other races throughout the world. Not all of these histories are necessarily those of polite intentions. As a result, they are often looked down on by or are even hated by many mono-race communities or cultures.

### Default Abilities:

**Human**: +1 to rolls for casting Healing Arcana

## Haoss

The Haoss are a prideful bunch. They're humanoid but they're quite a bit shorter and quite a bit stockier than a typical human. Their bellies are covered in scales like that of a fish and their backs are similar to the hide of a mutt. Other then that they've got human-like flesh (albeit still much hairier). Haoss tend to be very content and unmoving, liking things the way they are. Haoss are usually really easy going, given you don't get in their way. When something does get on a Haoss' bad side however, they prove to have very short tempers. Some Haoss find they have a slight affinity for Corrupting Arcana but it's not exactly known why.

### Default Abilities:

**Haoss**: +1 to rolls for casting Corrupting Arcana

## Toofa

The Toofa are a vaguely humanoid race with a body very close to that of a fish. They're rather small, coming up to about the knees of most races. Their diets mostly consist of fish and seaweed. Their small statures give way to rather weak bones and thin skins; though their hard scales keep them safe from dangers. Toofa also have smaller brains than most races and as such struggle to speak any cohesive language. Their eyes on the other hand are a different story, able to see for miles.

### Default Abilities:

**Toofa**: +4 to rolls for casting Arcana. Toofa characters must roll INT in order to communicate with other characters.

### Stat Spread:

Racial Attributes:

Toofa Base Stats

Toofa Modifiers

## Toofa-doh

Toofa-doh are very similar to their scaled bretheren, the Toofa. They all originate from the same waters, those being the seas of Dresilan; but rather than having immaculate eyesight and small brains, Toofa-doh have hard carapaces and small brains. Still being a Toofa, their low Intelligence and lack of Charisma is carried over from their fish-like brothers. In comparison however, Toofa-doh have a higher Strength and Dexterity. Their shells are also fire-proof, though this only prevents them from being directly set on fire. Toofa-doh are still susceptible to damage from fire-based attacks. Another way Toofa-doh differ from their sister-species is their mouth. Instead of trying to grumble and whine and gurgle in order to try and communicate and instead have a type of sign language mixed with some sort of muddy Morse Code that they speak. That being said, they still can't speak their own language very well on account of being mentally insufficient.

### Default Abilities:

**Toofa-doh**: +2 to Defensive abilities. Innate +1 to Physical/Arc Defense. *Burn* and *Arcane Burn* deals half damage.

### Stat Spread:

Racial Attributes:

Toofa-doh Base Stats

Toofa-doh Modifiers

## Toofa-nul

Toofa-nul are a subspecies of Toofa that originate from the deeper parts of the ocean. They share a similar makeup to the bodies of your average toofa, but they are somewhat smaller. They often have bioluminescent organs that allow them to see in the dark. Their large jaws and often frightening appearances typically cause most to stay their distance. Unlike their Toofa brethren, they struggle to see in broad daylight or bright indoor lights. Toofa-nul shouldn't be trusted with any ranged weaponry.

They have a distinctly unique trait in their otherworldly affinity for magic. It is rumored their race has some deep connection to the God Anacra. They pay for this affinity and unique biological setup by being somewhat slower than their sister species'.

### Default Abilities:

**Toofa-nul**: -2 to PER while in average lighting (anything brighter than a campfire at night). Able to see unaided in darkness. Modifiers are calculated inversely (Positives are negatives. Negatives are Positives.) (This overwrites the "Unorthodox Affinity" passive from Lokao.)

### Stat Spread:

Racial Attributes:

Toofa-nul Base Stats

Toofa-nul Modifiers

## Vel

The Vel are a vaguely humanoid race, though their heads and legs are very different. As far as appearances go, Vel have digitigrade legs, ending in large two-toed feet. Their hands are stubby with three digits. Their heads are somewhere between a human and a spider's. A Vel has only one large eye which allows them to see in the dark, yet also gives them horrible depth-perception. They also have large horns on either side of their head, with flaps of skin coming down to form ear-like structures.

The Vel are a vaguely humanoid race, though their heads and legs are very different. As far as appearances go, Vel have digitigrade legs, ending in large two-toed feet. Their hands are stubby with three digits. Their heads are somewhere between a human and a spider's. A Vel has only one large eye which allows them to see in the dark, yet also gives them horrible depth-perception. They also have large horns on either side of their head, with flaps of skin coming down to form ear-like structures.

They originate from the caves and mountains, emerging some time ago. The Vel tend to keep to themselves, shut-ins in a way. Other races that get along with them tend to have no more than a live-and-let-live mentality toward them. They aren't known to be particularly violent or hateful, they just dislike company and treat outsiders with contempt.

### Default Abilities:

**Vel**: +1 to Melee Attacks and +1 to Defensive Abilities. Can see unaided in darkness.

### Stat Spread:

Racial Attributes:

Vel Base Stats

Vel Modifiers:

## Qesh

The Qesh were separated from civilization for some time and only recently discovered in the region of Lokao. Qesh are one of the only known sapient races to be able to fly on a whim due to their large insectoid wings. The patterns on their wings and fuzzy fur-like hairs on their upper torso and head make them quite easy on the eyes and even alluring to some extent. The eyes of the Qesh aren't the best, but their ear-like antennae more than make up for their lack of able sight.

Lokao as a region being heavily under the curse of a rampant god gave the Qesh a high resistance to curses and an immunity to poison, as well as a natural resistance to Lethality. Qesh are quite capable in the fields of scouting out regions due to their nimble bodies and agile frames, but typically lack significant constitution in combat for their thin carapace.

The Qesh race are named after their discovering explorer, Kreshh, a name they themselves agreed to taking on.

### Default Abilities:

**Qesh**: This character is immune to *Poison* and Weak Curses. This character also ignores one stack of *Lethality*.

**Take Wing**: (Extra); 1 Turn Cooldown; This character begins to *Fly*. They gain +5 to movespeed while flying.

### Stat Spread:

Racial Attributes:

Qesh Base Stats

Qesh Modifiers:

## Neu-doh

The Neu-doh are a very large humanoid race. Their immense size and hardened stone-like skin usually allow them to live very long lives, younger Neu-doh easily aging into the hundreds. Their eyes and faces are usually covered in their carapace leaving most of their kind completely blind. Due to living in blindness, however, Neu-doh can pick up on vibrations in the air through their skin; allowing them to echo-locate to some degree. Their large statures grant them a great deal of Strength and Constitution, but their large, heavy limbs result in them having a comparatively lower Dexterity. Their long life spans tend to allow them to get along easier with other races, and vice versa. They're considered by many cultures to be "gentle giants".

### Default Abilities:

**Neu-doh**: Innate +2 to Physical/Arc Defense. Neu-doh characters are *Blind*. Cannot have *Blind* cleansed or removed. Can sense characters in *Stealth* within 20 feet of them. *Burn* and *Arcane Burn* deals half damage. -2 to Melee Attacks.

## Cayator

Cayator are large lamia that have a mix of reptilian and humanoid features. Their heads are generally similar to that of a crocodilian or a serpent, though there are some known Cayator with heads shaped like other reptilian creatures like lizards. They have four muscular hominid arms that allow them to easily carry large weapons and the like. Their race is almost entirely carnivorous. Cayator were found to inhabit the swampy parts of the Bolucean jungles and throughout the rivers of Jinn-ran. Cayatorian habitats tend to be harsh and because of this they have rough skin, almost leathery in texture. Cayator have next to no talent to Arcana, and in most cases have no ability to learning it. Those rate few Cayator who have learned to command the Arcane however are legends among men.

### Default Abilities:

**Cayator**: Can dual wield-2 handed weapons or quad-wield 1-handed weapons. This does not allow them to attack multiple times in one combat action. *Poison* deals half damage. +1 to Intimidation checks and Melee Attacks.

### Stat Spread:

Racial Attributes:

Cayator Base Stats

Cayator Modifiers:

## Hsrati

The Hsrati are very few in number. They are a mysterious race in Dresilan, and they are considered rare beings. They're not really an organism as they're more akin to an Arcane blob given form. They magically magnetize objects and attract them to itself. Objects they contain in their magnetism tend to be in a vague humanoid shape, however, Hsrati that prefer more animalistic or abstract forms aren't unheard of. It's rumored they come from the deserts of Jinn-ran but any conclusive evidence pointing to this being the reality isn't in abundance. Hsrati cannot fly, they just maintain a distance of a few meters off the ground. They have the lowest Constitution of any species and their Dexterity and Strength are minimal. Their Perception and Intelligence are conversely incredibly high. They speak by synthesizing Arcana in the air to match the tones associated with speech.

Being rare beings, they also tend to attract... unwanted attention from those seeking to make a quick fortune.

### Default Abilities:

**Hsrati:** Anything that would increase or decrease a Hsrati's HP above or below 1 will be instead added to it's Max Mana instead. Hsrati characters have Arcane damage dealt to them doubled. Hsrati characters are also limited to classes that use Mana as a resource and cannot select any class that would use Tension as a resource. They Can cast Arcana without a catalyst and cannot use a Catalyst to cast Arcana. Hsrati characters cannot heal themselves and they can only be healed by means of a potion or another character's spell.

## Alize

The Alize are a species of flower that evolved in the shape of various creatures across Dresilan. Though they are similar outwardly to animals, they are quite different inwardly. They take on the form of Lions that walk hunched over on two legs. Their manes are that of flower petals. They are hermaphroditic in terms of biology, due to them being plants. They also have a tail capable of firing a projectile thorn a certain distance from it's body.

They were discovered in Kellk in large numbers and for a time it was thought they were simply some form of endemic life. It turned out after investigation by Leyanthine scholars that the Alize were actually sapient entities. Since this discovery, many measures have been taken to ensure a peaceful existence alongside the Alize. The Cayator tribes in Bolucea however engage them in combat quite often, and cull their numbers to a minimum. The two races have a long history of warfare.

### Default Abilities:

**Alize**: Does not need to eat. Still needs to drink. +1 to Ranged Attacks.

**Cattail**: 30 feet; Deals 2d4 Physical damage. 3 turn cooldown

## Eipis

Eipis are soft-bodied arcanically talented creatures. Eipis find their origins around Leyanthe and rarely move around from that locale, but some are known to frequent places like Bolucea. They're often found in seclusion or among other Eipis as they're not known for their fraternizing. Their bodies are easily cut and injured, but, they also have more natural talent with Arcana than most races found on Dresilan. Eipis that become known scholars have been known to set bounties for rare arcane artifacts or even Hsrati. They lack basic mouth parts with which to speak but can telepathically communicate to those within range of them. They're not known to possess any mind-reading skills, so for all is known currently their transmissions are only one-way. Typically stoic if unnerving to be around. Put in the right position, members of their species can be outright violent.

### Default Abilities:

**Eipis**: -1 to Physical and Arcane Defense. +1 to casting Arcana and Ranged Attacks.

## Muirpis

The Muirpis are equally as soft as they are sharp. Don't let their soft and slimy bodies fool you, they have an unrivaled bite among most creatures. These guys are extremely isolated from society, even their own. Most Muirpis live in total isolation, alone in various wetlands or oases. They need to be atleast partially wet to be considered healthy. They're the (somehow more) inherently violent cousin to the Eipis, though biologically they're not that close. Part of the reason Muirpis tend to live so far from other creatures is due to their tendency to drain the life from other creatures around them. The muirpis specifically feed off of the lifeforce of a creature, usually found in blood but it can be found in other parts of a body as well.

First encounters with the Muirpis had the world considered that they were simply Eipis with a case of Vampirism, but it was found after conversing with a few of the friendlier among them that they're actually an entirely unique species, and also: not vampires. Long ago, they were nothing more than normal bogleeches, feeding off the blood of unlucky wild animals that failed to notice them. One day, long ago, however, a group of leech eggs recently lain in a certain wetland in Welka was hit in the wave of the ancient arcana released from the "Welka Event". This magic advanced their species biologically considerably and granted them sapience. From this the Muirpis were born.

Muirpis are Hermaphroditic.

### Default Abilities:

**Muirpis**: -1 to Physical and Arcane Defense. Muirpis characters are *Stealthed* by default. If it is broken, this character passively re-enters stealth after 2 turns.

**Lifedrain**: Melee; The user bites forward, taking a chunk of the enemies lifeforce in their jaws, dealing 1d8 ± CON True Damage.

## Manuilla

The Manuilla are quite intimidating and imposing, despite their size. They're just larger than Toofa, however they have much more muscle mass than the Toofa by tenfold. Their faces have hard, armor-like protrusions running from their mouths to their foreheads. Manuilla males also have long fox-like tails hanging from their backsides, while females simply have short stubs. Manuilla have some mastery over breeding and teaching animals, especially large Boar, and have a good relationship with the few boar species under their care. They originate up near Galudar, but also have settled around the crossroads of Leyanthe, Kellk, Bolucea, and Zeltrus.

The Manuilla from the North are far more welcoming to outsiders and will even trade or help those who are lost on their way to or from Galudar, and are known to be rather polite Nomads. They're also friendly with most Haoss. The Southern Manuilla are much more secluded and dangerous, however, and often work with or against pirates and raiders. Southern Manuilla have a violence-streak longer than most races in Dresilan, and primarily attack humans.

### Default Abilities:

**Manuilla**: Manuilla start with a Dire Boar mount. Manuilla get a +3 to Taming/Speech.

## Lokken

The Lokken originate from somewhere within the depths of Galudar. Not much is known of their inner workings but they are thought to be created using the lost souls of Galudarian workers and tasked by overseers and their Arcane Mechanics to carry out arduous tasks. They have the free will of the souls used to construct them and are not bound by any law set by their creators. There is also thought to be some connection between the Lokken and Hsrati, but the depth of this connection is not known due to the isolationist nature of both races. Lokken are rarely found throughout the world, now. They have bonuses to defenses, constitution and perception on account of their mechanical forms, but also require repairs in the event of major damage, and cannot regain healthiness through arcana or potions.

### Default Abilities:

**- Lokken**: (Passive); Innate +1 Physical and Arcane Defense. Does not need to Eat or Drink. Lokken are immune to bleed. They receive double damage from Shock.

## Sseriyo

Sseriyo are undead husks, being puppeteered by small, silvery spiders, often times referred to as "Silver Devils." Normally Silver Devils are a hivemind and work for a much larger broodmother, referred to as a "Silver Baphomet." Once a Baphomet is slain, however, the smaller spiders can no longer receive orders through the pheromones of the broodmother and become self-aware. These self-aware spiders find dark and quiet places to hide away and try to survive in, which often lands them in graveyards and other such structures. Sseriyo are what happen when a self-aware Silver Devil take over a corpse.

### Default Abilities:

**Sseriyo**: (Passive); Unaffected by armor. Damage from Fire or Shock are doubled. Does not need to Eat or Drink. Innate +4 to Phys/Arce Defense

**Metal Spinning**: Competence (Full Turn); Heal using any source of metal for 1d20 ± CON.

## Muki

The Muki are a curious and rare race. Few things are capable of living consistently in Welka, and even fewer are capable of prospering. Underneath the moving landscape, however, in the deep caves of Welka, these little creatures were able to make due with what they had. No one is sure if they were around before the "Welkan Event" so many years ago that reduced it to a horror-soaked plane, but regardless, they are here now.

After Muki first emerged from Welka, however, more Muki began to reveal themselves to the world. The Muki in Galudar, for example evaded sight documentation for some time, only making peace and letting themselves become known after the Welkan Muki showed themselves. They themselves describe it as, "The Call". Depending on the region Muki have vastly different appearances, varying in ear shape, antennae shape, body colors, amount of mycelium, color, and size.

Part of the reason they were able to proliferate so well underground and away from society is that they aren't from the animal or plant kingdom. Muki are from the Fungus kingdom. This race doesn't act as a normal creature and while they do have individual consciousnesses, groups of about 4-6 of them fall into one hive-mind. Muki do not reproduce like normal races, either by seeds, eggs, or live birth, and instead focus spores that their body produce on a piece of their discarded flesh, usually one of their own eyes. The flesh that had their spores attach themselves to reproduces the body of the original Muki, and inducts it into the conscious hivemind of the original. Muki have to specifically use their own Eyes in order to summon duplicates due to the fact that any *other* flesh ripped from their bodies cannot sustain a solid form and immediately disintegrates.

It is assumed by scholars that Muki all originate from one singular "King" Muki out there somewhere, but there is little evidence to support the claim at this time.

### Default Abilities:

**Muki**: (Passive); Muki characters have two identical characters who share the same stats. They’re a hive mind who can move around individually, but they have one health pool and their mana/tension pool is shared between them. They take their turn simultaneously. When the Muki Characters have 2 health left, the shared health pool breaks, and each Muki now has one health point individually. If a single Muki is damaged to a point that would take them below 2 HP, the Muki dies and the remaining Muki are left with 1 HP until the end of combat. If the Muki reach the state in which they have 1 Health, they can no longer be healed. After combat ends, the Muki are healed back up to 3 HP and any missing Muki are replaced.

## Cha'ax

The **Cha'ax** are a race that have been under observation for a long time in Kellk by Leyanthine Scholars. Their species has only recently, within the past 2000 years, been deemed a sapient one and minimal contact has been made with them. In the past they've only really been observed in a tribal setting and explorers that have interacted with them usually didn't end with a great experience. At first after their discovery in 1460 BA, they were thought to be a subspecies of Toofa, but upon interacting it was clear that they are more than such. The Cha'ax are a species of amphibious, feathered reptilians. Their feathers don't allow them to fly, however, and the plumage appears to be specifically for attracting mates.

These reptiles seem to have a different view of Arcana than most other races and cultures of Dresilan. For them the concepts of Arcana and Tension Control are one in the same. Whenever they perform actions that would require either, their cyan-hued blood begins to seep through the very pores on their skin.

### Default Abilities:

**Cha'ax**: Cha'ax do not use either Tension or Mana. Any change to Maximum Tension or Mana instead affects their Maximum Health. The cost of using abilities is halved for the Cha'ax.

- **Sticky Tongue:** 1 Turn Cooldown; 20 Feet; Cha'ax have long and sticky tongue. It can grab items from the ground or even steal items directly from the target. Hitting a target with the tongue deals 1d4 Physical Damage and *Cripples* a target hit with it.

## Varukken

The **Varukken** are a "sub-species" of the Lokken. They're a more specialized variant due to the Lokken's manufactured nature. Unlike the Lokken, many studies have been carried out on Varukken and their internal workings are very well understood. They were certainly created in the manner that the Lokken are theorized to be made; using the souls of those who don't retain a body any longer and are bound to the body of a puppet. The puppet used, however has to take on a certain form in order to be possessed by a lost soul. Varukken puppets must have two arms and two legs, as well as a humanoid torso and shape. Varukken bodies also must be made of a hard but light substance like wood or plastic. Some rare Varukken are known to be partially made of Porcelain. Otherwise, they can be completely unique in their construction. They lose their limbs and such at a higher rate than Lokken do and can be more easily taken down, but they are simultaneously lighter and more agile.

Varukken, also unlike Lokken, seem to be much less personable and talkative. They see often see such things as getting in the way of their goals or perhaps their puppet bodies dull the emotions of their souls to a large degree. They often either don't possess or don't use the ability to speak. They always see actions as being louder than words. That being said, there's still an odd ones out who are chatterboxes.

### Default Abilities:

- **Varukken**: Passive; Varukken are immune to Bleed and Shock. They receive double damage from Burn and Arcane Burn. Does not need to Eat or Drink.

## Orogs

    The **Orogs** are a race shrouded in mystery. Not because no one knows where they came from, but moreso because the orogs are mentally deficient and simply cannot remember that far back. They have minimally oral traditions but what can be puzzled out from the tales that have made it through the years is that there was once a place referred to as, "Orog Castle". All Orogs living there once lived here under the ruling of, King Orog. They worshipped someone called The One True Rog a long time ago, but their beliefs have since diversified to other religions and gods.

What events transpired to the orogian race to cause their patchy memory and for them to leave their home is not known. Most researchers discourage other researchers from trying to investigate this history because it's, "simply not worth the effort of putting up with an orog." They seem to have some strange spiritual bond to one another, but it doesn't make it so they cooperate. Most orogs are short-tempered, rude, and loud. Despite this, many denizens of the world still enjoy their presence and see them as good source of comic relief.

### Default Abilities:

**Orog**: Orogs deal and recieve 100% more damage to other members of the same race. Orogs are genderless. Orogian characters transfer their past memories to those of their lineage upon death. They get +1 to History Checks.