Ancestries

GM-Info!
Work in progress!
Slightly NSFW!
To trace the roots of various ancestries, navigate the world map and activate the "Ancestries" option in the top-right menu: Alana World Map. Faefolk, in particular, predominantly reside in the realm of Map Mell and are seldom encountered beyond its borders: Mag Mell, Map. Please note that the term "rarity" doesn't quantify the actual population of a given ancestry but rather indicates the likelihood of encountering one outside of its primary habitat: Common, Uncommon, Rare, Exotic, Unique.
  All ancestries come with a list of suggested archetypes. These are indeed only suggestions.
 

Common Ancestries


 

Cursed (Demonfolk)

Rare
  • Size: 4-6 ft.
  • Origin: Zaxor
  • Suggested Archetypes: Dungeon Delver, Gunslinger, Elementalist, Warlock, Shadow Monk, Infernal Conjurer
Demonfolk by Tillerz using MJ
The Cursed - born of shadowed bloodlines and infernal legacies - walk the realms of Alana as living contradictions. Part mortal, part fiend, they carry the mark of something ancient and forbidden, a spark of the abyss smouldering beneath the skin. Their presence is both magnetic and unsettling, veiled in secrecy and silent strength.
  Each Cursed bears the weight of their heritage differently, and so too do their weapons reflect their nature. Some favour the finesse of a rapier, others the balanced might of a longsword - tools of both grace and lethality, ideal for those who fight with agility, wit, and ruthless precision.
  But their true power lies beyond steel.
  Drawn from the depths of their infernal blood, the Cursed wield dark magic like flame in the palm - destructive, seductive, and perilous. Their spells erupt with searing heat and cruel force, manifestations of the hellfire within. Few can stand against the full fury of their wrath when unleashed.

 
Perks
  • Demonic Resistance: You have fiendish fortitude that protects against extreme temperatures and hellish flames. Gain a small bonus (e.g., +5%) to resisting heat-based environmental effects and minor fire damage.
  • Bloodline of Wrath: When critically wounded or driven to anger, you can call upon your demonic heritage to gain a temporary surge of might or speed (e.g., short-term bonus to Strength or Initiative).
  • Hellish Intuition: You sense sources of profane power nearby. Once per day, you can detect tainted artifacts or hidden demonic influences within a close radius, gleaning a flicker of insight about their nature.

 

Dwarves

Common
  • Size: 4-5 ft.
  • Origin: Magramine
  • Suggested Archetypes: Crafter, Battlesmith, Researcher, Soldier, Royal, Archaeologist
Dwarves by Tillerz using MJ
Dwarves are a people forged in stone and tempered by centuries of tradition. Revered across Alana for their masterful craftsmanship and indomitable strength, they are both artisans and warriors, builders and battlers. The warhammer is their weapon of choice - heavy, resolute, and devastating - a fitting symbol of their might and resilience. With hands skilled by generations of forging flame and steel, dwarves craft their own arms and armour, each piece a blend of artistry and durability. No blade leaves their forge unfinished, no plate untested. To wear dwarven gear is to carry a legacy.
  Beneath the mountains and into the deep, the dwarves thrive where others falter. They move through winding tunnels and cavernous halls with instinctual ease, uncovering veins of ore, hidden chambers, and long-lost relics buried in the bones of the world. Their affinity with stone is unmatched - they shape the earth into fortresses, halls, and intricate machines with a precision that borders on magical. Yet for all their strengths, dwarves are creatures of custom and memory. Bound tightly to the ways of their ancestors, they often view change with suspicion and cling to the old paths even when the world shifts around them.

 
Perks
  • Heart of Iron: Your innate connection to metal and stone grants a small bonus (e.g., +5%) on identifying, crafting, or appraising metals, as well as forging or smithing tasks.
  • Stubborn Resolve: Once per session, shrug off a mental condition such as fear or confusion by sheer grit. Your unwavering willpower prevents you from losing morale where others might falter.
  • Stonecunning Instinct:You can discern structural weaknesses or hidden compartments in stonework at a glance. When travelling underground, you’re much less likely to get lost or be caught by cave-ins.

 

Elves

Uncommon
  • Size: 5 ft.
  • Origin: Lymyra
  • Suggested Archetypes: Enchanter, Alchemist, Nature Druid, Diplomat, Sharpshooter, Diviner
Elves by Tillerz using MJ
Graceful, long-lived, and touched by ancient magic, elves - move through the world like living echoes of something once divine. Exiles of Mag Mell, the lost realm of the fae, they carry the weight of their old world upon their shoulders, veiled in beauty, mystery, and a quiet ache for what was left behind. Their favoured weapon is the longbow - elegant, precise, and deadly in skilled hands. It mirrors their own nature: swift, refined, and unerringly effective. In forests and glades, elves are at home - eyes sharp, steps silent, arrows flying like whispers through the wind.
  Though centuries have passed since their exile, the world beyond Mag Mell still feels foreign to many elves. Their once-vast powers have waned, dimmed like stars fading with the dawn. Yet pride endures. They weave illusions of superiority, masking what they’ve lost beneath layers of grace and confidence, always insisting they remain “special,” even as time and truth wear away at the illusion.
  Blessed - or burdened - with lifespans that stretch far beyond those of other folk, elves gather wisdom like moss on stone. But with such longevity comes distance. They observe more than they engage, and though they may offer insight or counsel, they often seem aloof - detached from the urgency and passion of shorter-lived kin. The depth of their years can become a wall, soft and beautiful, yet difficult to cross.

 
Perks
  • Tongue of the Traitor: You carry an uncanny knack for intrigue, subtle persuasion, or extracting secrets. Gain a small bonus (e.g., +5%) on covert communication or subtle manipulations in social encounters.
  • Ethereal Grace: Your movement is elegant and quiet. You ignore slight penalties to stealthy movement over natural terrain and can traverse narrow ledges with surprising balance.
  • Attuned Senses: You notice faint magical traces or illusions others might miss. Once per day, you can attempt to pierce a minor illusion or sense if an object has been magically tampered with.

 

Gnomes

Common
  • Size: 2-3 ft.
  • Origin: Farenia
  • Suggested Archetypes: Clerk, Shopkeep, Inventor, Thief, Performer, Sorcerer
Gnomes by Tillerz using MJ
Gnomes are celebrated for their boundless creativity and insatiable curiosity, traits that shape every aspect of their lives. Though not inclined toward direct combat, they rely on cleverness and cunning to outwit their foes. Rather than traditional weapons, gnomes favour ingenious devices and nimble tools designed to surprise, confuse, or disable. These contraptions are often as unpredictable as they are effective. With a natural talent for invention, gnomes excel at building intricate mechanisms that serve both practical and unexpected purposes. Whether it's a device that disarms traps, a pocket-sized engine of chaos, or a tool that shifts the tide of a skirmish, their creations reflect a deep understanding of how things work - and how to make them work differently.
  However, their brilliance comes with a drawback. Gnomes are easily swept up in the excitement of their own ideas, often losing sight of their surroundings or neglecting urgent matters. This tendency to become absorbed in invention can lead to moments of poor timing or frustration among their companions. Even so, in the hands of a gnome, even the most unlikely object might become the key to solving a problem no one else saw coming.

 
Perks
  • Gadget Affinity: Your natural tinkering skill grants a small bonus (e.g., +5%) when operating or repairing gadgets. Additionally, you take slightly reduced damage from accidental gadget malfunctions.
  • Mirthful Mind: Your whimsical outlook helps you resist despair: once per session, you can remove a minor mental hindrance (like a brief panic or confusion) by focusing on a clever, lighthearted perspective.
  • Pocket Workshop: You always carry an assortment of strange tools or bits of scrap. Once per day, you can produce exactly the right little mechanism or doodad to tackle a mundane obstacle (picking a simple lock, patching a crack, etc.).

 

Goatfolk (Bamaaani)

Uncommon
 
  • Size: 5-6 ft.
  • Origin: Farenia
  • Suggested Archetypes: Scout, Cartographer, Sharpshooter (sling or light crossbow focus), Peddler (pack-train trader), Monk of the Fist (headbutts, sweeps and throws), Berserker (downhill chargers), Soldier (pass-guard), Nature Druid (highland weather & beasts), Elementalist (Air/Earth), Dungeon Delver (caves & ruins)
Goatfolk by Tillerz using MJ
Goatfolk dwell high along the switchbacks of the Farenian ranges, carving tiered hamlets into cliff-faces and stringing rope-bridges over thunderous ravines. They serve as pass-wardens and caravan guides between their neighbours: the Chidaya (Birdfolk) out west, the gnomish holds to the east, and the lowland Kendric (Halflings), Wibbit (Rabbitfolk), and Humans further south.
  They practise seasonal transhumance - driving shaggy herds from wind-blown summer meadows to snug winter stoneholds - while trading hard cheeses, mountain herbs and slatework with anyone hardy enough to climb to them. Clan horn-songs (echo codes bounced across valleys) double as alarms and weather calls; an old saying claims a skilled goatherd can "read a storm by ear". Outsiders find them amiable but immovably stubborn once a path is chosen; within the clan, oaths are everything and a promised guide-trail will be kept come rockfall or blizzard.

 
Perks
  • Sure-Hoofed Mountaineer: You treat steep natural stone, scree and ledges as normal ground for movement. Gain +20 to Athletics (Climb) when scrambling on rock or masonry. If you fail an Athletics (Climb) Test on natural stone, you do not fall unless you Fumble; instead you merely lose your Action that round.
  • Echo-Horn Cant: Years of valley signalling sharpen your ear. You and allies within 20 yards gain +10 to Perception (Hearing) to detect ambushes while in hills or mountains. Once per session, you may spend a full Action to sound/interpret horn-echoes; on a Perception (Hearing) Test you pinpoint the direction and approximate number (few/handful/many) of unseen movers within a few hundred yards.
  • Ramline Surge: When you Charge from higher ground (down a slope or stair), gain +1 Advantage on the attack. If you score +2 SL or more, the target must pass Endurance or suffer Stunned 1 (helmets or sturdy headgear grant +10 to that Test). You cannot use Ramline Surge while Prone, Entangled or carrying an unwieldy two-handed load.

 

Goblins

Common
  • Size: 2-4 ft.
  • Origin: Namoria
  • Suggested Archetypes: Pirate, Berserker, Illusionist, Monk of the Elements, Scavenger, Peddler
Goblins by Tillerz using MJ
Goblins are creatures of mischief and mayhem, known as much for their cunning as for the chaos they leave in their wake. On the battlefield, they favour whatever weapons they can get their hands on - rusty blades, splintered clubs, or haphazard explosives cobbled together from whatever’s lying around. Their gear may look like junk, but in goblin hands, it becomes unpredictably effective.
  What truly sets goblins apart is their daring spirit and resourcefulness. They see opportunity in every scrap and scheme, turning the battlefield itself into a weapon. Quick on their feet and hard to pin down, goblins dart through the fray with surprising precision, striking from unexpected angles and vanishing just as fast.
  Their greatest strength is also their greatest weakness. Goblins thrive in chaos but rarely show restraint. They act on impulse, often charging headlong into danger or cooking up half-baked plans that backfire in spectacular fashion. This recklessness can put both themselves and their companions in trouble, especially when subtlety or discipline is required. Still, for all their flaws, goblins are survivors - wily, inventive, and always a step away from turning disaster into opportunity.

 
Perks
  • Reckless: Your survival hinges on quick reflexes and bold, unexpected moves. You gain a slight bonus (e.g., +5%) to Dodge tests or attempts to evade area hazards.
  • Unconventional Tactics: You improvise dirty tricks (throwing sand, toppling furniture) whenever cornered. Once per encounter, you can impose a penalty on an adjacent foe by distracting them with a sudden, chaotic act.
  • Scrap Survivalist: You have a knack for rummaging junk. You can quickly cobble together an improvised weapon, shield, or gadget from scraps lying around, counting as serviceable until the end of the scene.

 

Hathi (Elefantfolk)

Uncommon
  • Size: 6-8 ft.
  • Origin: Dashan
  • Suggested Archetypes: Wildshape Druid, Private Eye, Sage, Cartographer, Priest, Oracle
Elefantfolk by Tillerz using MJ
The Hathi are an ancient and dignified race of elephantine humanoids, revered for their towering presence, quiet strength, and deep-rooted harmony with the natural world. With thick grey skin, sweeping trunks, and wise, gentle eyes, they carry an air of timeless patience and profound understanding. Their culture is built upon a foundation of spiritual reverence for life and the land. The Hathi see themselves not as masters of nature, but as its guardians and students. Despite their formidable size, they are a peaceful people, known more for their intellect and insight than for displays of force.
  Many Hathi dedicate their lives to the pursuit of knowledge - as scholars, researchers, and lorekeepers - preserving the histories of Alana and uncovering the deeper truths hidden within its ecosystems and ancient ruins. Their counsel is often sought in times of conflict, as they are renowned for their wisdom, impartiality, and gift for mediation.

 
Perks
  • Enhanced Memory: Your robust mind lets you recall intricate details from past experiences. Gain a small bonus (e.g., +5%) to any roll attempting to remember lore, conversations, or places you’ve visited.
  • Trunk Utility: Your trunk serves as a deft extra limb, able to lift small objects, pour potions, or help with complex tasks. You can perform simple manipulations without tying up your hands.
  • Unyielding Resolve: Your immense size and calm spirit let you stand firm against physical force. Once per session, you can reduce or ignore a knockdown, push, or forced movement effect entirely.

 

Humans

Common
  • Size: 4-6 ft.
  • Origin: Farenia
  • Suggested Archetypes: any
Humans by Tillerz using MJ
Humans are among the most widespread and adaptable peoples of Alana, defined not by a singular trait, but by their remarkable capacity for change. Though lacking the inherent gifts of other races - no wings, tusks, or ancient magic in their blood - they possess an indomitable spirit, an endless drive to shape the world around them. Where others root themselves in tradition or nature, humans press forward, building, exploring, and redefining what is possible. Their appearances vary greatly across regions, shaped by climate, culture, and history. Human societies range from bustling cities of stone and steel to humble villages nestled in the wilds. Their ambition fuels great kingdoms, revolutionary inventions, and art that stirs the soul. But this same ambition can lead to conflict, conquest, and hubris.
  What makes humans truly distinct is their boundless potential. Warriors, poets, engineers, diplomats - they walk every path, often excelling not because of inherent talent, but through sheer determination and adaptability. They form unlikely alliances, push into uncharted lands, and often become the catalyst for sweeping change across Alana. Yet their greatest strength is also their most dangerous trait: a restless nature that drives them to seek more - more knowledge, more power, more meaning - sometimes at any cost.

 
Perks
  • Unflagging Ambition: Humans are driven by a restless desire to improve their lot in the harsh Old World. Once per session, when faced with a critical challenge or life-threatening moment, a Human may draw upon sheer determination to immediately gain +2 SL (Success Levels) on a single Test. The surge of ambition leaves them briefly fatigued, but can be the difference between triumph and doom.
  • Doomed Yet Defiant Every Human is born under a fateful omen whispered by roadside prophets and tavern mystics. Though it foreshadows tragedy, it also steels the Human spirit. Whenever a Human would gain a Broken or Frightened condition, they may test Cool at +10 to ignore it entirely-reflecting their refusal to succumb to despair despite the grim destiny that looms over every mortal.
  • Resourceful Improvisation Years of scrabbling for advantage in towns, battlefields, and rural hovels alike have taught Humans to make the most of whatever they have on hand. Once per session, a Human can improvise a solution to a complex problem (be it jamming a siege engine with debris, using a belt as a makeshift tourniquet, or fashioning a trap from kitchen tools) without the usual penalties. This can grant a crucial edge where others would see only junk and desperation.

 

Insectoids


 
  • Size: 3-8 ft.
  • Origin: Zztika in Dashan
  • Suggested Archetypes: ?
Insectoids by Tillerz using MJ
TODO

 
Perks
  • Chitinous Hide: Your natural exoskeleton acts as light armor, granting minor protection from physical harm while not hindering agility.
  • Compound Vision: You have a broad field of view and can more easily spot minute movements. You gain a small bonus on Perception checks to notice hidden or fast-moving threats.
  • Hive Communication: By emitting subtle clicks or pheromones, you can pass simple signals to other insectoids or attuned allies without speaking aloud, letting you coordinate in eerie silence.

 

Kachhua (Turtlefolk)

Rare
  • Size: 3-7 ft.
  • Origin: Steamy Plains
  • Suggested Archetypes: Paladin, Crafter, Merchant, Sage, Oracle, Researcher
Turtlefolk by Tillerz using MJ
The Turtlefolk, also known Kachhua, are a slow-moving but incredibly resilient species. These humanoid reptilians have distinct turtle-like characteristics, including a tough, scaly shell that serves as natural armour. Their skin can vary in shades of green, brown, or even sandy colours, blending in with their environment. Turtlefolk are known for their patience, wisdom, and strong connection to nature. They live in harmony with aquatic environments, often residing in coastal villages or swampy regions. Their slow-paced lifestyle allows them to appreciate the subtle wonders of the natural world. In combat, Turtlefolk can use their natural toughness to their advantage, making them formidable defenders. They have a deep affinity for water-based magic and are skilled swimmers. While not as agile as some other races, their unwavering determination and sturdy constitution make them trusted allies in the face of adversity.

 
Perks
  • From the Forefathers: Gain a small bonus (e.g., +5%) on checks involving ancient lore, local legends, or historic relics due to your race’s longstanding oral traditions.
  • Turtle Shell Defense: You can briefly retreat into your shell to gain significant damage reduction for one round, although you cannot move or take most actions while tucked in.
  • Calm Under Pressure: Your species’ patient outlook helps you remain steady in tense moments. Once per encounter, you can remove a short-lived panic or fear effect by taking a slow, centering breath.

 

Kendric (Halflings)

Common
  • Size: 3-4 ft.
  • Origin: Farenia
  • Suggested Archetypes: Monk of the Fist, Shopkeep, Wizard, Scout, Companion Druid, Assassin
Kendric by Tillerz using MJ
Halflings, affectionately known as Kendric, are a small and nimble race. Standing at just about three feet tall, they possess an endearing charm and a natural talent for stealth and cunning. With round faces, expressive eyes, and curly hair, Kendric exude an aura of mischievousness that often belies their good-natured intentions. Kendric are renowned for their quick wit and their love of a simple, carefree life. They live in close-knit communities, often nestled in rolling hills or hidden villages. Their natural curiosity and agility make them exceptional at sleight of hand, allowing them to "borrow" items from other people without them even noticing. Despite their light-hearted demeanor, Kendric are fiercely protective of their kin and are not to be underestimated in battle. They use their small stature to their advantage, darting in and out of combat to deliver precise strikes. Their love of exploration and collecting unique trinkets often leads them to embark on exciting adventures, whether it's uncovering hidden treasures or outwitting larger adversaries.

 
Perks
  • Just Borrowing: You have a small bonus (e.g., +5%) to pilfering items unnoticed. When you “borrow” something in passing, you’re adept at stashing it without drawing suspicion.
  • Blissful Resilience: Your cheerful disposition wards off gloom. You shrug off minor mental strains or illusions more easily, reflecting your sunny outlook.
  • Quick Hide: You naturally slip into nooks or behind cover, imposing extra difficulty on foes trying to spot or chase you when you make a stealthy retreat.

 

Kobolds

Uncommon
  • Size: 2-4 ft.
  • Origin: Namoria
  • Suggested Archetypes: Necromancer, Dungeondelver, Thief, Warlock, Sorcerer, Scavenger
Kobolds by Tillerz using MJ
Kobolds are small, reptilian humanoids, rarely standing taller than three feet, but what they lack in size, they more than make up for in wit and tenacity. With scaly hides, gleaming eyes, and sharp little teeth, kobolds thrive in the dark, winding places beneath the world - tunnels, caverns, and long-forgotten ruins. Naturally clever and industrious, kobolds are masters of survival. They build intricate tunnel networks, craft devious traps, and mine with remarkable efficiency. Though often underestimated, they possess a remarkable knack for working together, forming tight-knit clans bound by loyalty and purpose. To face a kobold is to face not just a single creature, but a labyrinth of schemes, pitfalls, and allies lurking in the shadows.

 
Perks
  • Tunnel Dweller: You excel at underground navigation, gaining a small bonus (e.g., +5%) on reading tunnel layouts, forging shortcuts, or detecting subterranean hazards.
  • Sneaky Scavenger: You can more easily locate hidden caches of useful scrap or minor valuables in ruins or dungeons.
  • Pack Tactics: Kobolds coordinate well in close quarters. When fighting alongside at least two other allies adjacent to the same foe, your attacks gain a slight accuracy bonus.

 

Kookoo (Owlfolk)

Rare
  • Size: 4-5 ft.
  • Origin: Steamy Plains
  • Suggested Archetypes: Enchanter, Alchemist, Researcher, Cartographer, Diviner, Archaeologist
Owlfolk by Tillerz using MJ
The Kookoo, also known as the Owlfolk, are a species with both human and owl-like features. They have feathered wings, large expressive eyes, and plumage usually in natural tones like brown, grey, and white - similar to owls found in the wild. Their appearance gives them an air of quiet intelligence and natural camouflage in forested environments.
  Rather than building cities of stone, the Kookoo make their homes in the treetops, creating villages out of branches, leaves, and subtle enchantments. These settlements are well hidden and difficult to spot without a trained eye. The Kookoo have a strong connection to magic, particularly nature-based spells and divination. Their magic often reflects their surroundings - subtle, intuitive, and tied to the natural world.
  They are quiet by nature, often serving as scouts or protectors of the forests they inhabit. Their ability to fly silently and observe from above makes them excellent lookouts. Despite their calm and reserved demeanor, the Kookoo have a playful side. They enjoy riddles, stories, and clever wordplay, and their communities are often filled with shared laughter and light-hearted traditions.

 
Perks
  • Keen Vision: Your large, owl-like eyes grant a small bonus (e.g., +5%) to Perception checks, especially in low-light conditions.
  • Silent Glide: Your feathers let you move more quietly. While travelling at half speed, you impose disadvantage or a penalty on attempts to detect your approach by sound.
  • Nocturnal Reading: You can swiftly interpret cryptic signs or markings under dim light, allowing you to study inscriptions or clues at night without extra lighting.

 

Koraki (Ravenfolk)

Rare
  • Size: 4-5 ft.
  • Origin: Dashan
  • Suggested Archetypes: Necromancer, Pirate, Elementalist, Diplomat, Illusionist, Shadow Monk, Assassin
Ravenfolk by Tillerz using MJ
The Ravenfolk, known as Koraki, are a strange avian species who have lost their ability to fly. Resembling humanoid ravens, they have sleek, jet-black feathers, sharp beaks, and keen, intelligent eyes. Their short wings are adorned with intricate patterns that shimmer like starlit constellations. Koraki are known for their deep connection to the night and the mysteries of the cosmos. They inhabit shadowy forest enclaves and mountaintop eyries, often perched in places that allow them to study the stars and the moon. The Koraki possess innate magical abilities related to divination, illusion, and celestial knowledge. These beings are often regarded as scholars and keepers of ancient wisdom. They are skilled in the art of prophecy and use their mystical gifts to guide their communities and allies. Despite their somber and contemplative demeanor, Koraki have a profound respect for the balance of nature and the interconnectedness of all living things.

 
Perks
  • Omen Sensitivity: You possess an eerie knack for sensing impending threats or ill fortune. Once per session, you may get a vague, unsettling hunch of imminent danger.
  • Murder of Crows: Wild corvids are strangely drawn to you. You can attempt to call nearby ravens or crows to distract an enemy, forcing them to spend an action fending off the flock.
  • Midnight Messenger: You can imbue a small scrap of parchment with a hint of your avian essence, sending it off on the wind to deliver a brief message. It travels swiftly and discreetly but can’t cross huge distances or complicated barriers.

 

Manitari (Shroomfolk)

Exotic
  • Size: 2-7 ft.
  • Origin: Shroomeria
  • Suggested Archetypes: Gunslinger, Paladin, Nature Druid, Scout, Priest, Oracle
Shroomfolk by Tillerz using MJ
The Shroomfolk, known as Manitari, are an earthy race. These sentient, mushroom-like beings have a unique appearance, with bodies resembling oversized mushrooms. They vary in size, with some Manitari standing as tall as a human while others are much smaller. Manitari are deeply intertwined with the natural world, often inhabiting the hidden depths of dense forests and ancient groves and caves. Their bodies are adorned with intricate, bioluminescent patterns that glow softly in the dark, casting an otherworldly aura. Manitari have an innate connection to the earth and are skilled in earth-based magic, including plant manipulation and elemental spells. As stewards of the forest, Manitari play a crucial role in maintaining the balance of their natural surroundings. They are knowledgeable herbalists and are adept at using the unique properties of fungi for both healing and magical purposes.

 
Perks
  • Spore Abilities: You can release subtle spores that make certain creatures more pliable, granting a small bonus (e.g., +5%) to your Command or Charm rolls, though it may fail against constructs, or mindless undead.
  • Bioluminescent Glow: Parts of your fungal body can emit a soft light in the dark, enough to illuminate a small area. You can dim or brighten this glow at will.
  • Mycelial Rapport: You sense disturbances in earthy or fungal-rich terrain, letting you detect burrowing creatures or hidden passages near plant growth.

 

Mendhak (Frogfolk)

Exotic
  • Size: 2-5 ft.
  • Origin: Wild Lands
  • Suggested Archetypes: Monk of the Fist, Clerk, Merchant, Soldier, Swashbuckler, Peddler
Frogfolk by Tillerz using MJ
The Frogfolk, known as Mendhak, are a lively and amphibious race inhabiting Alana. These anthropomorphic frogs exhibit a fascinating mix of frog-like and humanoid features. Their skin ranges from vibrant shades of green to mottled patterns, blending seamlessly with the lush landscapes they call home. The Mendhak are closely connected to Alana's waterways, residing in reedy swamps, tranquil ponds, and secluded marshlands. Their long, agile legs and webbed fingers make them exceptional swimmers and agile jumpers. Mendhak have a deep affinity for nature and elemental magic, particularly water-based spells and nature manipulation. Renowned for their harmonious existence with the environment, Mendhak are skilled herbalists, healers, and caretakers of the marshlands they inhabit. They possess a keen understanding of the delicate balance of ecosystems and often serve as guardians of the natural world. With their vibrant culture and playful spirit, the Mendhak add a touch of whimsy and natural wonder to Alana.

 
Perks
  • Strong Legs: You can leap twice the usual height or distance of a typical human, allowing easy crossing of small chasms or escape from grapples.
  • Moist Skin: Once per day, excrete a slippery mucus that grants you or an ally advantage when resisting grapples or slips free from restraints.
  • Amphibious Alert: You have a natural sense for approaching weather changes or swamp hazards, giving you a head start on floods or lurking predators in marshy terrain.

 

Minotaurs (Cowfolk)

Rare
  • Size: 6-9 ft.
  • Origin: Wild Lands
  • Suggested Archetypes: Battlesmith, Berserker, Monk of the Elements, Soldier, Swashbuckler, Royal
Minotaurs by Tillerz using MJ
The Cowfolk, often referred to as Minotaurs, are towering over most other beings, they possess the stature of humans combined with the powerful, bovine features of bulls. Covered in dense, shaggy fur ranging from deep brown to black, Minotaurs exude an air of raw strength and primal vitality. Minotaurs have a long and storied history in Alana, often inhabiting rugged mountain ranges and expansive grasslands. Their immense frames, bull-like horns, and cloven hooves make them naturally suited to a life of endurance and resilience. They are renowned warriors, known for their unparalleled combat skills and steadfast courage on the battlefield. Minotaurs are a proud and honorable species with rich traditions of storytelling and shamanic practices. They revere nature and the spirits of the land, often acting as protectors of ancient ruins and sacred sites.

 
Perks
  • Labyrinthine Mind: You have an intuitive sense of direction in mazes or winding paths, rarely getting lost in complex environments.
  • Horn Charge: Once per encounter, make a powerful horn charge against a foe, dealing extra impact, forcing them to roll to keep their footing, or push them back 5 feet.
  • Unshakeable Stance: You can brace yourself so that attempts to shove or trip you suffer a penalty, reflecting your formidable size and muscular frame.

 

Papia (Duckfolk)

Uncommon see Duckfolk
  • Size: 4-5 ft.
  • Origin: Wild Lands
  • Suggested Archetypes: Private Eye, Crafter, Wizard, Elementalist, Performer, Sharpshooter
Duckfolk by Tillerz using MJ
The duckfolk, known as Papia, are a cheerful and water-loving species. These avian beings possess a unique charm, combining human-like features with the endearing appearance of ducks. Papia stand at an average height, with plump, feathered bodies adorned in various shades of vibrant and mottled feathers. Papia are closely tied to the aquatic realms of Alana, often making their homes along the picturesque banks of rivers, serene lakeshores, and tranquil ponds. Their webbed feet and dexterous hands allow them to navigate both land and water with ease, making them skilled fishermen, swimmers, and boat builders. Known for their jovial nature and love of festivities, Papia are celebrated for their musical talents and culinary skills. They often host lively gatherings, sharing delicious feasts and catchy melodies with their friends and neighbors. The Papia bring a sense of lightheartedness and community to the diverse mosaic of its inhabitants.

 
Perks
  • Swimming Proficiency: Gain a small bonus (e.g., +5%) to swimming and diving rolls. You can maneuver swiftly underwater compared to most humanoids.
  • Buoyant Balance: You can balance on drifting logs or narrow boats without penalty, rarely capsizing small watercraft.
  • Gregarious Gossip: Papia love social chatter. You easily befriend sailors, fishermen, and townsfolk near water, extracting local rumours or forging quick alliances.

 

Phurr (Catfolk)

Uncommon
  • Size: 4-6 ft.
  • Origin: Trendelika
  • Suggested Archetypes: Monk of the Fist, Dungeondelver, Thief, Illusionist, Assassin, Performer
Catfolk by Tillerz using MJ
The Phurr, known for their feline grace and instincts, have a natural affinity for agility and close-quarters combat. Their preferred weapon is often the nimble and versatile clawed gauntlet, allowing them to channel their primal instincts into swift and deadly strikes. Catfolk possess a unique talent for enhanced senses, including exceptional night vision, acute hearing, and heightened reflexes, making them formidable hunters and skilled trackers. However, their flaw lies in their sometimes unpredictable and independent nature. Catfolk can be fiercely individualistic, often prioritizing personal interests over group dynamics.

 
Perks
  • Grace of the Cat: Reduce fall damage by one step (e.g., -1d6 or similar). Your lithe body twists midair to land on your feet.
  • Night Prowler: Your feline eyes adapt readily to low light, granting you a modest bonus to stealth checks at night or in dim environments.
  • Feline Agility: Once per combat, burst into a sudden sprint or dodge, doubling your movement for that turn or imposing a penalty on an attacker’s roll.

 

Rukha (Orcs)

Uncommon
  • Size: 5-7 ft.
  • Origin: Namoria
  • Suggested Archetypes: Berserker, Pirate, Elementalist, Warlock, Shadowmonk, Infernal Conjurer
Orcs by Tillerz using MJ
Orcs are a robust and formidable humanoid species known for their physical prowess and warrior culture. They typically have greenish or grayish skin, pronounced tusks, and a strong build. Rukha society values strength, honor, and unity among their tribes.

 
Perks
  • Survival Skills: Gain a small bonus (e.g., +5%) to foraging, tracking, or weathering harsh terrain. You endure the wilds with stoic toughness.
  • Intimidating Roar: Once per encounter, unleash a deep-throated bellow that can shake the resolve of weaker foes, causing them to test Willpower or suffer a momentary morale drop.
  • Relentless Assault: Once per combat, when you wound an enemy, you can momentarily surge forward for an immediate follow-up strike or extra movement, reflecting your race’s ferocious aggression in battle.

 

Sinh (Lionkin)

Exotic
  • Size: 5-8 ft.
  • Origin: Wild Lands
  • Suggested Archetypes: Wildshape Druid, Enchanter, Monk of the Elements, Merchant, Diviner, Archaeologist
Lionkin by Tillerz using MJ
Lionkin, or Sinh, are a humanoid species known for their feline characteristics, resembling lions. They possess a strong, regal presence with golden fur, manes, and sharp claws. Lionkin often exhibit noble traits and a sense of pride in their heritage.

 
Perks
  • Prideful Nature: You gain a small bonus (e.g., +5%) on tests to resist fear or intimidation. Your regal bearing helps you keep composure under threat.
  • Lion’s Pounce: Once per combat, launch a powerful leap-attack from short range, catching an enemy off-guard if they fail an opposed check.
  • Majestic Presence: You exude a noble confidence that helps you in diplomacy among many species. When dealing with neutral or friendly NPCs, you can slightly improve their initial disposition toward you.

 

Titanforged (Automatons)

Uncommon
  • Size: 2-9 ft.
  • Origin: Magramine
  • Suggested Archetypes: Battlesmith, Clerk, Cartographer, Researcher, Scavenger, Peddler
Titanforged by Tillerz using MJ
The Titanforged are ancient, sentient constructs, many of them are thousands of years old. They are typically humanoid automatons made of enchanted materials like stone, metal, or crystal. The dwarves of Magramine have been successful in recreating some of the simpler types of Titanforged.

 
Perks
  • Ancient Knowledge: You are essentially a living relic containing partial records of old technologies, granting a small bonus (e.g., +5%) to rolls involving advanced engineering or arcane machinery.
  • Mechanical Resilience: Your body is clockwork or metallic plating, granting you immunity against poison/disease that afflict only living flesh.
  • Clockwork Precision: Your internal gyros and precise servos help you perform delicate tasks. Once per session, reduce or ignore a penalty caused by shaky conditions, such as working on a tiny mechanism mid-battle.

 

Vishaal (Goliaths)

Exotic
  • Size: 8-12 ft.
  • Origin: Norkon
  • Suggested Archetypes: Paladin, Berserker, Soldier, Sharpshooter, Royal
Goliath by Tillerz using MJ
Goliaths are massive humanoid beings known for their imposing size, impressive physical prowess, and rugged appearance. They typically hail from high mountainous regions of Norkon and are renowned for their endurance and adaptability to harsh environments.

 
Perks
  • Mountain Born: Gain a bonus (e.g., +10%) to resist cold weather or high-altitude hazards. Your endurance in freezing climates is unmatched.
  • Stonegrip: You can cling to rocky surfaces or mountain faces with surefootedness, imposing a penalty on checks to dislodge you.
  • Trial of the Peaks: You thrive on feats of Strength. Once per session, draw on your giant-blooded endurance to temporarily boost your carrying capacity or push/pull a much heavier load than normal.

 

Wibbit (Rabbitfolk)

Uncommon
  • Size: 3-5 ft.
  • Origin: Farenia
  • Movement Speed: +5 to MOV
  • Suggested Archetypes: Gunslinger, Private Eye, Inventor, Diplomat, Priest, Peddler
Rabbitfolk by Tillerz using MJ
Rabbitfolk, or Wibbit, are a peaceful and agile humanoid species with distinct rabbit-like features. They have long ears, soft fur, and keen senses. Wibbit society values community and cooperation, often living in close-knit warrens. Most Rabbitfolk are born and die in Greenvale without ever leaving the region.

 
Perks
  • Burrowers: You can dig a person-sized burrow in soft earth or snow in about an hour, providing hiding spots or ad-hoc shelter.
  • Fleet-Feet: You have a natural quickness, granting you slightly increased base movement or a bonus to chase and escape attempts.
  • Ear for Danger: Large, sensitive ears help you detect subtle sounds. Once per day, you can attempt to hear distant footsteps, approaching beasts, or whispered conversations behind walls.

 

Faefolk


 

Allaghi (Changelings)

Exotic
  • Size: 1-8 foot, depending on their specific species
  • Origin: Faefolk - Mag Mell - Realm of the Fae
  • Perk: Social Adaptability: You can blend into every social group without raising suspicion: +5% on related rolls.
  • Flaw: -
  • Suggested Archetypes: Private Eye, Dungeon Delver, Illusionist, Thief, Assassin, Sorcerer
Changeling by Tillerz using MJ
Changelings are known for their incredible shape-shifting abilities. In a matter of minutes, they can transform their appearance, changing everything from their physical features to their gender and even adopting the appearance of different ancestries. However, these skilled metamorphs cannot change their fundamental attributes. Additionally, changelings can only shift their size by a single step (e.g., from normal to small), maintaining a certain level of consistency even in their remarkable transformations. Changelings possess a unique talent for deception and infiltration, seamlessly blending into different roles and assuming new identities. However, this talent comes with a significant flaw - their struggle to maintain a strong sense of self. The constant need to change and hide their true nature can lead to feelings of detachment and difficulty forming genuine connections.

 
Perks

 

Nereida (Faeries)

Rare
  • Size: 1 foot / 3-6 foot
  • Origin: Faefolk - Mag Mell - Realm of the Fae
  • Perk: Can shapechange between short rests, can fly in regular fae form.
  • Suggested Archetypes: Enchanter, Alchemist, Nature Druid, Scout, Companion Druid, Royal
-

 
Perks

 

Nymphs

Exotic
-

 
Perks

 

Plantfolk

Exotic
  • Size: 2-9 foot
  • Origin: Faefolk - Mag Mell - Realm of the Fae
  • Perk: Toxin Resistance: Many plantfolk are immune to natural poisons and toxins, making them formidable against such threats. You get +5% to resistance rolls against toxins/poisons.
  • Suggested Archetypes: Alchemist, Shopkeep, Nature Druid, Scout, Companion Druid, Sorcerer
Plantfolk by Tillerz using MJ
Deep within the green heart of the world dwell the Plantfolk - mysterious, ancient, and wondrously alive. Neither wholly plant nor wholly creature, they are nature given thought and breath, beings born of root and soul. Some stand tall as trees, bark-bound and moss-crowned, with limbs like twisted branches and eyes that glimmer with the memory of ages. Others bloom with the grace of flowers, their delicate frames wreathed in petals and trailing vines that shimmer in the wind’s caress. Then there are those who slink through the underbrush - vine-wrapped, nimble, and quiet as ivy creeping along stone.
  Bound by a sacred bond to the land of Alana, the Plantfolk speak the silent language of leaf and root. They call to the forest, coax seeds to life, and wield the primal forces of earth and wood with gentle strength. Hidden groves, sun-dappled clearings, and deep, forgotten woods are their sanctuaries - places where the heartbeat of nature is strongest.

 
Perks

 

Satyrs

Exotic
Satyr by Tillerz using MJ
-

 
Perks

 

Miscellaneous Ancestries


 

Bugbears

Rare
  • Size: 6-8 foot
  • Origin: Steamy Plains
Bugbears by Tillerz using MJ
-

 
Perks

 

Chidaya (Birdfolk)

Uncommon
  • Size: 3-7 foot
  • Origin: Farenia
  • Equipment: Bow and arrows
Birdfolk by Tillerz using MJ
The Birdfolk - swift, feathered denizens of the skies - are creatures of elegance and instinctive grace. With wings outstretched and eyes sharp as a falcon’s, they dance upon the wind, masters of the air and keen hunters from above. Favouring the bow, they strike from the heavens with uncanny precision, each arrow guided by sight honed across endless horizons.

 
Perks

 

Chipa (Lizardfolk)

Rare
  • Size: 3-7 foot
  • Origin: Dashan
  • Equipment:
Lizardfolk by Tillerz using MJ
The Lizardfolk are creatures born of sun-scorched stone. With sinewy limbs and eyes like molten gold, they walk the line between beast and warrior, ancient instincts guiding every move. Their weapons are as practical as they are brutal: heavy clubs hewn from bone and stone, or spears hardened in fire, wielded with a strength that strikes swift and sure.
  Beneath their rugged exterior lies a mind shaped by necessity. The subtle dance of feelings, the delicate web of social nuance - these things elude them. To the Lizardfolk, sentiment is a strange and slippery thing, often met with confusion or disregard. They act with cold logic, favouring what is effective over what is kind. But make no mistake - the Lizardfolk are not heartless. They are steady, loyal, and unflinching, and in the crucible of hardship, they stand like stone.

 
Perks

 

Chooha (Mousefolk, tiny)

Exotic Mousari
Mousefolk by Tillerz using MJ
-

 
Perks

 

Descended (Angelfolk)

Exotic
  • Size: 4-10 foot
  • Origin: N/A
Angelfolk by Tillerz using MJ
The Descended - children of starlight and sky - are born of celestial lineage, they carry the glow of distant realms within them, their souls alight with purpose and divine grace. Many among them favour the longbow - elegant, swift, and precise.
  The Descended also wield sacred power drawn from their otherworldly blood - healing the wounded with a touch, conjuring radiant energy to banish darkness, and sensing the presence of evil. They are beacons in the shadows, guardians of virtue, and vessels of the divine. Yet such brilliance is not without its burden.
  Touched by higher forces, the Descended often wrestle with the weight of expectation - to be flawless, to lead, to shine always. In quiet moments, they may feel adrift, torn between the will of the heavens and the call of their own hearts. The struggle to forge a personal path amidst the echo of prophecy is their trial.

 
Perks

 

Dragons

Exotic
  • Size: 10-36 foot (humanoid form: 4-8 foot)
  • Origin: Han
  • Perk: Fire Immunity
Dragons by Tillerz using MJ
-

 
Perks

 

Dragonkin

Rare
  • Size: 4-8 foot
  • Origin: Han
Dragonkin by Tillerz using MJ
Dragonkin possess a draconic bloodline and scaled physique. Their favorite weapon often reflects their innate connection to their draconic ancestry, with many dragonkin favoring the use of mighty two-handed weapons such as greatswords or polearms, channeling their inner strength and unleashing devastating strikes upon their foes. Dragonkin possess a unique talent for harnessing elemental breath, allowing them to unleash powerful bursts of fire, lightning, or other elements upon their enemies. Their flaw lies in their intense pride and sometimes volatile temperament. The dragonkin's pride can lead them to be stubborn and reluctant to back down, even in situations where discretion may be the wiser choice. It takes a skilled ally to navigate the delicate balance of their fiery nature and utilize their powerful potential to the fullest.

 
Perks

 

Kentauros (Centaurs)

Exotic
  • Size: 6-8 foot
  • Origin: Sirkith
Centaurs by Tillerz using MJ
-

 
Perks

 

Gata (Serpentfolk)

Exotic
  • Size: 4-9 foot
  • Origin: Calika
Serpentfolk by Tillerz using MJ
The serpentfolk are a mysterious and malevolent species, shrouded in shadows and steeped in ancient secrets. These beings, with serpentine features and mesmerizing eyes, evoke both fear and fascination in those who encounter them.
  Serpentfolk are notorious for their sinister practices and dark sorceries. Their lithe, sinuous bodies are adorned with scales of varying colors, often blending seamlessly with their surroundings. They are agile and cunning, making them adept predators and skilled infiltrators.
  They are known to dwell in hidden underground lairs, forsaken temples, and forgotten catacombs. They are masters of venomous magic, wielding powers that can mesmerize, poison, or manipulate the minds of others.

 
Perks

 

Geniekin

Rare
  • Size: 2-12 foot
  • Origin: -
Geniekin by Tillerz using MJ
-

 
Perks

 

Goth

Exotic
  • Size: 4-7 foot
  • Origin: Zaxor
Goth by Tillerz using MJ
The Goth are not originally from Alana. They arrived through the Resonance Plain of Zaxor across a period of decades, via a planar aperture that has since closed, and they have been in Zaxor long enough to build cities and establish traditions and not long enough to have stopped being subtly wrong about the world in ways they do not notice and outsiders do. Their appearance is angular and pale, their eyes carrying a silver-grey luminescence in dim light, their movements slightly too precise to be entirely comfortable to watch.
  They are a militaristic people by tradition, not by aggression: Goth society is organised around the assumption that threats exist, will continue to exist, and should be prepared for with methodical thoroughness. Their city of Zaxor reflects this: defensible, watched, and designed for rapid mobilisation. The Goth who travel beyond Zaxor tend to be either soldiers on missions or scholars whose curiosity about the plane they now inhabit overrides their instinct to stay within defensible walls.
  What they left behind, and why, are not discussed with outsiders. The question is not exactly taboo; it simply produces in Goth a particular expression that most people learn to read as "this conversation is over now."

 
Perks
  • Planar Awareness: You sense planar disturbances and thin points in the fabric between worlds within 50 yards, feeling them as a faint pressure behind the eyes. You are resistant to planar displacement effects: if an ability would transport you against your will to another plane or location, you may test Willpower at +10 to resist it entirely. You can also sense whether you are on your plane of origin (you are not; you feel this constantly).
  • Psionic Will: Your mental discipline is exceptional. You gain +10 to all Tests resisting mind-affecting magic, compulsion, charm, and fear effects. Once per session, when you would fail a Test against such an effect, you may spend a moment of intense concentration to negate it entirely, functioning as though you had succeeded.
  • Astral Step: Once per scene, you may step sideways through the near-planar space and instantly appear at any point you can see within 10 yards. This costs a Free Action. You cannot bring other creatures with you. Using this ability twice in the same scene requires a Challenging (+0) Willpower Test; failure means you cannot use it again until the next scene.

 
link

Hoplites (Frogfolk, tiny)

Exotic
  • Size: 1/4 to 1/3 foot
  • Origin: Bridgeport
  • Perk: Strong Legs: They can jump three times as high or far.
Frogfolk by Tillerz using MJ
-

 
Perks

 

Makalee (Fishfolk)

Rare
  • Size: 3-5 foot
  • Origin: Green Sea
Fishfolk by Tillerz using MJ
-

 
Perks

 

Molten People

Rare
  • Size: 5-8 foot
  • Origin: Mount Thunkanega
Molten People by Tillerz using MJ
The Molten People are composed of cooled and partially cooled volcanic rock, their outer surface a dark basalt crust that cracks at the joints to reveal the orange-red glow of what lies beneath. They radiate heat continuously: standing close to a Molten Person in a cold climate is like standing near a banked fire; standing close to one who is angry or exerting themselves is like standing near the open door of a furnace. They do not burn things they touch deliberately; they burn things when they are not paying attention, which is why most of their relationships with surface species begin with a negotiation about furniture.
  Their origin is Mount Thunkanega; they are long-lived to a degree that makes even elves look impatient: a young Molten Person measures their early years in decades. Their speech is slow and deliberate, their decisions more so, and their commitment to a chosen position effectively feels eternal.
  They can shape their outer crust to a limited degree, hardening it to near-impervious stone or loosening it to flow slightly across a surface. This makes them excellent at tasks requiring sustained applied force and poor at tasks requiring speed or subtlety. A Molten Person who commits to something does not stop.

 
Perks
  • Living Stone: Your body grants natural Armour 2 (this stacks with worn armour at the GM's discretion for upper-body coverage). You are immune to fire and extreme heat. Cold environments, however, cause your outer crust to stiffen: in freezing conditions, suffer -10 to Agility Tests. Magical cold inflicts +1 additional Wound per hit.
  • Radiant Presence: Your ambient heat functions as a deterrent. Creatures that would normally be intimidated by size or threat display are additionally affected by the physical reality of your temperature: social Tests to Intimidate gain +10, and creatures with fear of fire must pass a Cool Test at -10 to remain adjacent to you without a specific reason. You also provide the equivalent of a campfire's warmth to anyone within 5 yards without effort.
  • Stone Shaping: Through sustained contact lasting several minutes, you can slowly reshape natural stone: smoothing surfaces, opening hairline cracks into passages large enough to crawl through, or sealing gaps in rock walls. Large-scale shaping (a door-sized opening) takes roughly an hour. You cannot shape worked metal, Ironwood, or Predecessor materials.

 

Piscari (Merfolk)

Rare
  • Size: 5-7 foot
  • Origin: Shashalamar
Merfolk by Tillerz using MJ
The Piscari are a fully amphibious people, equally at home at three hundred feet of depth or walking a harbour district in Bonoloku City, though they typically prefer the former and visit the latter under economic necessity. Below the waist their lower body is scaled and finned, in shades from deep indigo to silver-white depending on the deep-water zone their family lines originate from; above the waist they are humanoid, with secondary eyelids that close in air or water and gill-structures along the neck that function in both environments without mechanical assistance.
  Merfolk culture is old. Shashalamar's recorded history stretches considerably further back than most surface civilisations, and Piscari take a long view of events that surface people consider urgent. This can make them seem indifferent. The Sunken Archive records that three surface civilisations have risen and fallen in the time since the Piscari first settled Shashalamar.
  They communicate in open water through a combination of speech and harmonic resonance that carries remarkable distances, producing what surface people describe as singing. They also communicate through pressure changes, bioluminescence, and a rapid pattern of fin-movement that functions as a second language entirely separate from vocal communication.

 
Perks
  • Amphibious: You breathe air and water with equal facility. You move at full speed in water and suffer no penalties to any Tests performed while submerged. You can hold your breath in airless environments for up to an hour before needing to breath.
  • Depth Sight: Your secondary eyelids provide clear vision in low-light underwater conditions to a range of 60 yards. You can detect pressure changes caused by large moving objects within 100 yards in open water, effectively sensing their approach and approximate size before they come into visual range.
  • Tide's Memory: Piscari carry inherited navigational knowledge of the sea. You always know your cardinal direction at sea, the approximate depth of open water you are swimming in, and the locations of any significant underwater features within ten miles of coastlines you have previously visited. Once per session, you may ask the GM for an accurate navigational fact about an underwater location you are approaching.

 

Possessed

Exotic
  • Size: 5-7 foot
  • Origin: Han
-

 
Perks

 

Shardlings

Rare
  • Size: 2-6 foot
  • Origin: Icelands
Shardlings by Tillerz using MJ
-

 
Perks

 

Slimes

Rare see Slime
  • Size: 1-10 foot
  • Origin: -
Slimes by Tillerz using MJ
-

 
Perks

 

Trolls

Exotic
Trolls by Tillerz using MJ
-

 
Perks

 

Tzin

Exotic
  • Size: 4-7 foot
  • Origin: Calika
Tzin by Tillerz using MJ
The Tzin are the elemental-touched people of Calika, born at the intersections of desert wind, underground water, volcanic heat, and the fine particulate matter that is sand at its most philosophical. They come in four aspects corresponding to the four elemental forces most present in Calika's landscape, and while all Tzin are recognisably related, the aspects are visually distinct: Wind-aspect Tzin have hair and loose fabric that moves without any breeze to justify it; Sand-aspect have skin that catches light like fine quartz; Water-aspect carry a faint shimmer, as though seen through shallow water; Fire-aspect run warmer than other species and glow faintly at the temples in anger or excitement.
  Tzin culture is woven into Calika's trade and religious life. They serve as weather-readers, spring-finders, and interpreters of the desert's shifting moods, abilities derived from their elemental attunement rather than learned knowledge. The frankincense traders of Charakur rely heavily on Water-aspect Tzin to locate springs in the deep steppe, and Wind-aspect Tzin command significant fees as storm-warners on desert caravan routes.

 
Perks
  • Elemental Aspect: Choose one aspect at character creation: Wind, Sand, Water, or Fire. You are immune to environmental hazards from your aspect (sandstorm visibility penalties, moderate heat exhaustion, minor cold from groundwater exposure, or discomfort from hot surfaces). You also gain a small bonus (+5%) to relevant Tests: Wind to detect approaching weather and hidden air movement; Sand to navigate and read terrain in desert conditions; Water to locate underground water sources and read river currents; Fire to detect heat sources and resist ignition.
  • Desert Attunement: In arid and desert terrain, you recover Fatigue as though you had rested for an additional hour, and you require only half the normal water intake. Additionally, penalties from harsh desert travel are reduced by one step for you.
  • Spirit Sense: You detect elemental disturbances within 50 yards: an approaching sandstorm, a concealed spring, a fire that should not be burning, or a wind change that precedes an ambush. Once per session, you can ask the GM whether there is an elemental anomaly within a quarter-mile of your current location and receive an accurate directional answer.

 

Van (Forestpeople)

Rare
  • Size: 5-8 foot
  • Origin: Bonoloku
Forestpeople by Tillerz using MJ
The Van are large, broad-shouldered people whose features carry the suggestion of bark and root: skin in tones of grey-brown and weathered umber, hair that moves like moss in slow water, and eyes the colour of heartwood. They are unhurried by nature and immovable by preference, qualities that outsiders sometimes mistake for passivity until they have watched a Van respond to a threat to their forest.
  Van communities live in the ancient forests of Bonoloku and the scattered old-growth stands of Qail's interior, building their settlements by shaping living wood over years rather than cutting it; a Van dwelling might take a decade to complete. Their connection to the forest is not metaphorical. A Van who stands barefoot on forest ground feels the health of the trees around them, the movement of water through roots, and the recent passage of anything that walked on the soil within the past few days.
  They are not especially interested in the concerns of non-forest peoples, but once a Van has given their word to something, it holds across generations. Van who travel beyond their forest describe the experience as being perpetually slightly wrong, like hearing music slightly out of tune: nothing is broken, but nothing is quite right either.

 
Perks
  • Root Sense: When standing on natural soil or forest ground without footwear, you detect the movement of any creature heavier than a cat within 30 yards, the health of nearby trees (diseased, damaged, or thriving), and the flow of underground water. This sense extends to 100 yards for fire or significant damage to the forest.
  • Living Wood Shaping: Through sustained contact over hours, you can coax living wood to grow in a desired direction or form. You cannot do this to dead wood or quickly, but given sufficient time, you can shape a living branch into a door-frame, a wall, or a bridge without cutting anything. This requires an Average (+20) Lore (Forestcraft) Test per major structural element.
  • Ironwood Endurance: Your natural resilience means you count as one Size category larger for the purpose of resisting knockdown, forced movement, and attempts to grapple you. Once per session, you may shrug off a Prone condition as a Free Action, simply rising without spending an Action.

 

Special Ancestries

Vampires and Were Creatures are not species per se. Many existing species can become their were version or a vampire.
 

Vampires

Exotic
  • Size: depends on the originating ancestry that became a vampire

  Vampirism is a curse that is being transferred by blood. Only species that have or can develop the required teeth (and have blood) can become and stay vampires.
Vampires by Tillerz using MJ
In the shadow-drenched corners of Alana, beneath the gaze of a waning moon, the vampires stir - creatures of haunting beauty and eternal hunger. They are not born, but made - a dark fate bestowed by the venomous kiss of another, transforming the living into something cold, immortal, and forever altered. Once mortal, the bitten undergo a chilling rebirth. Their skin pales to the colour of bone, their eyes burn with a crimson glint, and their fangs, like ivory daggers, mark them as predators. With unearthly strength and unnatural grace, they move like whispers through the night, defying death with every silent breath. But this immortality comes at a terrible cost.
  Cursed with a relentless thirst for blood, vampires must feed upon the life force of others to sustain their twisted existence. Few can resist their hypnotic charm - a beguiling blend of elegance and menace - used to lure the unwary into their fatal embrace. Their legend is carved in fear. They haunt forgotten crypts, ruined castles, and subterranean lairs (at least this is the general belief), emerging only when the sun has fled. Their presence casts a long, uneasy shadow, where trust is brittle and every fleeting romance may end in ruin.

 
Perks

 

Were Creatures

Exotic
  • Size: depends on the originating ancestry that became a were version
Werebeasts by Tillerz using MJ
The were-creatures are a unique species marked by their dual nature, as they are born of both mortal and supernatural lineage. This extraordinary species can be found among many species in Alana, for the curse of lycanthropy knows almost no bounds.
  Were-creatures are beings who possess the ability to transform between their natural form and that of a fearsome beast. These transformations are often triggered by external factors such as the full moon, strong emotions, or even the consumption of certain elixirs. In their beastly form, were-creatures exhibit heightened physical prowess, enhanced senses, and formidable strength.
  Each were-creature is linked to a specific animal, such as wolves, bears, or big cats, and their transformation mirrors the traits and abilities of their chosen creature. Some embrace their dual nature, using their abilities to protect their homeland and kin, while others grapple with the curse's dark side, struggling to maintain their humanity.

 
Perks


Cover image: Archetypes by Tillerz using MJ
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