When creating a player character, you will need to decide which race you would like it to belong to. Races offer unique abilities according to the traits the species is naturally gifted with, and may also affect the way you are treated by other inhabitants of the world. There are also some basic costume requirements for some races which must be adhered to. Characters of any race can belong to any playable realm, and they may also choose up to three of the following classes from which to learn special abilities: Crafter / Defender / Fighter / Medic / Scout / Spellcaster. Training and Faith abilities are also available to any race.
A brief description of all playable races is listed below.
As a player, you should refer to the Lore Compendium for more detailed information about playable races, and for the costume requirements needed to play a specific race. You should also refer to the Core Rules for a full listing of the abilities available to each race in the game. Both of these guides are available to download for free from the RULES & LORE page of this website.
A beastkin is human in appearance as a child; however, upon reaching adulthood, it transforms into a half-animal, half-human hybrid that can draw upon its animal characteristics to enhance its physical abilities. Beastkin originate from the City of Zan'zoula, in the Na’tohram Gheneris rainforest, but are a common sight throughout all of Neothera.
Dragonkin originate from the Ashan Mountains in the western realms of Eùnd Vald and are the children of Eravor, the last great dragon. Early humans that worshipped the great dragon underwent a drastic, magically-induced change that saw them take on physical aspects of the dragons of Neothera. Dragonkin have extremely tough, scaley hides that allow them to deflect damage and they are capable of developing an elemental affinity, meaning they can shrug off magical attacks derived from the element they are akin to.
As the oldest humanoid species in Neothera, elves do not die of old age and are often aligned to one of the Seven Elements (AIR, EARTH, FIRE, ICE, LIGHTNING, NATURE, WATER) with skin or hair partially coloured to reflect this. They also have long, pointed ears. Elves are skilled at removing demonic influences a person may be under and can perform feats of mastery with relative ease. The majority of elves used to reside in the Amicita City of Faradome before it was destroyed and have since made new homes in the various realms of Neothera.
Beings of light, the faeries (also known as fey) arrived in Neothera from their dying homeworld, Terminarium, and found refuge in the Amicita City of Faradome before its destruction. The fey are known for their magical abilities, unusual hair colour and patterns on their faces and body (often decorated with gems) that mirror the constellations of the stars in their homeworld on the day that they were born. Faeries are capable of dazzling their foes with light magic and can cast short-ranged spells at long distances.
Gnomes are an elusive, mischievous and determined race of humanoids that are commonly found in the western realms of Eùnd Vald. This species is said to have been born from the ancient spores, moulds and fungus that littered the forests of Eúnd Vald, long before the human races appeared in the region. Gnomes have recently been sighted in the Mainland, making new homes for themselves in these strange new lands. Gnomes are capable of altering the emotional state of a target, inflicting damage or healing wounds as they do so. They are also capable of phasing out of the physical plane to avoid danger.
Goblins are green-skinned creatures that until recently prefered to dwell in the cavernous stretches below the surface of Neothera. Goblins have roamed Neothera since the Second Age and are believed to be the result of corruption - a curse that was placed upon elves that defiled or denied the will of the Seven. Goblins are capable of harnessing fel magic to empower themselves and consume mushrooms known as Shnarmi to alter their mental state, allowing them to enhance their performance on the battlefield.
Legend tells that humans arrived in Neothera at the beginning of the Third Age, apparently fleeing a hostile force that destroyed their homeworld. Once nurtured by the elves, humankind has now grown to become the largest and arguably most influential race in Neothera. Humans are a determined race and cling on to life longer than others when suffering from grievous wounds, their triumph at beating death also empowers them.
Murkling sightings have been observed as far back as the middle of the Second Age of Neothera by the elves, yet it has taken thousands of years for them to interact with other sentient species. Born from a plesiosaur water goddess, they are strange, semi-aquatic, humanoid creatures that originate from the region of Goggy Manton in Mainland Neothera. Murklings possess a natural ability to regenerate quickly from grievous wounds and can shrug off physical attacks due to their slippery skin.
These mischievous, winged creatures are said to have emerged from the ancient forests near Faradome, saving the elves during the war against the demonic Nightmares at the end of the Second Age. Piskies are recognisable by their pointed ear-tips and wings that resemble that of dragonflies or butterflies, often coloured to match an element they have an affinity with. Piskies are capable of flight and can use their unique powers to cause anyone nearby to fall into a confused state.
UNDEAD WIGHTS: DARK ELVES
The infected elves who reanimated as wights in the Third Age left the Mainland and travelled to the Frozen North, knowing that they could never return to the City of Faradome where their living kin feared the undead creatures they had become. The dark elves built the City of Nordaan in Karthsworn and vowed to assist the Vampyre Council of Nald in protecting their fellow wights from persecution by those who see them as abominations. They also defend the other realms from the mindless dead and those with equally sinister motives. Dark elves excel at trapping and slaying the undead and can easily discern if an undead being is lying to them.
UNDEAD WIGHTS: LAHAMIA
Demons are immune to the infection that reanimates the corpses of other living creatures, and a vulperan that reanimates as a wight after death retains the demonic characteristics it had in life. It appears that only the human part of a vulperan dies and reanimates, being responsible for creating the creature known as a lahamia. Those who have confronted a lahamia tell how the creature’s icy-cold gaze drove them to flee in terror as twisted and macabre thoughts filled their minds. Anyone brave enough to fight the fear became paralyzed when the lahamia came close enough to touch them.
UNDEAD WIGHTS: LICH
Humans are the most commonly infected inhabitants of Neothera and the sheer number of liches in the Frozen North, and mindless corpses now wandering the Mainland is a testament to this. The very existence of the undead has caused the living much despair, for the existence of a reanimated corpse leads to questioning the gods and the afterlife itself. Humans believe that the soul of a being who has become a lich is somehow chained to the body, preventing it from reaching the Ethereal Realm, and their relentless power is steeped in corrupted magic. A lich is capable of enduring grievous wounds longer than any other undead species, and when they become too tired to fight, they can draw upon a pool of reserved energy to empower themselves.
UNDEAD WIGHTS: REVENANTS
Revenants are the reanimated corpses of beastkin and are the only undead race that can mutate after their resurrection. Drawing upon a substantial pool of abilities, revenants can physically manipulate their bodies to perform amazing feats, but once a mutation has occurred, it cannot be undone. Scorned by the nature-worshipping Hemadri, who see the undead as abominations of the natural order of life, the revenants have secured a place in the factions of the Frozen North and rally to their cause as dangerous opponents to any foe that would engage them.
UNDEAD WIGHTS: SHADOW FEY
A shadow fey is the result of an infected piskie reanimating as a wight after its death. Morbidly beautiful to behold and extremely dangerous, the shadow fey are infamous for their love of violence and torture, and they can inflict terrible and often excruciatingly painful curses upon their foes. Retaining their ability to fly, yet losing their playful nature and elemental affinity when becoming a shadow fey, in undeath, these creatures become sadistic and dark-humoured.
UNDEAD WIGHTS: VAMPYRES
Not all vampyres are filled with hate; some have decided to embrace the curse of undeath to fight back against the darkness that corrupted them. Infected faeries are fated to lose their light upon dying, and do not need to consume the Elixir of Rebirth to rise as a wight; these are the vampyres who now reside in the frozen wastes and Terminarium and will stop at nothing to purge the world of mindless dead and demonic Nightmares. Vampyres are powerful beings, capable of flight without wings and willing a target to do their bidding through a form of mind control.
The urka arrived in Neothera in the Third Age, travelling from the stars in a golden craft that crashed in the Southern Realms. Until recently they chose to remain secluded from the Mainland due to the violent nature of the realms there. Urka are famously honourable and physically strong, able to shrug off extremely-hard blows that would otherwise kill a lesser warrior. They are recognisable for their green, tan or pale skin, flat noses and pointed ear-tips and possess the ability to resist attacks of an elemental nature.
The result of treacherous demons breeding with the early humans led to the creation of the vulperan species. Liberated from the will of their demonic masters by the Elves of Faradome, the vulperan people are devoted to assisting the realms of the Mainland against any further demonic threats. Vulperans are human in appearance, but with horns protruding from their forehead or temples. They have a high pain threshold and can emulate the powers of other demons they encounter.