The oldest humanoid species in Neothera. Elves do not die of old age and are sometimes aligned to one of the seven elements (fire, water, nature, earth, air, ice or lightning) with skin or hair partially coloured to reflect this. Elves have long and pointed ears. The majority of elves reside in the city of Faradome and have formed an alliance called the Amicita, with the faeries and piskies in this region.
Goblins, or Gla'hamoth in the elvish tongue, are green-skinned creatures that dwell in the cavernous stretches below the surface of Neothera. The first goblins were born from elves, and contrary to popular belief was the second intelligible species to inhabit Neothera. Goblins have roamed Neothera since the first recorded 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.
These mischievous, winged creatures are said to have emerged from the ancient woods near Faradome, saving the elves in their war against the demonic Nightmares at the end of the first age. Piskies are recognisable by their pointed ear-tips and wings that resemble a dragonflies or butterflies, often coloured to match an element they have an affinity with.
The result of treacherous demons breeding with the early humans led to the creation of the Vulperans. 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, with horns protruding from their forehead or temples. They have a high pain threshold and are able to emulate the powers of other demons they encounter.
Those that have become infected with the plague of undeath and have consumed 'salvation' have retained their minds and free will in death. Rallied under the banner of the Frozen North, wights seek to destroy the mindless dead, malicious demons, vampyres of Terminarium and those who would support the cause of these abominations. Upon rising as a wight, the living races become something different altogether... (see the Realms of Neothera handbook for more information on wight races)
Vampyres (formerly Faeries)
Lich (formerly Humans)
Beings of light. The faeries arrived in Neothera from their dying home world, Terminarium, and have found refuge in the Amicita city of Faradome. Faeries are known for their healing abilities, unnatural coloured hair (blue, green, pink etc.) and patterns on their faces and/or body (often decorated with gems) that mirror the constellations in their home world when they were born.
It is believed that the urka arrived in Neothera at the end of the first age, travelling from the stars in a golden vessel that crashed in the southern realms. Urka are famously honourable and physically strong, yet until recently have chosen to remain secluded from the mainland. Urka are recognisable for their green skin, flat noses and pointed ear-tips.
When creating a PLAYER character you will need to decide which of the eight races you would like to belong to. Races offer unique abilities and will also affect the way you are treated by other inhabitants of the world. There are also some basic costume requirements for certain races which must be adhered to. For more information on the races of Neothera refer to the Realms of Neothera handbook, available in the
Rules & Lore section of this website.