Races of Realms
The Races found in Realms of Adventures are many and varied. Although, it is said, not all Races have yet been discovered or documented. There are tall tales of strange creatures and civilizations at the far corners of the world...
The Race you choose will determine certain Attributes and Skills available to your Character. The Races are not as important to the overall storyline as the House one selects. However, selecting a Race does unlock specific plots, objectives, and side quests for your Character to explore. Humans
Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.
Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party. Attribute Bonus: Humans gain a +2 racial bonus to one Attribute of their choice at Character Creation. Skill Bonus: Humans, being versatile, gain a +1 racial bonus to one Skill Rank of their choice at Character Creation. Movement: Humans have a base speed of 4 Movement Points. Size: Humans are Medium sized creatures and receive no bonuses or penalties due to their size. House Bonus: For every three Houses united together by their Adventuring Party, Humans gain a +1 Attribute Rank increase to each of their attributes. Dwarves
|
Great Resources!
|
These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.
Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.
Attribute Bonus: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Skill Bonus: Dwarves gain a +1 racial bonus to one of the following Skill Ranks at Character Creation - Perception, Craft, Knowledge (Engineering), or Intimidate.
Movement: Dwarves have a base speed of 3 Movement Points. However, they are never encumbered by weight, or armor.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
House Bonus: Dwarves gain a +2 Charisma increase for every five Houses united together by their Adventuring Party. However, they also reduce a single Skill Rank by -1 at that time.
Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.
Attribute Bonus: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Skill Bonus: Dwarves gain a +1 racial bonus to one of the following Skill Ranks at Character Creation - Perception, Craft, Knowledge (Engineering), or Intimidate.
Movement: Dwarves have a base speed of 3 Movement Points. However, they are never encumbered by weight, or armor.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
House Bonus: Dwarves gain a +2 Charisma increase for every five Houses united together by their Adventuring Party. However, they also reduce a single Skill Rank by -1 at that time.
Elves
Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.
Many elves embark on adventures out of a desire to explore the world, leaving their secluded realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their ancestors. This need to see a wider world is accepted by their societies as a natural part of becoming mature and experienced individuals. Such elves are expected to return in some few decades and take up lives in their homelands once more, enriched both in treasure and in worldview. For those elves raised among humans, however, life within their homes—watching friends and family swiftly age and die—is often stifling, and the ephemeral and unfettered life of an adventurer holds a natural appeal.
Elves generally eschew melee because of their relative frailty, preferring instead to engage enemies at range. Most see combat as unpleasant even when needful, and prefer it be done as quickly as possible, preferably without getting close enough to smell their foes. This preference for making war at a distance, coupled with their natural accuracy and grasp of the arcane, encourages elves to pursue classes such as wizards and rangers.
_Attribute Bonus: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Skill Bonus: Due to their exceptional Intelligence, at Character Creation, Elves gain a +2 racial bonus to two of any Skill Rank related to Intelligence, Wisdom, or Charisma.
Movement: Elves have a base speed of 4 Movement Points.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
House Bonus: Though reluctant, once aligned with a House, Elves bestow +1 Skill Rank to the chosen skill of each member of their Adventuring Party.
Many elves embark on adventures out of a desire to explore the world, leaving their secluded realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their ancestors. This need to see a wider world is accepted by their societies as a natural part of becoming mature and experienced individuals. Such elves are expected to return in some few decades and take up lives in their homelands once more, enriched both in treasure and in worldview. For those elves raised among humans, however, life within their homes—watching friends and family swiftly age and die—is often stifling, and the ephemeral and unfettered life of an adventurer holds a natural appeal.
Elves generally eschew melee because of their relative frailty, preferring instead to engage enemies at range. Most see combat as unpleasant even when needful, and prefer it be done as quickly as possible, preferably without getting close enough to smell their foes. This preference for making war at a distance, coupled with their natural accuracy and grasp of the arcane, encourages elves to pursue classes such as wizards and rangers.
_Attribute Bonus: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Skill Bonus: Due to their exceptional Intelligence, at Character Creation, Elves gain a +2 racial bonus to two of any Skill Rank related to Intelligence, Wisdom, or Charisma.
Movement: Elves have a base speed of 4 Movement Points.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
House Bonus: Though reluctant, once aligned with a House, Elves bestow +1 Skill Rank to the chosen skill of each member of their Adventuring Party.
Gnomes
Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.
Gnomes' propensity for wanderlust, deep curiosity, and desire to master odd or esoteric skills and languages make them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them.
Other gnomes desire to find some lost lore or material that has ties to their chosen vocation and believe only dragon hoards and ancient ruins can contain the lore they need, which can result in gnomes who think of themselves as bakers or weavers being just as accomplished adventurers as those who declare themselves to be mages or scouts.
Attribute Bonus: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Skill Bonus: Due to their small size and magical-lineage, at Character Creation, Gnomes gain a +2 racial bonus to two of any Skill Rank related to Dexterity, Wisdom, or Constitution.
Movement: Gnomes have a base speed of 3 Movement Points.
Size: Being small creatures Gnomes gain a +4 Stealth Skill Rank bonus.
House Bonus: Gnomes may align themselves to any number of Houses they wish, gaining +1 Skill Rank to any skill related to the Attribute focus of the House.
Gnomes' propensity for wanderlust, deep curiosity, and desire to master odd or esoteric skills and languages make them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them.
Other gnomes desire to find some lost lore or material that has ties to their chosen vocation and believe only dragon hoards and ancient ruins can contain the lore they need, which can result in gnomes who think of themselves as bakers or weavers being just as accomplished adventurers as those who declare themselves to be mages or scouts.
Attribute Bonus: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Skill Bonus: Due to their small size and magical-lineage, at Character Creation, Gnomes gain a +2 racial bonus to two of any Skill Rank related to Dexterity, Wisdom, or Constitution.
Movement: Gnomes have a base speed of 3 Movement Points.
Size: Being small creatures Gnomes gain a +4 Stealth Skill Rank bonus.
House Bonus: Gnomes may align themselves to any number of Houses they wish, gaining +1 Skill Rank to any skill related to the Attribute focus of the House.
Halflings
Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, half lings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.
Their inherent luck coupled with their insatiable wanderlust makes halflings ideal candidates for lives of adventure. Though perfectly willing to pocket any valuables they come across, halflings often care more for the new experiences adventuring brings them than for any material reward.
Halflings tend to view money as a means of making their lives easier and more comfortable, not as an end in and of itself. Other such vagabonds often put up with this curious race in hopes that some of their mystical luck will rub off. Halflings see nothing wrong with encouraging this belief, not just in their traveling companions, but also in the larger world. Many try to use their reputation for luck to haggle for reduced fare when traveling by ship or caravan, or even for an overnight stay at an inn. They meet with mixed success, but there are just enough stories circulating about the good fortune that befalls people traveling with halflings to give even the most skeptical pause. Of course, some suspect that halflings deliberately spread these reports for just that reason.
Attribute Bonus: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Skill Bonus: Halflings gain a +1 Skill Rank to three of the following skills - Appraise, Craft, Escape Artist, Hide, Knowledge (Local), Knowledge (Nature), Sleight of Hand, or Tumble.
Movement: Halflings have a base speed of 3 Movement Points.
Size: Being small creatures Gnomes gain a +4 Stealth Skill Rank bonus.
House Bonus: Halflings will only align with Houses whose focus is in Dexterity or Charisma - By doing so, they earn a +2 Attribute Rank to Dexterity or Charisma for every House united together by their Adventuring Party.
Their inherent luck coupled with their insatiable wanderlust makes halflings ideal candidates for lives of adventure. Though perfectly willing to pocket any valuables they come across, halflings often care more for the new experiences adventuring brings them than for any material reward.
Halflings tend to view money as a means of making their lives easier and more comfortable, not as an end in and of itself. Other such vagabonds often put up with this curious race in hopes that some of their mystical luck will rub off. Halflings see nothing wrong with encouraging this belief, not just in their traveling companions, but also in the larger world. Many try to use their reputation for luck to haggle for reduced fare when traveling by ship or caravan, or even for an overnight stay at an inn. They meet with mixed success, but there are just enough stories circulating about the good fortune that befalls people traveling with halflings to give even the most skeptical pause. Of course, some suspect that halflings deliberately spread these reports for just that reason.
Attribute Bonus: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Skill Bonus: Halflings gain a +1 Skill Rank to three of the following skills - Appraise, Craft, Escape Artist, Hide, Knowledge (Local), Knowledge (Nature), Sleight of Hand, or Tumble.
Movement: Halflings have a base speed of 3 Movement Points.
Size: Being small creatures Gnomes gain a +4 Stealth Skill Rank bonus.
House Bonus: Halflings will only align with Houses whose focus is in Dexterity or Charisma - By doing so, they earn a +2 Attribute Rank to Dexterity or Charisma for every House united together by their Adventuring Party.
Goliaths
Goliaths are massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party.
Traditionally, the only goliaths to become adventurers are those exiled (voluntarily or otherwise) from the goliath tribes high in the mountains. However, since some goliath tribes spend more time with "downlanders," especially the dwarves, it's becoming more common for a tribe to send a particularly competent goliath on a mission that aids the tribe or goliaths in general. Once they descend from their mountain homes, most goliaths find the lowlands fascinating, although they are generally on their guard against "downland tricksters." The same wanderlust that keeps goliath tribes moving often keeps a lone goliath among humans for far longer than he originally intended.
Attribute Bonus: Goliaths are massively muscled, but their bulk sometimes gets in the way when they're trying to be nimble. They gain +4 Strength, —2 Dexterity, +2 Constitution.
Skill Bonus: Goliaths rely on body language, and are able to read other's body language quite well, with a +2 bonus to Sense Motive skill.
Movement: Goliaths have a base speed of 3 Movement Points.
Size: Goliaths are gigantic creatures and gain a +2 Skill Rank bonus to any Strength related Skill.
House Bonus: For every five Houses united together by their Adventuring Party, Goliaths gain a +1 Attribute Rank increase to their Constitution attribute.
Traditionally, the only goliaths to become adventurers are those exiled (voluntarily or otherwise) from the goliath tribes high in the mountains. However, since some goliath tribes spend more time with "downlanders," especially the dwarves, it's becoming more common for a tribe to send a particularly competent goliath on a mission that aids the tribe or goliaths in general. Once they descend from their mountain homes, most goliaths find the lowlands fascinating, although they are generally on their guard against "downland tricksters." The same wanderlust that keeps goliath tribes moving often keeps a lone goliath among humans for far longer than he originally intended.
Attribute Bonus: Goliaths are massively muscled, but their bulk sometimes gets in the way when they're trying to be nimble. They gain +4 Strength, —2 Dexterity, +2 Constitution.
Skill Bonus: Goliaths rely on body language, and are able to read other's body language quite well, with a +2 bonus to Sense Motive skill.
Movement: Goliaths have a base speed of 3 Movement Points.
Size: Goliaths are gigantic creatures and gain a +2 Skill Rank bonus to any Strength related Skill.
House Bonus: For every five Houses united together by their Adventuring Party, Goliaths gain a +1 Attribute Rank increase to their Constitution attribute.
Centaurs
A centaur is most simply described as a creature with a human trunk, arms, and head, with a horse body and legs. The human portion of a centaur’s body merges with the equine at what would be the neck of a horse, the lower human back fading into horse shoulders and the human belly meeting the equine chest, so that the hominid navel is almost level with the withers. The rest of a centaur is proportionately large so that an average one stands over a head taller than a human of the same sex. The upper torso and limbs of a centaur are larger and somewhat coarser than the human average. The same applies to the head and facial features. Centaurs also have more hair than the average human.
While centaurs generally keep to themselves, they do possess curiosity and wanderlust may drive a centaur to adventure and see the world. An event that threatens their forest lands or their community may also be a call for a centaur to take up the adventuring call.
Attribute Bonus: Centaurs are powerful creatures, gaining strength from their size and their horse-halves - but they can be quite boorish. They gain +4 Strength, +2 Constitution, -2 Charisma.
Skill Bonus: Centaurs are large creatures and gain a +1 Skill Rank bonus to any Strength related Skill, but always receive a Melee Defense penalty of -1 Dexterity
Movement: Centaurs have a base speed of 6 Movement Points on level ground, but only 2 Movement Points on stairs and like structures.
Size: Centaurs large size and tough skin provide them an extra (+5 x Level) Health Points per level.
House Bonus: Centaurs consider themselves a noble race, and will only attempt to align with other noble houses. As a result, Centaurs earn a +2 Attribute Rank to Wisdom or Intelligence for every three Houses united together by their Adventuring Party
While centaurs generally keep to themselves, they do possess curiosity and wanderlust may drive a centaur to adventure and see the world. An event that threatens their forest lands or their community may also be a call for a centaur to take up the adventuring call.
Attribute Bonus: Centaurs are powerful creatures, gaining strength from their size and their horse-halves - but they can be quite boorish. They gain +4 Strength, +2 Constitution, -2 Charisma.
Skill Bonus: Centaurs are large creatures and gain a +1 Skill Rank bonus to any Strength related Skill, but always receive a Melee Defense penalty of -1 Dexterity
Movement: Centaurs have a base speed of 6 Movement Points on level ground, but only 2 Movement Points on stairs and like structures.
Size: Centaurs large size and tough skin provide them an extra (+5 x Level) Health Points per level.
House Bonus: Centaurs consider themselves a noble race, and will only attempt to align with other noble houses. As a result, Centaurs earn a +2 Attribute Rank to Wisdom or Intelligence for every three Houses united together by their Adventuring Party
Minotaurs
Minotaurs embody the tension between civilization and savagery, discipline and madness, for they stand in two worlds. Tugged toward violence but bound by conscience, numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined. Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Baphomet, the Horned King. Minotaurs must struggle to become more than the beasts they resemble or else succumb to the demonic brutality they despise.
The minotaur preference for labyrinths is legendary, and is more than a quirk. It is central to what minotaurs believe and how they see the world around them. A labyrinth is a physical representation of the spiritual and psychological journey each minotaur must undertake to make peace with his or her conflicted nature.
Each minotaur must navigate the perils of the self to transcend bestial impulses. One minotaur might achieve this easily. Another might wander the corridors of his or her mind and soul for a lifetime, trapped within the circuitous passages of self-deception and monstrous desire. Those who fail might descend into depravity, becoming the thralls of the Horned King, whose presence looms over every minotaur community.
Attribute Bonus: Each minotaur must navigate the 'perils of self' to transcend bestial impulses, as a result they gain +2 Strength, +2 Constitution or +2 Wisdom.
Skill Bonus: Minotaurs begin with a natural +2 Nature, +2 Perception Skill Rank. They also gain a +4 Skill Rank bonus on three of the following skills - Intimidate, Jump, Search, Spot, and Listen.
Movement: Minotaurs have a base speed of 5 Movement Points.
Size: Minotaurs large size and brutal nature provide them an extra (+5 x Level) Melee Damage bonus per level.
House Bonus: Minotaurs seek structure and order in all they do, taking great pleasure from perfecting their talents. Many spend lifetimes mastering trades, artistic styles, magic, and fighting techniques. This focus leads them to seek alignment with houses focused on Wisdom, Constitution, and Strength. As a result, Minotaurs earn a +1 Attribute Rank to each Wisdom, Constitution, and Strength for every five Houses focused on those Attributes, united together by their Adventuring Party.
The minotaur preference for labyrinths is legendary, and is more than a quirk. It is central to what minotaurs believe and how they see the world around them. A labyrinth is a physical representation of the spiritual and psychological journey each minotaur must undertake to make peace with his or her conflicted nature.
Each minotaur must navigate the perils of the self to transcend bestial impulses. One minotaur might achieve this easily. Another might wander the corridors of his or her mind and soul for a lifetime, trapped within the circuitous passages of self-deception and monstrous desire. Those who fail might descend into depravity, becoming the thralls of the Horned King, whose presence looms over every minotaur community.
Attribute Bonus: Each minotaur must navigate the 'perils of self' to transcend bestial impulses, as a result they gain +2 Strength, +2 Constitution or +2 Wisdom.
Skill Bonus: Minotaurs begin with a natural +2 Nature, +2 Perception Skill Rank. They also gain a +4 Skill Rank bonus on three of the following skills - Intimidate, Jump, Search, Spot, and Listen.
Movement: Minotaurs have a base speed of 5 Movement Points.
Size: Minotaurs large size and brutal nature provide them an extra (+5 x Level) Melee Damage bonus per level.
House Bonus: Minotaurs seek structure and order in all they do, taking great pleasure from perfecting their talents. Many spend lifetimes mastering trades, artistic styles, magic, and fighting techniques. This focus leads them to seek alignment with houses focused on Wisdom, Constitution, and Strength. As a result, Minotaurs earn a +1 Attribute Rank to each Wisdom, Constitution, and Strength for every five Houses focused on those Attributes, united together by their Adventuring Party.
Nagas (Lizardmen)
This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail. Naga are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, Naga are viewed by many other races as backwater savages, but within their isolated communities Naga are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.
Attribute Bonus: Naga are an incredibly varied race. Players must choose +2 to any Attribute, and −2 to another. Naga naturally receive a +2 Constitution, and -2 Intelligence.
Skill Bonus: Naga begin with a natural -1 Linguistics, +1 Move Silently Skill Rank. They also gain a +2 Skill Rank bonus on one of the following skills - Bluff, Heal, Hide, Listen, or Search.
Movement: Naga have a base speed of 4 Movement Points, and Swim with a base speed of 6 Movement Points.
Size: Naga have tough skin which provides them an extra (+3 x Level) Health Points per level.
House Bonus: Naga are a very proud race with deeply entrenched traditions. They are slow to learn, but strong in heart. As a result, Naga earn a +2 Attribute Rank to Constitution or Intelligence for every five Houses united together by their Adventuring Party.
Attribute Bonus: Naga are an incredibly varied race. Players must choose +2 to any Attribute, and −2 to another. Naga naturally receive a +2 Constitution, and -2 Intelligence.
Skill Bonus: Naga begin with a natural -1 Linguistics, +1 Move Silently Skill Rank. They also gain a +2 Skill Rank bonus on one of the following skills - Bluff, Heal, Hide, Listen, or Search.
Movement: Naga have a base speed of 4 Movement Points, and Swim with a base speed of 6 Movement Points.
Size: Naga have tough skin which provides them an extra (+3 x Level) Health Points per level.
House Bonus: Naga are a very proud race with deeply entrenched traditions. They are slow to learn, but strong in heart. As a result, Naga earn a +2 Attribute Rank to Constitution or Intelligence for every five Houses united together by their Adventuring Party.
Karuras (Winged Birdmen)
The most prominent feature of the Karura are their wingspan, which can measure up to twenty-five feet in a full-grown male, the female ranging at about a maximum of fifteen feet. Plumage color often differs between families, and regions. As compared to Humans, the Karura is weaker in both muscle and bone mass, as these two elements affect their flight as well. Karura skin tones range from a light golden tan to a dark coppery tone.
Karura are highly intelligent, and deeply religious, making their homes and community near the peaks of mountains. Caves house several of their sacred locations; and small nesting-caves often dot the surface of cliff faces. Karura homes are interconnected with tunnels that usually lead to larger gathering places for both convenience and refuge. Many Karura tend to exhibit mild to severe claustrophobia as a natural response to a desire to be airborne.
Attribute Bonus: Karura are agile, quick, and perceptive resulting in a gain of +2 Dexterity, +2 Intelligence, and +2 Constitution.
Skill Bonus: Due to their frailty, Karura have excelled at ranged combat which provides them an extra (+5 x Level) Ranged Damage bonus per level.
Movement: Karura have a base speed of 4 Movement Points, but 8 Movement Points when in flight.
Size: Karura are weaker in both muscle and bone mass than most creatures, which results in a (-2 x Level) Hit Points per level penalty.
House Bonus: Karura are considered a noble race, and will only attempt to align with other noble houses. As a result, Karura earn a +2 Attribute Rank to Wisdom or Intelligence for every three Houses united together by their Adventuring Party.
Karura are highly intelligent, and deeply religious, making their homes and community near the peaks of mountains. Caves house several of their sacred locations; and small nesting-caves often dot the surface of cliff faces. Karura homes are interconnected with tunnels that usually lead to larger gathering places for both convenience and refuge. Many Karura tend to exhibit mild to severe claustrophobia as a natural response to a desire to be airborne.
Attribute Bonus: Karura are agile, quick, and perceptive resulting in a gain of +2 Dexterity, +2 Intelligence, and +2 Constitution.
Skill Bonus: Due to their frailty, Karura have excelled at ranged combat which provides them an extra (+5 x Level) Ranged Damage bonus per level.
Movement: Karura have a base speed of 4 Movement Points, but 8 Movement Points when in flight.
Size: Karura are weaker in both muscle and bone mass than most creatures, which results in a (-2 x Level) Hit Points per level penalty.
House Bonus: Karura are considered a noble race, and will only attempt to align with other noble houses. As a result, Karura earn a +2 Attribute Rank to Wisdom or Intelligence for every three Houses united together by their Adventuring Party.
Mios (Lionmen)
The Mios are fierce feline creatures, bipedal lion-like beasts that stand and walk like humans. They have the features of lions, such as golden manes and great strength, but their bodies somewhat resemble normal human physique. They are taller than an average man, and robust in build. They are covered with thin golden fur and have tails.
Mios thrive in a militaristic and highly cultured civilization. The Mios have accomplished great feats in areas such as government, military, engineering, architecture, language, literature, and art. As such, much of the world is marked in one way or another by their presence. However, their powerful influence faded over time and much of their empire's former glory lies in ruins.
Attribute Bonus: Mios' feline bodies combine the king of beasts with a praetorian culture which results in a gain of +2 Strength or Dexterity, +2 Wisdom or Intelligence, and +3 Constitution.
Skill Bonus: Mios begin with a natural +2 Speak Language, +2 Knowledge (Nobility) Skill Rank. They also gain a +2 racial bonus to two of any Skill Rank related to Strength, Intelligence, or Constitution.
Movement: Mios have a base speed of 5 Movement Points.
Size: Mios' large size, beastial nature, and civilized pursuits provide them an extra (+3 x Level) Melee Damage, (+1 x Level) Ranged Damage, or (+2 x Level) Magic Damage bonus per level.
House Bonus: Mios swing from savage brutality to extreme civility depending on what the situation demands. As a result, Mios earn a +1 Attribute Rank to each Strength and Intelligence for every three Houses focused on those Attributes, united together by their Adventuring Party. And once aligned with a House, Mios bestow a +1 Skill Rank to each member of their Adventuring Party in the Skill of the other player's choosing.
Mios thrive in a militaristic and highly cultured civilization. The Mios have accomplished great feats in areas such as government, military, engineering, architecture, language, literature, and art. As such, much of the world is marked in one way or another by their presence. However, their powerful influence faded over time and much of their empire's former glory lies in ruins.
Attribute Bonus: Mios' feline bodies combine the king of beasts with a praetorian culture which results in a gain of +2 Strength or Dexterity, +2 Wisdom or Intelligence, and +3 Constitution.
Skill Bonus: Mios begin with a natural +2 Speak Language, +2 Knowledge (Nobility) Skill Rank. They also gain a +2 racial bonus to two of any Skill Rank related to Strength, Intelligence, or Constitution.
Movement: Mios have a base speed of 5 Movement Points.
Size: Mios' large size, beastial nature, and civilized pursuits provide them an extra (+3 x Level) Melee Damage, (+1 x Level) Ranged Damage, or (+2 x Level) Magic Damage bonus per level.
House Bonus: Mios swing from savage brutality to extreme civility depending on what the situation demands. As a result, Mios earn a +1 Attribute Rank to each Strength and Intelligence for every three Houses focused on those Attributes, united together by their Adventuring Party. And once aligned with a House, Mios bestow a +1 Skill Rank to each member of their Adventuring Party in the Skill of the other player's choosing.