Any races listed below are considered available without an application, but it's expected that your character should reasonably represent their nature and appearance realistically. This may require additional research on your part. Races not listed below require an application process. That does not mean that they are completely off-limits, however. If you are interested in playing a Non-Standard race, please fill out the Non-Standard Race Request Form which can be found on our Discord. These applications will be handled by the DM staff on a case-by-case basis, but we usually like to see new players on the server for at least a month or two before we approve anything.
Some of these races may require DM assistance to set up, such as optional static racial models, or alternate wing and tail options. Please note that some of the racial abilities will be impossible to implement due to game engine limitations and therefore were not noted.
Humans are the most adaptable, flexible and ambitious people among the planes. They are diverse in their tastes, morals, customs and habits. Others accuse them of having little respect for history, but it's only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter collective memory than dwarves, elves, gnomes or halflings.
As ubiquitous as their kin on the Prime, planar humans can simply be found everywhere, in any environment. Humans have carved out civilizations everywhere from the howling caves of Pandemonium to the depths of the plane of Fire. Lacking special racial gifts and abilities, they compensate with determination and the will to achieve and succeed, regardless of circumstances or obstacles.
Humans tend toward no particular alignment, not even neutrality. The best and the worst of the planes are found among them. Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than any other people, champion causes rather than territories or groups.
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance.
Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they're more likely to be those who did not fit perfectly into dwarven society. Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.
Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.
Elves do not sleep as member of other races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice.
Since elves love freedom, variety, and self-expression, they lean strongly toward the gentler aspects of chaos. Generally, they value and protect others' freedom as well as their own, and they are more often good than not.
|High Elf-Moon Elf
|Gray Elf-Sun Elf
Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless, always trying out new ways to do something. They also have a great sense of humor, and while they love puns, jokes, and games, they also relish tricks - the more intricate the better. Sometimes a gnome pulls a prank just to see how the people involved will react.
Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are goodhearted, and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening.
|Rock Gnome-Tinker Gnome
Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, half-working citizens, or they might be thieves just waiting for the opportunity to make a big score. Regardless, they're cunning, resourceful survivors.
Halflings prefer trouble to boredom, and they are notoriously curious. Relying on their ability to survive or escape danger, they demonstrate a daring that many larger people can't match. Halfling clans are nomadic, wandering wherever circumstance and curiosity take them.
Halflings tend to be neutral. While they are comfortable with change, they also tend to rely on intangible constants, such as clan ties and personal honor. Halflings often set out on their own ta make their way in the world. For a halfling, adventuring is less of a career than an opportunity. The distinction between a halfling adventurer and a halfling on her own looking for "a big score" can sometimes get blurry, and while halfling opportunism can sometimes look like larceny or fraud to others, a halfling adventurer who learns to trust her fellows is worthy of trust in return.
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial. Mostly mortal and a tiny part of something else, the planetouched are loners and individuals, and on Prime worlds they're rarely so lucky as to meet another of their kind. The origins of the various types of planetouched are as different as the forms of the planetouched themselves. They have no common history, though planetouched of the same type from the same regions of a Prime often have a common ancestor or relation.
The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability of stone - these things are as much a part of the spirit of genasi as flesh and blood. The genasi are planetouched beings, the descendants of a union of a human and an elemental creature. In general, they maintain a contempt for other races and an air of superiority that doesn't endear them to others. Like all planetouched, the exact heritage of an individual genasi is often unknown, and usually very far off and difficult to determine. Most elements have a number of intelligent races from which genasi could have spring, and normally elemental creatures are loath to accept the half-breed and his descendants, or even admit to their parentage.
Their elemental nature is often evident. Individuals nearly always display a physical characteristic or two that reveals they are a little more than simply humans - skin, hair, or eye color, or some other such small manifestation almost always marks them. However, all planetouched are still mortal and while many have minor aspects of their respective elements, none are actually elementals. None of them have flaming hair or rock flesh.
A reminder that it's expected that your character should reasonably represent the nature, alignment, and appearance of any race according to their lore.
|Elemental & Environmental Variants