Difference between revisions of "Race"

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There are 20 racial types a player can choose from in the [[Alterverse]] system, and each race falls under Race Category. Each race has unique power’s and abilities that set it apart from the other’s, and these racial power’s and abilities are what helps a player become unique. [[Race]] is one of the two primary building block’s of your character, the other being [[Class]]. Below are the Races and the Racial Categories that fall under each Racial Class.
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There are 20 racial types a player can choose from in the [[Alterverse Role Players Game]] system, and each race falls under Race Category. Each race has unique power’s and abilities that set it apart from the other’s, and these racial power’s and abilities are what helps a player become unique. [[Race]] is one of the two primary building block’s of your character, the other being [[Class]]. Below are the Races and the [[Racial Categories]] that fall under each Racial Class.
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==Human==
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Humans are the most common race in the game. There are four sub races for Humans, they are [[Amarians]], [[Maldorans]], [[Hafarians]] and [[Outbringers]]. Each sub racial type has its pros and cons, and [[Favored Class]]. Also based on the sub race type they have [[Base Languages]] to start the game with.
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==Elven==
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The Elves are the oldest of all the races in the [[Alterverse]], the elves are the most solitary also of the races. They tend to have long life span’s and are gifted in all of the magical arts (arcane and divine.) All of the Elven races view the [[Draconic]] and [[Goblin]] races as eternal enemies and view most fable folk as eternal friend’s due to their kinship with nature. The elves of the [[Alterverse]] can be found in small and large communities all over the [[Alterverse]]. However most of the land faring elves have made their homes in [[Amaria]]. The Amarians and elves are long standing allies, and in times of extreme crisis will usually come to each other’s aid. The elves are rumored to hold and guard three magical tome’s, each book is rumored to be held by each racial type, and each book is rumored to show a facet of Elven destiny. There are three main kinds of elves and these are [[Wood Elves]], [[Hill Elves]] and [[Cave Elves]].
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==Dwarven==
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There are several sub races of Dwarf in the game, these are [[Common Dwarf]], [[Ice Dwarf]] and [[Gray Dwarf]]. The Dwarf is a long living, ancient race in the [[Alterverse]]. They tend to be very clannish and are the most fun loving of all the nonhuman races. Most all dwarves tend to love, good drink, and a dwarf will generally adventure with any race, providing it is not a half goblin, as they tend to view the half goblin as two legged vermin. All dwarves are fiercely loyal to their home [[Dwarf Clans]] and all dwarves will be a member of a clan of some type. They may not associate a lot with their clan, but they will nonetheless be a member of one.
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==Half Elf==
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The half elf is tall and tends to be slender. However they can be heavy or even fat, they tend to appearance wise favor their [[Human]] half more than their elven, thus from a distance they will normally always be mistaken as a normal [[Human]]. Up close a traveler will notice that the half elf does have slightly pointed ear’s, and will tend to have slightly almond shaped eye’s, but due to other full human races having almond shaped eyes these are normally never looked upon twice. The skin tone of a half elf can vary greatly based on the original human sub race that they are part of, thus it is not uncommon to find half elves that are pink to brown, olive skinned to black skinned.
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==Half Orc==
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Tall and thick bodied, the Half Orc is strong and will usually favor a equal mix of its [[Human]] and [[Orc]] parent’s. The Half Orc male will usually have little or no hair, and the female’s will have a full head of hair, usually worn long. They tend to have a large thick jaw, and thick brows that tend to hang over their eyes, giving them an almost [[Neanderman]] like appearance. The skin color of Half Orc’s tends to be olive in color and ruddy in it’s look. Half Orc society tends to be made up of small groups. They usually will keep to themselves, however due to their size and innate physical hardiness they tend to be very good [[Warrior]]’s. Half Orc’s tend to be very loyal to whomever is helping or paying them, and they will normally never turn on a deal, as Half Orc’s believe that once a deal is struck, it is wrong to go back on it. This loyalty also extends to whomever they call friend, no matter what the race of the person. Half Orc’s do not have any deities, and will worship only their sword, as they believe their sword and skill is truly the great determiner of their fate. Also all Half Orc’s will tend to distrust magic, and are barred from becoming [[Mage]]’s, [[Healer]]’s, [[Conjuror]]’s, [[Witch]]es, and [[Alchemist]]’s.
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==Half Goblin==
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The Half Goblin appears as a short human with some oddities. A Half Goblin will tend to have red to pinkish colored eyes and thin to sparse hair, however some do have full, thick heads of hair. They will be found to have normal-sized ears, however 20 percent will have the long, pointed ears from their goblin half. A Half Goblin will also have small pointed teeth. Other than these characteristics, a Half Goblin will usually have all other appearances as a [[Human]]. Being one of the most shunned and despised of all adventuring races, Half Goblins tend to be expert manipulators. They tend to be either very clannish or loner’s. A Half Goblin will generally avoid [[Wood Elves]] lands as they fear for their lives, with good reason. Most Half Goblins belong to a [[Goblin Clan]]. These clans tend to be very small and nomadic, with no firm central place they call home. These clan’s tend to support themselves via shady and dishonest means. Thievery and worse is very common for the Half Goblin. Half Goblin’s have several deities they worship with the most popular being [[Graplock the Just]]. It is said he will one day gain justice for all the wrong’s that the Half Goblins have had to endure. The other main deity is [[Chamrakar]], the thief goddess. There are many Half Goblin religious sects that fiercely follow these two deities.
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==Half Ogre==
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Tall and powerfully built, the Half Ogre is strong and will always favor their Ogre parent. Being large bones and thick, they have close set yellow eyes, and thick jaws. Their hair tends to be black or dark in color, and they are broad shouldered and have a pale blue or pale green tinge to their skin. Half Ogre society closely mirrors that of the Half Orc one. Half Ogre’s are excellent [[Warrior]]’s and loyal to whomever is paying them at the time, however once their service is done, the Half Ogre will consider their loyalty “done” and can and usually do turn on their employer if they can. The Half Ogre has several deities that they consider their own, these range in the dozen’s and are as varied as the Half Ogre’s’ travels. Half Ogre’s distrust magic, and they are barred from being a [[Mage]], or [[Conjuror]] or [[Alchemist]], however there are Half Ogre [[Witch]]es and [[Healer]]’s….. Half Ogre’s have no military instead they tend to follow the Half Orc’s ideas and tradition I this matter. Half Ogre’s tend to not have any trade except for their sword and service, and their service’s are offered to anyone that has gold in their purse, however they have a bad reputation as they tend to turn on their employer’s once their service’s have been completed, as they believe that once their service’s are done they are no longer bound to their ex employer.
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==Draconic==
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The Draconic is the result of a long ago dark magic gone wrong. The Draconic has a boney ridge that runs from the middle of the forehead down and over their skull to the base of their back. They have a heavy brow ridge, which falls over reptilian eyes. The eye color of a Draconic is based upon the dragon type that they originally were spawned from. There is no noticeable difference between Draconic males and female’s. Draconic’s tend to have long hair, which they use to hide the obvious head ridge. The skin color of the Draconic also varies by its type of dragon it was spawned from. Draconic society is a closed society except for limited contact with any allies that they may have at the current time.
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Draconic law is a military type law, and all Draconic’s report to regional commander’s with regional commander’s reporting to the [[High Draconic Council]]. This council is made up of eleven Draconic’s, and this council rules by vote. The council vote’s on all matters that effect Draconic life and all decisions of this council are final; they do not change their mind! This council is also responsible for enforcing what is called [[Council Law]] which is the laws that all Draconic’s living in Draconic society follow. Draconic’s that make their way by adventuring are usually shunned by the more organized element’s of their societies. Draconic’s are carnivores and cannot eat any non-meat thing. They are basically allergic to vegetables and fruit’s, and grain’s. If a Draconic eat’s anything besides meat they will become violently ill, They can drink water or wine though. And need fluids as all other races do, however alcohol has no effect on them, in other words a Draconic cannot get drunk, no matter how much alcohol they drink.
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==Neanderman==
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Tall and large boned, and at times confused with a Half Orc, the Neanderman appears as a large human with a large square jaw and pronounced forehead. The male’s and female’s usually have long hair, and tan
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skin. Their complexion’s are ruddy, as they live in the outdoors. Females tend to be more masculine looking, however there are rare Neanderman female’s that look almost human like, these female’s make up only about ten percent of the race. In Neanderman society, all hold their own and do their part. Thus, female’s and male’s are equally adept in all action’s. The language of the Neanderman is called [[Gobblytalk]]. Neanderman have a surprisingly well-developed culture and society. A community will usually be the size of a small village or town, with tents and small building’s. The building’s of a Neanderman settlement are made from material’s found in the area, including wood and stone, or sod, mud brick or logs. They tend to have very well developed law’s and custom’s, and are ruled by one central ruler that they call the [[High Glopf]]. He is a tribal leader, and rules all settlement’s, as they all follow the same law’s and custom’s. His word is final. The [[High Glopf]] is changed every 20 years, as they can only reign for that amount of time, then there is a vote, and a new one is selected.
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==Catling==
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The Catling is what is called a [[Meldlings]]. It is rumored that the creation of this creature was the result of a long forgotten mage who tried to combine the attributes of a cat with that of a human being, and that somehow either the magic went wrong, or the original creature escaped. So basically what originally was the result of that magic is long forgotten, but the end result of time is the Catling. It is rumored that there are other [[Meldling]] type’s, and these may be described in other tome’s that may be discovered one day soon.
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The appearance of these creature’s is as follows. The Catling tends to be thin and graceful with long slender limb’s. Their eyes are large and resemble that of… Well a cats. They have small pointed ears, and they have no facial hair, however they do have as [[Human]s do hair on their head. The skin mottling or coloration of a Catling has a slight pattern to it and this pattern can be anything, and of any mixture of colors, the patterns intensity varies upon the Catling in question. The Catling’s tends to have loose societies, and most have simply been absorbed into larger [[Human]] cities and towns. However the Catling’s tend to be pretty well accepted in society as a whole, and they can be found everywhere except [[Hafaria]], where they are considered vermin. Catling’s have some limited trade, and offer services to various individuals that may require adventurer’s with nimble skill’s. They tend to not have any military or organized militias, and they have no special government.
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==Ratling==
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The Ratling is one of the most shunned of all races in the [[Alterverse]]. They appear as thin short humans, however when you get closer to them they will hair small pointed ears, and longer snout like faces with long whiskers. Their eyes are hourglass shaped and usually bright yellow or light green. They will have hair on top of their hands, and have the habit of always smelling the air. Ratlings have no real society other than small guilds or groups that tend to be no more than ten or twenty strong. Ratlings are usually banned from most Inn's and taverns in larger cities and smaller towns. Due to being so shunned Ratlings tend to be thieves or other devious types of beings.
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==Wildling==
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The Wildling’s are small fun loving beings, which seldom are found to be over four feet tall. They live in small burrows in the base of scrub areas and usually small settlements can be found around the base of mountains. These small creatures have ruddy skin that can be of any color, and they wear their hair short, including the females. They have small eyes and noses and tend to be quite secretive of their home location’s. Wildling society is diverse, they are lovers of money and wealth mainly gold and platinum, and they covet above all other coin. They judge themselves and each other by how wealthy they are, and by what adventures they have taken to gain that wealth, as it is a matter of pride for a Wildling to have a fine adventure when gaining their wealth. A old Wildling proverb states, “Gold without adventure is like a party without ale: worthless.” They tend to have loose law’s, except for the stealing of another Wildling’s coin, as this is punishable by banning the thief from their society, and the thief’s gold and platinum is given to their victim, if a Wildling steals from another Wildling they have a brand of the thief placed on the top of both hand’s, and they are then banished.
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This brand is a large “T” and is a mark of shame, this is why when two Wildling’s meet they won’t shake hands, instead the raise up both hands top’s out to the other, they do this as no Wildling will ever talk to, help or do business or trade with another Wildling who has this mark. They however have no problem with the stealing of coin from other races and they are excellent thieves. They are ruled by council, and this council is made of all the elder from the community thus some council’s can be made up of dozen’s of Wildling’s, these council’s tend to be lenient with their law’s and also their punishment’s, as long as it doesn’t involve the theft of coin. Even a foreigner will be branded if caught stealing from a Wildling. Wildlings have varying form’s of trade with diverse other races, and they are able to get almost anything when it is in demand. They will travel far to gain goods if it mean’s gold or platinum.
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==Drixie==
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The Drixie are a small, nature-loving race that are a mix of a Pixie and an [[Elf]]. All Drixies are female. No male Drixies exist, and thus if a [[PC]] become’s a Drixie they have to be female. They appear as short humanoid creatures being usually about four feet tall. They have large eye’s, fair skin tinted usually pink, and their hair tend’s to be very long and can be of any color. Females rule Drixie society as all Drixies are female. Men are usually welcomed in Drixie society as long as they are respectable of nature and the Drixies way’s and law’s. Since Drixies are nature lover’s all Drixie settlements are in forest’s and Drixie home’s are built into the eaves and branches of trees.
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Drixie religions vary but most do follow a central deity called [[Lor’anna Leaf Turn]], Drixies believe that she is a tree spirit who ultimately tells the trees when to turn and drop their leaves. Old felled tree’s that are thousand’s of years old are hollowed out and used as temples to this goddess. Like the [[Wood Elf]] Drixies are attached to their home tree’s and guard it respectfully. They ensure that it is taken care of and is nurtured. Drixie law is simple in one way. To harm a tree or a Forrest animal in their home is punishable by death. Other than this law, life is simple in Drixie communities. They tend to not have an organized military, instead they will group together when trouble rises, and they can be fearsome warrior’s when provoked. Drixies have no real trade, instead they use their excellent woodland skills to help others.
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In mid late summer / early fall of 2020 the [[Alterverse Role Players Game]] Second Edition is being released with expanded races and [[Classes]]. The tentative list

Latest revision as of 04:08, 20 March 2020

There are 20 racial types a player can choose from in the Alterverse Role Players Game system, and each race falls under Race Category. Each race has unique power’s and abilities that set it apart from the other’s, and these racial power’s and abilities are what helps a player become unique. Race is one of the two primary building block’s of your character, the other being Class. Below are the Races and the Racial Categories that fall under each Racial Class.

Human

Humans are the most common race in the game. There are four sub races for Humans, they are Amarians, Maldorans, Hafarians and Outbringers. Each sub racial type has its pros and cons, and Favored Class. Also based on the sub race type they have Base Languages to start the game with.

Elven

The Elves are the oldest of all the races in the Alterverse, the elves are the most solitary also of the races. They tend to have long life span’s and are gifted in all of the magical arts (arcane and divine.) All of the Elven races view the Draconic and Goblin races as eternal enemies and view most fable folk as eternal friend’s due to their kinship with nature. The elves of the Alterverse can be found in small and large communities all over the Alterverse. However most of the land faring elves have made their homes in Amaria. The Amarians and elves are long standing allies, and in times of extreme crisis will usually come to each other’s aid. The elves are rumored to hold and guard three magical tome’s, each book is rumored to be held by each racial type, and each book is rumored to show a facet of Elven destiny. There are three main kinds of elves and these are Wood Elves, Hill Elves and Cave Elves.

Dwarven

There are several sub races of Dwarf in the game, these are Common Dwarf, Ice Dwarf and Gray Dwarf. The Dwarf is a long living, ancient race in the Alterverse. They tend to be very clannish and are the most fun loving of all the nonhuman races. Most all dwarves tend to love, good drink, and a dwarf will generally adventure with any race, providing it is not a half goblin, as they tend to view the half goblin as two legged vermin. All dwarves are fiercely loyal to their home Dwarf Clans and all dwarves will be a member of a clan of some type. They may not associate a lot with their clan, but they will nonetheless be a member of one.

Half Elf

The half elf is tall and tends to be slender. However they can be heavy or even fat, they tend to appearance wise favor their Human half more than their elven, thus from a distance they will normally always be mistaken as a normal Human. Up close a traveler will notice that the half elf does have slightly pointed ear’s, and will tend to have slightly almond shaped eye’s, but due to other full human races having almond shaped eyes these are normally never looked upon twice. The skin tone of a half elf can vary greatly based on the original human sub race that they are part of, thus it is not uncommon to find half elves that are pink to brown, olive skinned to black skinned.

Half Orc

Tall and thick bodied, the Half Orc is strong and will usually favor a equal mix of its Human and Orc parent’s. The Half Orc male will usually have little or no hair, and the female’s will have a full head of hair, usually worn long. They tend to have a large thick jaw, and thick brows that tend to hang over their eyes, giving them an almost Neanderman like appearance. The skin color of Half Orc’s tends to be olive in color and ruddy in it’s look. Half Orc society tends to be made up of small groups. They usually will keep to themselves, however due to their size and innate physical hardiness they tend to be very good Warrior’s. Half Orc’s tend to be very loyal to whomever is helping or paying them, and they will normally never turn on a deal, as Half Orc’s believe that once a deal is struck, it is wrong to go back on it. This loyalty also extends to whomever they call friend, no matter what the race of the person. Half Orc’s do not have any deities, and will worship only their sword, as they believe their sword and skill is truly the great determiner of their fate. Also all Half Orc’s will tend to distrust magic, and are barred from becoming Mage’s, Healer’s, Conjuror’s, Witches, and Alchemist’s.

Half Goblin

The Half Goblin appears as a short human with some oddities. A Half Goblin will tend to have red to pinkish colored eyes and thin to sparse hair, however some do have full, thick heads of hair. They will be found to have normal-sized ears, however 20 percent will have the long, pointed ears from their goblin half. A Half Goblin will also have small pointed teeth. Other than these characteristics, a Half Goblin will usually have all other appearances as a Human. Being one of the most shunned and despised of all adventuring races, Half Goblins tend to be expert manipulators. They tend to be either very clannish or loner’s. A Half Goblin will generally avoid Wood Elves lands as they fear for their lives, with good reason. Most Half Goblins belong to a Goblin Clan. These clans tend to be very small and nomadic, with no firm central place they call home. These clan’s tend to support themselves via shady and dishonest means. Thievery and worse is very common for the Half Goblin. Half Goblin’s have several deities they worship with the most popular being Graplock the Just. It is said he will one day gain justice for all the wrong’s that the Half Goblins have had to endure. The other main deity is Chamrakar, the thief goddess. There are many Half Goblin religious sects that fiercely follow these two deities.

Half Ogre

Tall and powerfully built, the Half Ogre is strong and will always favor their Ogre parent. Being large bones and thick, they have close set yellow eyes, and thick jaws. Their hair tends to be black or dark in color, and they are broad shouldered and have a pale blue or pale green tinge to their skin. Half Ogre society closely mirrors that of the Half Orc one. Half Ogre’s are excellent Warrior’s and loyal to whomever is paying them at the time, however once their service is done, the Half Ogre will consider their loyalty “done” and can and usually do turn on their employer if they can. The Half Ogre has several deities that they consider their own, these range in the dozen’s and are as varied as the Half Ogre’s’ travels. Half Ogre’s distrust magic, and they are barred from being a Mage, or Conjuror or Alchemist, however there are Half Ogre Witches and Healer’s….. Half Ogre’s have no military instead they tend to follow the Half Orc’s ideas and tradition I this matter. Half Ogre’s tend to not have any trade except for their sword and service, and their service’s are offered to anyone that has gold in their purse, however they have a bad reputation as they tend to turn on their employer’s once their service’s have been completed, as they believe that once their service’s are done they are no longer bound to their ex employer.

Draconic

The Draconic is the result of a long ago dark magic gone wrong. The Draconic has a boney ridge that runs from the middle of the forehead down and over their skull to the base of their back. They have a heavy brow ridge, which falls over reptilian eyes. The eye color of a Draconic is based upon the dragon type that they originally were spawned from. There is no noticeable difference between Draconic males and female’s. Draconic’s tend to have long hair, which they use to hide the obvious head ridge. The skin color of the Draconic also varies by its type of dragon it was spawned from. Draconic society is a closed society except for limited contact with any allies that they may have at the current time.

Draconic law is a military type law, and all Draconic’s report to regional commander’s with regional commander’s reporting to the High Draconic Council. This council is made up of eleven Draconic’s, and this council rules by vote. The council vote’s on all matters that effect Draconic life and all decisions of this council are final; they do not change their mind! This council is also responsible for enforcing what is called Council Law which is the laws that all Draconic’s living in Draconic society follow. Draconic’s that make their way by adventuring are usually shunned by the more organized element’s of their societies. Draconic’s are carnivores and cannot eat any non-meat thing. They are basically allergic to vegetables and fruit’s, and grain’s. If a Draconic eat’s anything besides meat they will become violently ill, They can drink water or wine though. And need fluids as all other races do, however alcohol has no effect on them, in other words a Draconic cannot get drunk, no matter how much alcohol they drink.

Neanderman

Tall and large boned, and at times confused with a Half Orc, the Neanderman appears as a large human with a large square jaw and pronounced forehead. The male’s and female’s usually have long hair, and tan skin. Their complexion’s are ruddy, as they live in the outdoors. Females tend to be more masculine looking, however there are rare Neanderman female’s that look almost human like, these female’s make up only about ten percent of the race. In Neanderman society, all hold their own and do their part. Thus, female’s and male’s are equally adept in all action’s. The language of the Neanderman is called Gobblytalk. Neanderman have a surprisingly well-developed culture and society. A community will usually be the size of a small village or town, with tents and small building’s. The building’s of a Neanderman settlement are made from material’s found in the area, including wood and stone, or sod, mud brick or logs. They tend to have very well developed law’s and custom’s, and are ruled by one central ruler that they call the High Glopf. He is a tribal leader, and rules all settlement’s, as they all follow the same law’s and custom’s. His word is final. The High Glopf is changed every 20 years, as they can only reign for that amount of time, then there is a vote, and a new one is selected.

Catling

The Catling is what is called a Meldlings. It is rumored that the creation of this creature was the result of a long forgotten mage who tried to combine the attributes of a cat with that of a human being, and that somehow either the magic went wrong, or the original creature escaped. So basically what originally was the result of that magic is long forgotten, but the end result of time is the Catling. It is rumored that there are other Meldling type’s, and these may be described in other tome’s that may be discovered one day soon.

The appearance of these creature’s is as follows. The Catling tends to be thin and graceful with long slender limb’s. Their eyes are large and resemble that of… Well a cats. They have small pointed ears, and they have no facial hair, however they do have as [[Human]s do hair on their head. The skin mottling or coloration of a Catling has a slight pattern to it and this pattern can be anything, and of any mixture of colors, the patterns intensity varies upon the Catling in question. The Catling’s tends to have loose societies, and most have simply been absorbed into larger Human cities and towns. However the Catling’s tend to be pretty well accepted in society as a whole, and they can be found everywhere except Hafaria, where they are considered vermin. Catling’s have some limited trade, and offer services to various individuals that may require adventurer’s with nimble skill’s. They tend to not have any military or organized militias, and they have no special government.

Ratling

The Ratling is one of the most shunned of all races in the Alterverse. They appear as thin short humans, however when you get closer to them they will hair small pointed ears, and longer snout like faces with long whiskers. Their eyes are hourglass shaped and usually bright yellow or light green. They will have hair on top of their hands, and have the habit of always smelling the air. Ratlings have no real society other than small guilds or groups that tend to be no more than ten or twenty strong. Ratlings are usually banned from most Inn's and taverns in larger cities and smaller towns. Due to being so shunned Ratlings tend to be thieves or other devious types of beings.

Wildling

The Wildling’s are small fun loving beings, which seldom are found to be over four feet tall. They live in small burrows in the base of scrub areas and usually small settlements can be found around the base of mountains. These small creatures have ruddy skin that can be of any color, and they wear their hair short, including the females. They have small eyes and noses and tend to be quite secretive of their home location’s. Wildling society is diverse, they are lovers of money and wealth mainly gold and platinum, and they covet above all other coin. They judge themselves and each other by how wealthy they are, and by what adventures they have taken to gain that wealth, as it is a matter of pride for a Wildling to have a fine adventure when gaining their wealth. A old Wildling proverb states, “Gold without adventure is like a party without ale: worthless.” They tend to have loose law’s, except for the stealing of another Wildling’s coin, as this is punishable by banning the thief from their society, and the thief’s gold and platinum is given to their victim, if a Wildling steals from another Wildling they have a brand of the thief placed on the top of both hand’s, and they are then banished.

This brand is a large “T” and is a mark of shame, this is why when two Wildling’s meet they won’t shake hands, instead the raise up both hands top’s out to the other, they do this as no Wildling will ever talk to, help or do business or trade with another Wildling who has this mark. They however have no problem with the stealing of coin from other races and they are excellent thieves. They are ruled by council, and this council is made of all the elder from the community thus some council’s can be made up of dozen’s of Wildling’s, these council’s tend to be lenient with their law’s and also their punishment’s, as long as it doesn’t involve the theft of coin. Even a foreigner will be branded if caught stealing from a Wildling. Wildlings have varying form’s of trade with diverse other races, and they are able to get almost anything when it is in demand. They will travel far to gain goods if it mean’s gold or platinum.

Drixie

The Drixie are a small, nature-loving race that are a mix of a Pixie and an Elf. All Drixies are female. No male Drixies exist, and thus if a PC become’s a Drixie they have to be female. They appear as short humanoid creatures being usually about four feet tall. They have large eye’s, fair skin tinted usually pink, and their hair tend’s to be very long and can be of any color. Females rule Drixie society as all Drixies are female. Men are usually welcomed in Drixie society as long as they are respectable of nature and the Drixies way’s and law’s. Since Drixies are nature lover’s all Drixie settlements are in forest’s and Drixie home’s are built into the eaves and branches of trees.

Drixie religions vary but most do follow a central deity called Lor’anna Leaf Turn, Drixies believe that she is a tree spirit who ultimately tells the trees when to turn and drop their leaves. Old felled tree’s that are thousand’s of years old are hollowed out and used as temples to this goddess. Like the Wood Elf Drixies are attached to their home tree’s and guard it respectfully. They ensure that it is taken care of and is nurtured. Drixie law is simple in one way. To harm a tree or a Forrest animal in their home is punishable by death. Other than this law, life is simple in Drixie communities. They tend to not have an organized military, instead they will group together when trouble rises, and they can be fearsome warrior’s when provoked. Drixies have no real trade, instead they use their excellent woodland skills to help others.


In mid late summer / early fall of 2020 the Alterverse Role Players Game Second Edition is being released with expanded races and Classes. The tentative list