Races

Races of Shadora


Agualan Fel Lazuri Lir Mawla Men Nein Perali Terali Vrawk Xern

Racial Attributes Overview Table

Race Starting Stat Changes Starting Edges and Skills Starting Hindrances
Agualan Strength d6, Swim Pace 6" Morph, Aquatic, Resistant, Deep Sight, Swim d6 Outsider, Dehydration, Poor
Fel Agility d6 Low Light Vision, Natural Weapons, Climb d6 Bloodthirsty, Racial Enemy
Lazuri Strength d6 Brawny, Far Vision, Natural Weapons, Desert Born Outsider, Cold Blooded, Weak Blood
Lir Agility d6, Size -2 Alert, Fortunate, Low Light Vision -2 Toughness, Slow
Mawla Strength d6, Size 2 Dark Vision, Outsider, Sunlight, All Thumbs, Hard of Hearing
Men None 1 Free Edge, +1 Unshake, Heritage -1 Charisma
Nein Size 2 Fleet Footed, Natural Weapons Major Vengeful , Bloodthirsty, Claustrophobic
Perali Agility d6, Spirit d6 Woodsman, Plantsense Frail, All Thumbs, Poor
Terali Vigor d6, Size -1 Low Light Vision, Earthsense Outsider, Slow, Quirk
Vrawk Agility d6, Pace 10 (Flying) Wings, Alertness, Natural Weapons, Fly By Outsider, Claustrophobic, Frail
Xern Smarts d6, Armor +2 (Carapace) 4 Arms, Hive Mind, Antennae Outsider, Cold Reason, All Thumbs, Slow, Rigid, Poor

Agualans

Agualan

Blue, grey, black, and/or white skinned race of amphibians, able to breathe both water and air. They have a coarse rubbery hairless hides with long hair often pulled into a topknot. Agualans are fanged and nose-less, breathing instead from gill slits in their neck. They are nearly immune to all forms of poison and have great disease resistance. They have a highly developed sense of taste and are capable of great feats of taste analysis (can use Notice skill for taste analysis). Agualans have webbed fingers and toes and are able to shape shift their lower half into a fish tail, or their entire body into their clan totem animal (shark, orca, dolphin, ray, or eel)

A good source of Agualan names can be found here

Racial Attributes and Starting Gear

  • Morph: Agualan shape shift their lower half into a fish tail, or their entire body into their clan totem animal for 1 combat action. (+1)
  • Aquatic: Agualan are at home in the water and on land. They still need to breathe – they have both lungs and gills. (cannot drown in water, moves at full Swimming skill, free d6 Swimming ) (+2)
  • Outsider: The Agualan are reclusive and this has earned them the suspicion of all other races gaining them a -2 Charisma. (-1)
  • Resistant: + 2 to disease and poison resistance rolls. (+1)
  • Dehydration: Must immerse itself in water one hour per day or become automatically Fatigued each day until they are Incapacitated; the day after that, they perish. (-2)
  • Strong: Agualan start with a d6 Strength instead of a d4. (+2)
  • Poor: Agualans have the Poverty edge as the sea provides them everything they need and they have little use for money or experience hanging on to it. (-1)
  • Deep Sight: Agualans have low-light vision when underwater and they can see normally through murky and opaque water.
  • Starting Gear: Net, Trident, Wetbow, 3 Possession Spells

Back to Top

Fel

Fel

The Fel are intelligent feline humanoids. These cat men range in size, weight and age similar to humans. Their coats are tawny and reflect the whole spectrum of big cats from tigers, to lions, to jaguars, to panthers. Physically and psychologically, the Fel are very similar to the cats they resemble. Like most felines the Fel dislike and even fear water. Like all cats they often “play” with wounded prey, or enemies, before finally killing them. Fel possess excellent night vision. Most Fel are trained in martial arts unarmed combat techniques.

The Fel are an endangered species. They are a fallen race, subjugated and enslaved by the Lazuri. The Fel were once a culture of sun worshipers, dancers, artisans and great baskers in the light of Kala’s rays. They ruled the jungles and rain forests found in the realm of Fire. They loved the study of martial arts and developed the Way of the M’Yow-Lin. Many lived as peaceful monks in huge temples like now all slaughtered, burned and destroyed by the Lazuri, their ruins rotting in the jungles surrounding Thenga Falos the great city of Flame. This once proud race of artists and poets have since turned to their more primal side, and now seek to exact vengeance on any that they perceive to have treated them poorly.

They mainly worship their patron god Bandar as the illusory spells combined with their martial arts made them seem more like fluid shadows instead of physical beings. Normally, the Fel are a solitary race, having nothing to do with other humanoids if it can be helped. They live in prides of two to eight members made up of one to three males, females and young. Each pride roams a large area of tropical jungle rarely encountering another pride intentionally. The exception is during the spring when prides exchange recently matured adults to avoid weakening the species through inbreeding. A Fel pride is a mobile hunting camp. The adults are excellent hunters, skilled at stalking and trapping prey. When hunting they have been known to hide their own scent with aromatic herbs. Fel hunt mostly game animals but their skills are great enough to allow them to prey on creatures of high intelligence as well, especially Lazuri…

A good source of Fel names can be found here

Racial Attributes and Starting Gear

  • Agile: Fel are graceful and agile. They start with a d6 in Agility instead of a d4. (+2)
  • Bloodthirsty: Fel have a reputation for being cruel to their foes, often toying with them for simple amusement. They are thought to rarely take prisoners and are said to feel little compunction about punishing captured foes. This causes a – 4 Charisma penalty among more “civilized” types. (-2)
  • Racial Enemy: The Fel are on the verge of extinction by the Lazuri. Each suffers a – 4 Charisma when dealing with the other. (-1)
  • Low Light Vision: Fel eyes are like cats. They ignore attack penalties for Dim and Dark lighting. (+1)
  • Claws and Fangs: Str + d6. Never unarmed. (+1)
  • Treeborn: Climb skill starts at d6. (+1)
  • Starting Gear: Katana, 3 Shuriken, 300T, 3 Possession Spells

Back to Top

Lazuri

Lazuri

The Lazuri are a large, cold blooded, bipedal, reptilian race. They average out at about 2 meters in height and are encased in a set of smooth scales, much like those of a serpent. They come in spotted, streaked, and solid colors, but for most the hue of the scales shifts from emerald to yellow to orange as they approach the abdomen. They have large red slitted eyes and the snouts of crocodiles, though much shorter in length. The Lazuri have highly developed vision that allows them to see great distances. They also have a nictitating membrane that helps them travel throughout their desert world. Their hands end in a 3-fingered claw with an opposable thumb. They stand upright on two powerful legs that end in three toed talons. Their claws and talons are razor sharp. Lastly they all have a large powerful looking tail that has some variations at the tip. Some are tipped with wicked looking spikes (spike-tails), some with sharp bony fins (fan-tail) and others with bony, club like growths (club-tail). They generally don a colored sash that indicates their rank or caste. They are an aggressive and carnivorous race bent on conquering the world.

A good source of Lazuri names can be found here

Racial Attributes and Starting Gear

  • Strong: Lazuri start with a d6 Strength instead of a d4. (+2)
  • Far Vision: The desert born Lazuri have nictitating membrane over their eyes that allow them to see at 10x normal distance. (+1)
  • Tail, Fangs and Claws: Str + d6. Never unarmed. (+1)
  • Brawny: Lazuri start with the Brawny edge. (+1)
  • Desert Born: + 4 to resist environmental effects of heat (+1)
  • Outsider: The Lazuri’s actions in this age have made them enemies of all other races against whom they suffer a -2 Charisma. (-1)
  • Cold Blooded: -2 to all actions unless you spend 1 hour per day basking in the sun. They also suffer a – 4 penalty to resist cold environmental effects. (-2)
  • Weak Blood: Lazuri’s blood is both cold and thin causing them to suffer -2 on rolls to resist Poison, Disease, and Bleeding out. (-1)
  • Starting Gear: Leather Armor, Short Spear 1H, Large Shield, 3 Javelins, 100T, 3 Possession Spells

Back to Top

Lir

Lir

Lir are a race of mice-like humanoids and stand a little over one foot high, with small bone structure and slender build. They have a sinewy strength and high agility. Fur colors vary from white to brown, to gray and black. Eye coloration is hazel to a striking gold. They are said to have been created by the Journeymen as servants and pets early in their reign.

A good source of Lir names can be found here

Racial Attributes and Starting Gear

  • Fortunate: Lir draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges. (+2)
  • Agile: Lir are quick and nimble. They start with a d6 in Agility instead of a d4. (+2)
  • Small: Lir average only about 18" tall. Toughness -2 (Size -2) (-4)
  • Low Light Vision: Lir ignore attack penalties for Dim and Dark lighting. (+1)
  • Alertness: Lir have an excellent sense of smell and exceptional hearing and start with the Alertness edge
  • Starting Gear: Leather Armor, Rapier, Buckler, Lir Bow or Sling, 20 Arrows or Stones, 100T, 3 Possession Spells

Back to Top

Mawla

Mawla

The Mawla are a large, muscular race covered with thick course, fur in varying shades of grey. Fur is short around the elongated snout that ends in a short pair of razor sharp tusks. They have a highly developed sense of smell that allows them to both track by scent and fight in the dark. Deeply sunken eyes under thick brows allow daytime maneuvering.

A good source of Mawla names can be found here

Racial Attributes and Starting Gear

  • Strong: Mawla start with a d6 Strength instead of a d4. (+2)
  • Darksense: Mawla are accustomed to the dark and have a heightened sense of smell. They ignore attack penalties for Dim, Dark or No lighting. (+1)
  • Huge: Mawla have a Size + 2 which adds + 2 to Toughness (+4)
  • Sunlight: Mawla are at a -2 on all actions in direct sunlight. (-2)
  • Outsider: Mawla tend to shun contact with other races and as such are generally mistrusted. (-1)
  • Hard of Hearing: Mawla have poor hearing and are -2 to Notice sounds (-1)
  • All Thumbs: Mawla care not for things mechanical. (-1)
  • Starting Gear: Leather Armor, Maul, War Hammer, Large Shield, 3 Javelins, 100T, 3 Possession Spells

Back to Top

Men

Man

The humans of the Shadora are much the same as humans in the real world. Male members of the species stand roughly 5’10" in height, on average, some three inches taller than the females. Humans show a great variety of hair and eye colors and a greater variance in body size and shape than perhaps any other character species. Men are the slave race of the elder races. Their skin colors come in black, brown, pale white, red, yellow, light green and light blue. As men have lived in all the elemental domains, they have developed many distinct cultures. There are essentially four distinct Aspects of Man in Shadora: Divine( Nargai – Elemental Man) , Primitive ( Ahay – Ancestral Man), Sorcerous (Valkim – Unchained Ones), Enslaved (Thrall – Use Man ). Divine man, who call themselves the Nargai, chose to stay connected with the elements and have risen to power alongside their former masters. Primitive men, who call themselves the Ahay, fled to the wilds forming primitive bands, tribes, and clans that spread to the unpopulated places of the world. They are a superstitious people led by shaman and witchdoctors in tune with the spirit world and able to call upon their totem animals and ghostly ancestors. Sorcerous man escaped with Eman Zelen to Emancia. During the Emancipation, some men huddled in fear of reprisal and stayed behind as slaves to become the Thralls.

A good source of human Nargai names can be found here
A good source of human Ahay names can be found here
A good source of human Valkim names can be found here
A good source of human Thrall names can be found here

Racial Attributes and Starting Gear

  • Human Spirit: Humans get a + 1 to Unshake due to their indomitable spirit.
  • Slave Stigma: Humans have a -1 Charisma when dealing with non-human races.
  • Bonus Edge: Humans start play with one free Edge of their choice. The character must meet the requirements of the Edge as usual.
  • Heritage: A human character must choose a sub-race during character creation. No human can belong to more than one sub-race. Once the sub-race is chose, a background Edge specific to that sub-race may be chosen. It is not a free edge.
    • Nargai: Elemental Heritage ( May take racial edges aligned with your element )
    • Ahay: Ancestral Heritage ( + 3 Starting Possession Spells )
    • Valkim: Arcane Heritage (+ 5 Power Points)
    • Thrall: no background edges
  • Starting Gear: 500T worth of gear and money, 3 Possession Spells

Back to Top

Nein

Nein

The Nein are a race of the great plains. They are nomadic hunters, horse herders and horse trainers. They are a hardy race, with little use for human civilization or its amenities. Nein are wild and free – they will not tolerate any attempt at restraint or control.

A good source of Nein names can be found here

Racial Attributes and Starting Gear

  • Huge: Nein are as large as horses. They have Size + 2 which adds + 2 to Toughness (+4)
  • Fleet Footed: Nein are fast and powerful. Pace 8 and Running die of d10 (+2)
  • Hooves: Str + d6. Never unarmed. (+1)
  • Violent: Nein don’t take mistreatment lightly, and see no point in taking in mercy. They suffer from both the Bloodthirsty and Major Vengeful Hindrances. (-4)
  • Claustrophobic: Nein love the open air and feel closed-in very easily. They suffer – 2 to all trait rolls when underground. (-1)
  • Starting Gear: Leather Armor for Human Torso, Great Sword 2H, Bow, 20 Arrows, 100T, 3 Possession Spells

Back to Top

Perali

Elf

Perali, or “elves,” are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. The Perali are a tall, thin, gnarled and wiry race with earth tone colored skin and grass-like or mossy, bushy hair. The Perali always have a number of leafy vines growing about their bodies and wrapped around their extremities. One can gauge the emotional state of a Perali by watching these leafy growths. Brown, wilted leaves may mean anger or sadness; thriving, green leaves may indicate happiness or contentment. Perali have a highly developed sense of touch, called Plantsense, that allows them to commune with any vegetation. Using this ritual they can tune their nervous system to any plant and sense basic emotional memories or sensations (fear, pain, hatred, love, etc.). Perali distain metal and grow their weapons from special seeds or craft them from wood, stone, antler, hide, and bone.

A good source of Perali names can be found here

Racial Attributes and Starting Gear

  • Agile: Perali are graceful and agile. They start with a d6 in Agility instead of a d4. (+2)
  • Attuned: Perali are one with nature. They start with a d6 in Spirit instead of a d4. (+2)
  • Woodsman: Perali are children of the forest and start with the Woodsman edge and can ignore the prerequisites. (+1)
  • Frail: Perali start with a – 1 Toughness (-2)
  • All Thumbs: Perali have an inbred dislike of mechanical objects, and have All Thumbs Hindrance. They shun most mechanical items and designs. (-1)
  • Plantsense: Perali can commune with plants and have the Plantsense edge. (+1)
  • Poor: Perali have the Poverty edge as the forest provides them everything they need and they have little use for money or experience hanging on to it. (-1)
  • Starting Gear: Leather Armor, Nata, Perali Bow, 10 Man Killer Arrows, 50T, and 3 Possession Spells

Back to Top

Terali

Dwarf

The Terali, or “dwarves,” are short, stout, hardy people who come from massive caverns in the high mountains. They are a proud, warlike race, usually made so by frequent contact with savage races such as giants and goblins. The Terali are short with skin tones ranging from brown to black. They have a high body temperature and an extremely dense body mass caused by the fact that their bones are actually made of stone. The Terali are deep thinkers, efficient, logical, and in love with all things technical. They are a race of tinkerers, scientists and inventors. They are nature’s great builders and doers. The pursuit of new knowledge is their greatest thrill. The Terali have a highly developed sense of touch, called Earthsense, which allows them to detect imperfections in their work, subtle pressure changes, airflow changes, and minute temperature changes. Terali are very secretive about the workings of their machines and inventions. Terali in Shadora are a godless race. Their patron god, Teral, was slain in the Chaos War. You can read about that tragic event in the mythos of the god Salar.

Many Terali have turned to sorcery and have used it to create secretive sect called the College of Inner Workings. They have used what they know to create steam powered machines, gunpowder, and even functional railroads. This doesn’t mean that there are no Terali cultists, in fact most belong to cults like Raranar, Artol, Nyan, Garathis, Peral and others. One of the greatest acts a Terali can do for his or her people is to find and return one or more of Teral’s bones to the College of Inner Workings. The greatest Terali heroes have all carried one or more of Teral’s bones at one time or another. It is thought the college seeks to use their technology to rebuild the god once all the pieces are in place…

There five nations of dwarves each with their own quirks and cultural norms.

  • Norrmar: Hard working, strong, tough, tenacious, miners
  • Trongard: Aloof, perceptive, builders, engineers
  • Kolmar: Friendly, simple, living off the land, easy going
  • Osdal: Sneaky, tricky, problem solvers, machine makers, inventors
  • Nasgott: Brainy, bookish, scholarly, alchemists, scribes

A good source of Terali names can be found here

Racial Attributes and Starting Gear

  • Low Light Vision: Terali eyes are accustomed to the dark. They ignore attack penalties for Dim and Dark lighting. (+2)
  • Hearty: Terali start with a d6 Vigor instead of a d4. (+2)
  • Slow: Terali have a Pace of 5". (-1)
  • Stocky and Stout: Terali have a Size of -1 but don’t suffer any reduction in Toughness from it (0)
  • Poor Swimmer: Terali sink like a stone in water and have a – 2 modifier on all Swimming rolls (-1)
  • Outsider: Terali are very secretive and that makes most folk suspicious of them and they suffer a -2 Charisma. (-1)
  • Earthsense: Terali gain a + 2 Notice when underground, within structures, and when examining devices. (+1)
  • Starting Gear: Leather Armor, 1H Axe or Maul, Medium Shield, Repeater Crossbow w/2 clips of 12 rounds, 1 banger grenade, 100T, 3 Possession Spells

Back to Top

Vrawk

Vrawk

Tall and lithe of body, this race of winged humanoid eagles has brightly colored wings in shades of black, gray, yellow, gold, and brown and fiery plumage the color of which varies between red, blue, green, yellow, and white depending on their tribal membership they have fine downy feathers covering their lower body. They have sharp hooked beaks and piercing eyes and their hands and feet have talons with three forward toes and one reversed. They possess hollow, honeycombed bones but have immense wing strength to carry great loads when flying. Their acute sense of hearing allows them to discern sounds from great distances and across greater frequencies than most creatures.

A good source of Vrawk names can be found here

Racial Attributes and Starting Gear

  • Agile: Vrawks are graceful. They start with a d6 in Agility instead of a d4. (+2)
  • Wings: Vrawk can fly so long as they have room to maneuver their massive 2" (12 foot) wingspan. Their Pace while flying is 10", though they can double this during a dive (each inch of forward movement must lower their altitude by one inch). Their climb rate is 5". Use the standard encumbrance rules to figure out how much a Vrawk can carry. Each – 1 load penalty subtracts 2" from their flying Pace. (+2)
  • Alert: With keen eyes and a constantly alert ear, Vrawk have the Alertness Edge (+1)
  • Fly By: Vrawks may rake with their talons when fighting from the air. They gain + 2 to attack and damage for this action. Their Parry is reduced by -2 until its next action when performing the maneuver, however. (+1)
  • Beak and Talons: Vrawk have sharp talons on their hands and feet and strong, sharp beaks. These natural weapons inflict STR + d6 damage, never unarmed. (+1)
  • Claustrophobic: Vrawks feel caged and closed-in very easily. They suffer -2 to all trait rolls when the open sky is not in sight, and – 4 when there also isn’t enough room for them to spread their wings. (-2)
  • Frail: Vrawk have brittle, hollow bones, making them a little more vulnerable to harm. – 1 Toughness (-2)
  • Outsider: While very beautiful, they have eerily expressionless faces that are very hard to read. – 2 Charisma when interacting with other races. (-1)
  • Starting Gear: Leather Armor, Flail, Medium Shield, 3 Bola, 100T, 3 Possession Spells

Back to Top

Xern

Xern hive minder

The Xern have mandibled mouths and 6 limbs. 2 hands, 2 feet, and 2 foot-hands that can be used as hands or feet. They communicate through the simple sign language of SlaveTongue augmented by whistles and clicks. They also have limited telepathy they can use to communicate more complex topics to their allies. They are great thinkers and philosophers, and are highly valued as advisors to the Mawla matriarchy. They are frequently sought out by the Court of Eman.

A good source of Xern names can be found here

Racial Attributes and Starting Gear

  • Carapace: + 2 Armor (+1)
  • Hive Mind: The entire Xern race possesses at least rudimentary psionic powers as members of the hive mind. Every Xern begins the game with Arcane Background (Psionics) and a d4 in the Psionics skill. This AB does not preclude the Xern from using other magic types like possessions, divine or sorcery. (+2)
  • Smart: Xern are noted scholars and teachers and start with a d6 Smarts. (+2)
  • 4 Armed: Xern have 4 arms and may use 2 weapons without penalty. (+2)
  • Sensing Antennae: Xern can navigate, track and detect creatures by scent with their antennae. Range 6", halved for upwind and doubled for downwind, doubled again for very strong scents. Only adjacent creatures can be pinpointed accurately. (+1)
  • Cold Reason: Xern avoid violence whenever possible, preferring instead to use logic and reason. Xern only fight when given no other choice, and never allow the killing of prisoners or other defenseless victims. (-1)
  • Outsider: The Xern are reclusive and this has earned them the suspicion of all other races except Mawla. ( -2 Charisma ) (-1)
  • All Thumbs: Xern hands are not built for fine manipulation and have All Thumbs Hindrance. (-1)
  • Slow: Xern have a Pace of 5". (-1)
  • Rigid: The Xern are a bit stiff. Increasing their Agility requires 2 points per step during character creation and 2 experience advances during game play. (-3)
  • Poor: Money is a foreign concept in the hive. Once I have enough food to eat and water to drink, why would I want more? Xern start with half the usual money and just can’t seem to hang onto funds acquired after play begins. In general, the player halves his total funds every game week. (-1)
  • Starting Gear: 2 Long Swords, 2 Javelins, 50T, 2 Possession Spells

Back to Top

Races

Shades of Shadora pelwer pelwer