SORC Playable Races - Down to one last Roster Cut - Your Thoughts Please and Thank You.
Dear Reader,
Recently, a couple weeks ago, there was a prematurely created thread on this topic, so I wanted to fix and make clear various mistakes and add the missing races that have been pulled together as making the first cut toward the final 8 Playable Races of SORC’s Bare Bones Rule Set. So far we have knocked out 22 Firstborn Races and their Kinborn and Bloodline lineages of the 48, leaving us with a needed cut of 18 more. So help us decide the final 8 - I know it's a lot, but it's much appreciated.
On with the business. Regarding Slayers of Rings and Crowns, SORC. For anyone here following: SORC has gotten flack for its massive amount of 72 Playable Race Choices - please hear me out - this includes; 48 Firstborn, 12 Kinborn and 12 Bloodlines. We're breaking the Bare Bones Rules Set total from the 26 below to just 8, but we'd like your thoughts on the 8 to keep. They are in alphabetical order and the originals that didn't make the 26 man roster follow it - with a very brief description. For further details on either of these races, visit the link of a full race card document below - The Caelen - and/or the link that describes how SORF’s race system works in great detail, as well as Cameo NPC Races that are short driven NPCs that join the party, spilling out their stories as your campaign Character(s) establish Standing (faction rep) with them - in multiple choice form (these stories are rendered per module or there's a digital app version that reads them with ambiance.
The bottom of this doc includes: Full Description of All Races - including the rules and Features of SORC.
The Original Roster:
Total playable race options: 72
Firstborn: 48
Kinborn: 12
Bloodlines: 12
Those that made the 26 Playable Races cut:
Akudaya
- The Akudaya are a playable people of the eastern shores of Nivis, a tropical forest territory on Zailister. They are the dead who remain among the living, their bodies preserved in a lifelike state by an enduring purpose or attachment. Akudaya can come from many backgrounds and look as varied as the living people around them, though their skin often appears pale or cool-toned. They are neither mindless corpses nor a single, uniform culture: each has their own memories, personality, relationships, and reasons for continuing. An Akudaya’s body bears few obvious signs of death. Their skin is whole and unmarked by decay, but cold to the touch. They do not breathe, and no pulse beats beneath their skin. Their eyes may remain open for unnervingly long stretches, and their faces can seem still or intensely focused. Some have no reflection in mirrors or still water. Their voices may sound dry or muted, while nearby animals can grow wary or agitated. The force that sustains an Akudaya is not blood or breath, but will. It may be bound to a promise, a loved one, a duty, a question left unanswered, or...
Banniki
- The Banniki are a legendary, elite spiritual humanoid race native to the steamy subterranean levels of Zailister, dwelling deep within the pressurized, primordial cavities that exist between the earth's core and crust. They possess a dense, slate-like skin that grows tougher as they age, and is covered in a complex array of defensive thermal ridges and razor-sharp mineral spines. The dermis of their thick skin retains immense geothermic heat allowing them to go long periods without freezing or losing energy. Structurally, they bear an imposing, rock-hewn silhouette, moving with a lumbering, mountainous majesty that belies their extreme elemental origins. Their arms terminate in steam-weave fingers, consisting of a dense braid of thick, flexible molten conduits that taper down into tactile digits tipped with sharp, glass-bearing rinds. For support, their legs end in massive, gnarled rock-anchor claws that can flex and dig directly into the bedrock, allowing them to firmly root into the ground where they cannot be pushed or knocked down. Because of their basaltic, stone-shielded skin, the Banniki do not require traditional armor; their primary line of defense is entirely natural, as their outer skin organically petrifies into a layer of hard igneous rock over time, through a process called “calcifying”. Banniki live for up to 500...
Bast
- Bast are tall and agile feline race that treat most encounters like a game they've already decided to win. Quick tongues and a knack for always landing on top, figuratively and otherwise, have earned them a reputation as quick-witted negotiators and skilled readers of a room. They're easy to underestimate and that's exactly how they prefer it; a Bast caught in a straight fight has usually already lost, but a Bast given an opening rarely needs a second one. Bast accounts open on a temple-city rather than a homeland, and on the office their forebears held in it, which was to be let in everywhere and accounted for nowhere. That standing was granted, never earned, and the Bast have carried the manner of it long past the city, which is why a Bast enters a room as though already invited and is so rarely questioned on it. Lore has it that Bast are blessed with nine lives, and there's something to the legend...
Caelen
- Remade by the Omnè Astral’s experimentation, the Caelen were made into cyborg beings of precision and calculation. They run on machine logic where flesh once guided them, and do not tire or forget. The Omnè Astral invaded Corpus Caeleste, the Caelen home planet, and took many of its people prisoner. Before the invasion, the Caelen were a peaceful, technologically advanced people who kept largely to themselves; now they seek revenge on those affiliated with the Astral, not on every Omnè. The Caelen were large in comparison to other standard-sized races, but the Astral’s numbers were still too much for them to bear. Those taken were used as experiments; the Astral grafted their bodies with sockets and later added attachments to them. The Omnè did not want to practice this technique on their own people, but “criminals” of Omnè descent also underwent these experiments. The project, called “Bioforge Phase I Commencing,” never made it to Phase 2 because the Caelen became too strong, revolted, and...
Cherrufütra
- The Cherrufütra are native to the scorching environments of Planet Ignis. They have familiar human-like proportions and move with the ease and agility of other humanoids. Their volcanic nature is visible in their warm, glowing skin, which grows tougher with age, and in the ridges and obsidian spines that develop across their bodies. Their features still somehow give an appearance that allows them to fit in with other humanoid species. Beneath their skin, Cherrufütra retain immense geothermal heat, allowing them to go long periods without freezing or losing energy. Their hands are dexterous, with flexible, magma-hardened fingers and glass-hard tips. Their feet are strong and clawed, helping them grip and dig into bedrock. As a Cherrufütra ages, their exterior naturally calcifies. In youth, their skin is pliable and vibrantly glowing; by adulthood, it hardens into iron-hard basalt that can deflect blades and absorb powerful blows. This protection continues to increase with age and power, keeping pace with the armor progression of other characters. Their ridges and spines become...
Danavas
- The Danavas are a legendary, elite spiritual humanoid race native to the stark, wind-swept highlands and deep mountain valleys of Zailister. They possess a smooth, iron-dense skin that grows increasingly unyielding as they age, and is covered in a complex array of defensive, interlocking muscle-folds and razor-sharp bone ridges that protrude naturally along their spine and forearms. The dermis of their thick skin retains immense internal spiritual pressure, allowing them to go long periods without exhausting their physical energy or losing muscle mass. Structurally, they bear an imposing, heavily muscled humanoid silhouette, moving with a disciplined, military majesty that belies their extreme titan origins. Their arms terminate in wire-weave fingers, consisting of a dense braid of thick, flexible tendons and...
Drow (of the Ancients)
- Drow are solitary, feared humanoids who wield earth-based black magic associated with darkness, death, and disease. Though they are distantly descended from Fae ancestry, their lineage was fundamentally altered tens of thousands of years ago through a bloodline-reshaping pact made by their spider-blooded ancestors, the Ancient Drow. Although the spider blood of their Ancestors has nearly diminished since their lineage diversion, today's Drow perfectly adapted to total darkness and are still immune to most poisons, not to be confused with venoms, though they are a hardy robust race. Drow treats the deepest caves and moonless nights as no obstacle, finding light to be their only true inconvenience. Because they have spent centuries avoiding the surface, a dark reputation precedes them everywhere, causing most surface-dwellers to treat them with immediate suspicion and open hostility...
Dryad
- Dryads are a people whose bodies show a living kinship with plants. Bark-like skin, leaf-shaped hair, flowering crowns, and slender branchlike features are familiar, but no one form defines the entire race. Each Dryad has an individual face, voice, temperament, and way of moving; foliage and color can vary with season and personal growth. Their plantlike nature is part of their ordinary biology, not a costume or a sign that every Dryad belongs to the same community. They can travel, speak, learn, and make choices as freely as other peoples. Light and water sustain Dryads. Through photosynthesis, they convert light into chemical energy and produce glucose for growth and survival; ordinary meals are not necessary. Water remains essential, and a Dryad plans daily activity around access to...
Emberscale
- An ancient lineage of planet Ignis, the Emberscale histories are passed down through fables and lore, often shared fishing (see below) or working alongside a flow of lava or around an open flame on a hot night - there are only hot nights in if Ignis. Their forebears are remembered as having chosen the ash fields with full knowledge of what that choice meant. Cold is more than painful for an Emberscale: it weakens their bodies and disrupts the traditions carried from one generation to the next. No Emberscale lineage is known to have survived a winter beyond Ignis and returned intact. An Emberscale's body turns sluggish quickly when the temperature drops. Caught in snow or deep cold, an Emberscale moves and thinks like someone...
Falcora
- The Falcora are a proud and imposing race of standard-sized, bipedal avian humanoids whose core physical structure is remarkably similar to humans, save for their distinct falcon features and specialized appendages. Their entire bodies are blanketed in a dense plumage of either glossy, jet-black or pristine, snowy-white feathers, presenting a stark, binary genetic reality where members of the same nest are born entirely as one color or the other. They possess avian heads featuring sharp, predatory beaks and piercing eyes built for spotting threats across vast distances. Their limbs terminate in heavily adapted hands and feet armed with powerful, curved talons capable of tearing through armor or gripping vertical cliff faces with terrifying strength. Though every Falcora is born with a magnificent set of feathered wings on their back, their human-like body weight makes active flight a grueling physical demand; consequently, their wings are not strong enough to lift them into the sky at the start of their journey, requiring them to gain higher levels and ranks before they can successfully take to the air...
Note: Falcora cannot mount their companions - whether ground or flight, once they achieve flight.
Hawkbear
- Hawkbears are imposing hybrids and tropical-forest inhabitants, commonly found in dense jungles. They have a bear's dense frame and head, with a hawk's hooked beak, keen eyes, and feathers. Loose folds of skin stretch from wrist to ankle, allowing them to glide from tree to tree, across open air, and even through outer space. They are also great jumpers, able to launch themselves from the forest floor or a high branch with startling force. Hawkbears tell stories in the language of movement. Their histories are measured by the distances they have crossed, tree to tree, cliff to cliff, and ridge to ridge, and a journey is not considered complete until they have seen it from above. There's a reason hunters fear a Hawkbear perched above a trail, one leap turns into a long, near-silent glide, and by the time that beak comes into view...
Hobbling
- The Hobbling are a distinct smallfolk culture widely believed to have originated from a blend of halfling and hobgoblin heritage. Whether the fables are true or not, this unique lineage shapes their entire way of life, channeling a natural, regimented discipline through a compact frame. While they share the community-driven warmth of other smallfolk, they are best known for a deeply rooted tradition of order, structure, and collective unity. This collective mindset naturally extends to how they protect themselves; their communities are organized with a level of coordination rarely seen among their peers. If a nearby Hobbling is in danger - they sense the distress and march toward it. When they do take up arms, they prefer to rely on standardized Hobbling gear designed specifically for standing tight and protecting one another shoulder-to-shoulder. To maintain this seamless cooperation, Telluric Armaments (see Armament Variants) are identically matched across their defensive groups. See Cultural Armaments for more details.
Human
- communicators, traders, and survivors. Their adaptability has allowed them to establish cultures across every corner of Essentia. No two human settlements look quite alike, and that's the point, whatever the terrain, climate, or culture demands, humans bend to fit it faster than almost any other race, picking up new trades, gods, and customs within a generation or two. Humans carry no innate edge in any one craft or fighting style, leaning instead on raw adaptability, and a human who goes too long without picking up something new starts to lose standing fast, restlessness being as core to them as versatility. That versatility is why Humans are the one race Favored across every single Main Class in the book, no other race carries a bonus this wide, reflecting a Human's ability to pick up any calling and hold their own in it.
Note: Humans have no Kinborn nor Bloodlines; however they are the most diverse Race in terms of Culture and ersatility. Also in our rules - “The closer you are to the cultural root of an armament, recipe, or profession, the more abundant it is.” Any race can be of any Race's culture and have access to their Armaments, gear and equipment stores at creation.
Named Human cultures: Nordian, Eldrim, Tanu’la, Xo’kajal, and Humans raised among the Omnè. These are cultures rather than separate Human races; every Human shares the same base Traits and Stats. raised by the Omnè.
Hwarang
- The Hwarang are a legendary, elite spiritual humanoid race native to the Heavenly Peaks, a treacherous mountain range that towers majestically above both sides of the fractured Spire Crumbling Bridge. They possess a flawless, porcelain-like skin that grows increasingly radiant as they age, and is covered in a complex array of defensive, glowing shamanic glyphs and razor-sharp spiritual blossom-tattoos. The dermis of their refined skin retains immense celestial cosmic energy harvested directly from the atmosphere, allowing them to go long periods without exhausting their vitality or losing stamina. Structurally, they bear an imposing, fluidly graceful silhouette, moving with a hypnotic, river-like majesty that belies their extreme spiritual origins...
Leshy
- Tall, emerald-eyed beings from the frontiers of Tredeki, with bark-textured hide and vine-entwined hair-crests. They govern themselves under a strict tribal code of wilderness supremacy, the land is sacred, and those who cannot survive it have no authority over it. Leshy measure status by survival, not lineage or wealth, a Leshy who has weathered the harshest seasons of Tredeki commands more respect in their tribe than one born into any title. A Leshy steps off Tredeki without a currency anyone else recognizes, and the same directness that commands respect in the wild reads as outright hostility in a city, no Leshy holds rank or title once they've left their tribe's land behind.
Litbits
- Litbits are tiny, humanlike people, usually only two to three feet tall, with proportional - lean, sturdy bodies. Their frame is much smaller and lighter than a Halfling’s, yet a Litbit can be strong and capable in ordinary work. Litbits carry an ordinary 1h sword and weild it with two hands, granting all 2h bonuses, but cannot dual wield a weapon heavier than steel daggers. Litbits are not defined by delicacy or helplessness; they carry, climb, build, and travel according to their own skills and the equipment they choose, with size shaping access and reach rather than deciding what a person can accomplish. They take pride in meeting everyday challenges on their own terms. A narrow opening can be a route instead of a wall. Litbits can slip through selected gaps, crawlspaces, and low passages that stop larger travelers, and they know how to use cover that offers no concealment to someone taller. They may hide behind furnishings, pass through a partly opened panel, or reach a latch from an angle others overlook. Their size also changes how a group explores a room: a Litbit can check beneath an obstacle, cross a cramped space, or approach an overlooked detail without shifting the larger surroundings. These are practical uses of stature and positioning, not a promise that every barrier can be crossed. Litbit communities make careful use of the spaces available to them. Homes and work areas often place storage, tools, and shared supplies within easy reach, while walkways leave clear routes for people moving close
Micelings
- Micelings are small - standing 2 to 3 feet in height, which is half the height of their Ratkin cousins - natural contortionists, twisting and folding themselves through gaps and crawlspaces no bigger than a fist, spaces built to keep every other race out. Miceling accounts are kept in the gaps, scratched where nothing larger could reach to scratch them, which is why so much survives and so little of it is legible. Their forebears held that a people who cannot hold a door should keep their record somewhere no door is needed, and the practice outlasted every hall it was hidden in. Micelings have sharp senses both above and below ground, rarely losing their way, they have an uncanny knack for finding the way out of a maze, ruin, or collapsed tunnel, and even seem to puzzle out riddles and traps faster than expected (ask the GM for a hint). They have Dark Vision and speak both Common and Burrowing Animal, their native tongue. Built to fold through gaps no bigger than a fist, Micelings are fragile in the open, a solid hit lands harder on them...
Omnè
- The Omnè are among the oldest known civilizations in Essentia, settling on planet Omne Malum, Omnè in short, long before recorded history. Far enough from Adoria that magic never took root, they built their survival entirely through technology. As the dying star Tawdry Dwarf deteriorates, the conditions it once sustained across planets 8 through 13 have collapsed into hostile atmospheres and environmental decay. On Omnè, this forced the population into sealed pressure suits outside pressurized habitats, and accelerated a desperate technological arms race, including the construction of a synthetic planet and surrounding protection barrier, an emergency world that filters the encroaching gases and is built to break orbit and carry them clear of Tawdry once it begins to die. It is this slow extinction that drove the Omnè into the invasion of Zailister. See Tawdry Dwarf & Beyond for more. Omnè troubleshooting starts and ends with hard data, faced with a sealed door or a failing system, they'll run a careful, methodical diagnostic before they'd ever think to pray. Magic simply never took root in an Omnè, not...
Orcus
- The Orcus, large monster like creatures appearing in an array of gray colors ranging from pake to dark. They dwell deep beneath the heights of various mountain ranges - but most notably the Tantalizing Mountains in the Grimhold region of Nivis, Zailister's largest continent. Their ancestors settled in deep cavern kingdoms, where old funerary rites and broken oaths shaped stories of a curse carried by those who swore false vows over the dead. Generations underground have left their skin gray and sunken, and a longstanding cultural conflict with Bards shapes how many Orcus respond to Bards' tales and music. Humans, Elves, and Dwarves call them “Orcs” a name from outside their own history that many reject; no Orcus answers to it without taking offense. An Orcus moving through pitch-black tunnels reads the stone the way a sighted creature reads a room, and that same old curse leaves them with an unsettling knack for knowing...
Ossein
- The Ossein died and kept going, and they will tell you the second part is the only part that matters. Skin still covers them, drawn so tight to the frame that every joint reads through it, but it never rotted and it never sloughed, which is the line they draw between themselves and everything else walking Hexagonum. They are not wraiths. They will correct you on that. Ossein accounts open at a death, always, and the death is given as the first entry rather than the last. Everything an Ossein was before it is recorded in the past tense by the same Ossein still standing there, and they hold that a people who have already been through the worst of it owe the living no particular deference on the subject. An Ossein thinks fast, remembers everything, and has read more than you have. Necromancy on Hexagonum is not a forbidden art, it is a trade with a guild, and the Ossein hold the deepest end of it. They take what a world offers and give it nothing back. An Ossein will strip a seam to the rock, waste most of what comes out of it, and...
Pearlkin
- Pearlkin are a resilient but heavily endangered civilized race native to the tropical Pearl Coast of the continent Nivis, structurally compact humanoids who typically stand between 4 and 5 feet tall, with a 5-foot height marking an exceptionally tall individual within their population. Shrouded in deep myth, ancient shoreline writings connect their origins not to the human goddess Aseya, but to the deep ocean itself—whispering that the first of their kind were born from the calcified hearts of prehistoric giant oysters, quickened into life by the mystical saltwater alchemy of fallen mermaid tears. Distinct in their physical appearance, they possess a unique, pearl-like skin that naturally reflects their surroundings, granting them a striking visual connection to the environments they traverse. This shimmering, lustrous, shell-like hide is incredibly dense and calcified, functioning as a seamless layer...
Pinklings
- Pinklings are unmistakable for their pink-hued skin, quick minds, expressive moods, and fondness for playful surprises. Some experience shifts in mood and perspective, including a guarded inner voice shaped by their emotional intensity; people vary in how they understand or describe that experience. These differences can create misunderstandings with communities that value orderly conduct, but Pinklings also share a strong cultural commitment to new beginnings. To a Pinkling, nothing is more sacred than a first impression. They meticulously record their first introductions to others, but leave subsequent history unwritten—believing that once a bond is formed, the relationship should be lived in the present rather than archived. That first-encounter tradition gives Pinklings an unusual social advantage with new acquaintances: sharp observation, humor, and well-chosen words can quickly win interest. The benefit is strongest with fresh audiences; in places where...
Primals
- Primal people are an old, continuous culture of Ignis, skilled with stone, bone, ritual, and oral memory. They read changes in fire and terrain through close observation and pass knowledge through song and practice. Their traditions favor direct experience over written records, preserving skills that have served their communities across generations. Primal communities have chosen to maintain familiar ways of life while engaging with others on their own terms.
Ratkin
- Ratkin are small, sharp-sensed people comfortable navigating the overlooked spaces of settlements and underground networks. Their vision serves them in low light, and their practical knowledge helps them find passages, supplies, and safe routes. Ratkin communities keep close track of obligations and favors, placing value on caution and family loyalty. A Ratkin may be guarded with strangers, but that reserve reflects a learned approach to trust rather than a fixed character flaw.
Skrath
- Wiry, fast-moving reptilian humanoids native to the frontiers of Tredeki, sharing the planet with the Leshy but operating nothing like them. Where the Leshy govern through structure and reverence for the land, the Skrath travel in close groups without a fixed hierarchy; leadership is earned in the moment and can change quickly. Skrath are wiry reptilian pack-hunters with rapid healing and a strong instinct for coordinated action. They communicate through hisses, clicks, and pheromones, sharing information in ways outsiders may not readily understand. Their social structure is flexible, with leadership earned through contribution and changing circumstances. Skrath experiences emotion intensely and resolves many disputes directly, then moves forward once an outcome is settled. Their short lives are filled with close bonds, purposeful activity, and shared responsibility. Their defining trait is rapid cellular regeneration, and wounds that would sideline most races close on a Skrath within minutes. Skrath often face short lives and choose direct action when time matters. Leshy communities may see that pace as reckless, while Skrath regard the Leshy as deliberate to...
Troll
- The Common Troll is a highly adaptable and versatile race, known for their exceptional resilience and resourcefulness. They possess a sturdy and tall - albeit hunched - build with thick, leathery skin if an array of hues from bright pastels to flat black or white, both spotted and plain. Their skin is thick and provides natural protection, not only making them resilient in a variety of environments, from lush forests and swamps to mountainous regions. On top of that, Trolls feature regenerative limbs when severed, even entirely off. Troll accounts are not written and never have been, they are counted, recited by one Troll to another in a fixed order that admits no shortening. The oldest of them holds that Trolls were made before the sun was set in its course and were not remade after, which is offered among them as the reason a Troll endures what it endures and the reason open light has never sat easily on any of their kind. Unlike more specialized trolls, the Common Troll excels in many roles, whether as skilled hunters, cunning foragers, or...
Vanwa
- Vanwa people are a resilient and ethereal race born from tragedy, survival, and adaptation. Centuries ago, a population of high elves was captured by brutal Arctic orcs. A desperate few managed to escape into the frozen wastes, establishing hidden refuges nearby. Over generations, those with mixed orc blood also fled captivity and integrated into these high elven camps. After hundreds of years of isolation, intermingling, and surviving the brutal elements together, they evolved into the Vanwa. Holding roughly a quarter of Arctic orc heritage blended with their deep high-elven roots, the Vanwa possess...
Xylari
- The Xylari are an enduring cactus-like race native to harsh, unforgiving environments. Structurally, they bear an imposing, Treant-like silhouette, though small sized, possessing long, pillar-like legs and short, compact torsos that allow them to move with a lumbering, tree-like majesty that belies their desert origins. They possess a dense, bark-like skin that grows tougher as they age, and is covered in a complex array of defensive hairs and needles. The dermis of their thick skin retains water allowing them to go long periods without water. Their arms terminate in root-weaved fingers, consisting of a dense braid of thick, flexible roots that taper down into tactile digits tipped with sharp, needle-bearing rinds. For support, their long legs end in root-clawed toes—gnarled root-anchor claws that can flex and dig directly into the earth, allowing them to firmly root into the ground where they cannot be pushed or knocked down. Because of their bark-like skin, the Xylari do not require traditional armor; their primary line of defense is entirely natural, as their outer skin organically petrifies into a layer of hard wood over time, through a process called “corking.”. Xylari live for up to 500 years, and...
Races that didn't make the cut (22):
- Brownling
Smallfolk with Halfling and Brownie Fae heritage; they value hospitality, craft, and close-knit households.
- Centyr
Hoofed people with humanoid upper bodies, known for balance, endurance, and coordinated movement.
- Chuchunateh Broad, white-furred people adapted to cold, with quickly regrowing fur and a powerful bite.
- Drevane
Omné natives adapted to a toxic atmosphere, with strong environmental senses and an affinity for stone and earth.
- Drāco Blood l
Dragon-blooded people whose chosen elemental lineage determines their affinity and opposing weakness.
- Dwarf
Sturdy, enduring people with traditions of stonecraft, metalwork, masonry, and underground navigation.
- Elf Graceful, long-lived people connected to woodland life and nature magic, with an ancient First Tongue.
- Firbolg
Gentle giants with distant Fae heritage, able to communicate simple thoughts to animals and plants.
- Glimmerstone Small people of Dwarven and Fae heritage, skilled at noticing and appraising gems and enchanted materials.
- Gnoll
Pack-oriented people who emphasize shared work, mutual protection, and earned leadership.
- Gnome Small, mole-like people curious about mechanisms, repair, and learning from plants and animals.
- Goblorc
People combining Goblin cunning and Orcus physicality, valuing both strategy and strength.
- Halfling Small folk whose communities prize hospitality, craft, preparation, and cooperation.
- Helf
A distinct Human–Elf mixed-heritage people, often comfortable navigating between cultures.
- Imperial Psychic, charismatic people with six cultural Bloodlines and the ability to shift their natural coloring.
- Ogre
Large, powerful people who value practical deeds, dependable agreements, and strength used with purpose.
- Snow Dwarf
Lean, cold-adapted Dwarves skilled in tracking, survival, and practical crafts.
- Sylvan Elves closely attuned to forests, sensing changes through plants, soil, pollen, and animal behavior.
- Wood Elf
Quiet woodland people skilled at moving under cover and reading forest paths and signs.
- Yawnie
Yawnies move at a measured pace and live for centuries through their slow lifestyle and metabolism. They can trot on all fours in short bursts to catch up; their speed matters most in special movement such as climbing, crawling, parkour, rope traversal, swinging, and navigating walls or tight spaces. Their innate movement aptitude lets them break free of controlled-movement restrictions. They favor stillness when nothing requires action and are natural enemies of Harpies and giant Avian, including Falcora.
Full Description of All Races - including the rules and Features of SORC (Armament Proficiency pending):