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3.3. Races
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3.2. Overview of the Known World   3.4. Yliakum History

3.3. Races

The city of Yliakum is a melting pot of races with different culture and origin, mixed and integrated by living together over the centuries. Racial suspicion and hostility are completely unknown, given that the greater part of people belonging to one race is normally married to someone of another race. Nevertheless, the half-breeds are considered as separate races. For common genetic rules, an individual will have a prevailing race that will determine its physical traits. For this reason, the main races are relatively pure. In other words, it can't happen that the races merge together forming a single mixed race: if someone has a Lemur father and an elf mother, he will belong to one race or to the other.

The origin of Yliakum's civilization is lost in the fog of the past. The only known fact is that the place in which now Yliakum resides has existed before the arrival of the first colonizer. The first inhabitants found a strange but good environment to start to build a new society. Is also true that other creatures dwelled in this place before them, probably the same creatures who have build the waste conduits. Unfortunately we don't know anything else about these predecessors. All the races arrive at Yliakum about in the same period as we can learn from the records that they have written. The reason of this coincidence is an earthquake that moved the surface of the earth creating new tunnels and caverns. After the initial fear these tunnels were explored by the inhabitants of the surface and some of them, covering a very great distance, were discovered to connect to the Stone Labyrinths that are connected to Yliakum. The name of the city was derived from the only inscription found in the Stone Labyrinths that the colonizers were able to translate.

These are the races that actually populate Yliakum:

  • Humans

    • Xacha
    • Ylians
  • Elves

    • Nolthrir
    • Dermorians
  • Dwarves

    • Clan Stonebreaker
    • Clan Hammerwielder
  • Others

    • Lemurs
    • Kran
    • Diaboli
    • Enkidukai
    • Klyros
    • Ynnwns

3.3.1. Humans

Humans enjoy learning multiple crafts or arts, without exceptions. For this reason they hold roles in virtually all organization of the city. They have an average body structure and an intelligent mind suitable for most jobs.

3.3.1.1. Ylians

Physical Traits

Their robust and well-proportioned body gives them the opportunity to work in all arts. They can have hair from black to white, eyes with wonderful colors and skin from pale to dark brown. They are from 1.60 m to 1.85 m tall.

Abilities and Fields of Interest

Ylians are a practical and disciplined race with fighters, sorcerers, merchants and politicians. They tend to learn a little of everything without choosing a preferred profession.

Psychology

The Ylians were the first men who saw the Blue Sun. They were proud of this peculiarity and, in the early days of the civilization, they invented the name Ylians to distinguish them from the other humans that arrived later. In spite of this, they are the most inclined to mix with other races, and to have friendly relations with anyone. Thanks to this ability they often cover political roles.

Nutrition

They have no preferences on meals. Ylians eat meat, vegetables, fishes, etc.

Rules

(Implemented in future releases.) Normal vision. +2 Mana Points at creation. No restrictions on skills.

Starting stats: STR 60, END 55, AGI 64, INT 58, WIL 58, CHA 55

3.3.1.2. Xacha

Physical Traits

They differ from other humans because they are taller, have a less solid and less robust body. Some old Xacha tell about a land where light was very dim and not always present, and that can be the reason why their skin is very pale and similar to the people who are born underground. They are from 1.70 m to 1.90 m tall.

Abilities and Fields of Interest

Keepers of great knowledge, the Xacha use the magic arts and study natural phenomena as a tradition that is passed from generation to generation. Many scientists of Yliakum belong to this race.

Psychology

The Xacha are proud of their origins and traditions. They are the last survivors of an ancient people, almost extinct due to the crowding of the peninsula in which they lived. Generally they have a strong will, and a quite different mindset focusing on logic solution of problems.

Nutrition

They prefer white meat and fish. Researchers of fine and luxury food, Xacha buy a lot of meals from the aristocratic Lemurs.

Rules

(Implemented in future releases.) Normal vision. +2 Mana Points at creation. No restrictions on skills.

Starting stats: STR 45, END 45, AGI 45, INT 75, WIL 75, CHA 65

3.3.2. Elves

Their appearance is characterized by harmonious forms, straight hair and pointed ears. They are not as tall or robust compared to Diaboli and Humans, but still more so than Lemurs. The Elves are naturally inclined to philosophy, meditation and mysticism, with a strong respect for the ancestors; in fact, in spite of the prohibition, some groups secretly belong to the cult of the dead, stealing corpses from the procedure of expulsion.

3.3.2.1. Nolthrir

Physical Traits

The most ancient race of Elves is the Nolthrirs, which first became part of the society as seaweed fishers and farmers, an activity it is believed they perfected before their arrival to Yliakum. After many centuries, the great amount of time spent working underwater and the unique altering properties of the Crystal have made the Nolthrirs an amphibious race, with webbed fingers and both gilled and pulmonary respiration. Nolthrirs appear as slim elves, with skin and hair colored from azure to green, and icy eyes colored from light azure to light green. They tend to be hairless on the body, but everyone, males and females have very long hair. They live mainly on the two submerged levels. They are from 1.50 m to 1.65 m tall.

Abilities and Fields of Interest

Almost all elves have familiarity with some form of magic, mainly elemental magic. Nolthirs have a particular disadvantage on using fire related spells, but on the other hand they master water spells.

Psychology

The serenity of the underwater life with its soft rumors and dimmed lights is reflected in Nolthrirs way of life.

Nutrition

Seaweeds and fishes are the only food they eat. Having a great care for the sea ecosystem, they tend to eat few selected fishes, taken from breeding.

Rules

(Implemented in future releases.) Nightvision. Breath underwater.

Starting stats: STR 45, END 75, AGI 75, INT 70, WIL 45, CHA 40

3.3.2.2. Dermorians

Physical Traits

The Dermorians have an amber-colored or copper-colored skin and their hair ranges from brown to red, never black, rarely blond. They are from 1.50 m to 1.65 m tall.

Abilities and Fields of Interest

Due to the long roaming in the Labyrinths searching for a final place to live, their race developed even more their acute vision, at the point of being capable to see in the dark. In Yliakum, the best hunters of the Labyrinths are the Dermorians, mainly due to their aptitude of surviving even in extreme situations, obtaining food and water cultivating the soil.

Psychology

They are native of a land called Dermoria and before the arrival to Yliakum their habits were tribal and characterized by the love of nature; they were nomads in search of new pastures and hunting areas.

Nutrition

They are skilled farmers and food hunters. They can survive in extremely difficult terrains eating roots and plants. Due to this their everyday food has an high percentage of vegetables.

Rules

(Implemented in future releases.) Nightvision.

Starting stats: STR 45, END 42, AGI 55, INT 65, WIL 93, CHA 50

3.3.3. Dwarves

The Dwarves are a people used to live in caves or tunnels. They are untiring workers, experts in crafting raw materials extracted from the earth like stone and metal. The Dwarves are more closely tied to Humans, in fact they differ only in height. Their main traits are: a healthy and robust body, one meter to one and a half meters in height, broad shoulders, a strong skeletal structure and eyes that can see in almost total darkness.

These traits are derived from the continuous hard work of building big cities starting from small caves. Since the early days of civilization, a ruthless natural selection has chosen only the Dwarves able to dig hard stone for an entire day and carry heavy materials from one place to another. Besides the few Dwarves that have an uncertain heritage, two races maintain their identity in the city of the Blue Sun. Their pride and temper often gets them into fierce fights. This may be the explanation for the legendary stubbornness of the "short people".

3.3.3.1. Stonebreakers

Physical Traits

Stonebreakers are generally shorter and less robust than other Dwarves, with blond or red hair and beard, and pale skin. They have developed an amazing strength. They are from 1.20 m to 1.40 m tall.

Abilities and Fields of Interest

The clan of Stonebreakers have lived for centuries digging tunnels, shafts, wells and caves in the deep of earth until they arrived to Yliakum. They are talented engineers of machinery like winches, ventilation pipes, canals, means of transport for goods and everything that can be useful to overcome the drawbacks of underground life. They are also powerful and untiring miners; many say that they created the Stone Labyrinths. But Lemurs and Kran know that the Stonebreakers made only parts of those tunnels. When they arrived the tunnels were already in place, even if not so complex.

Psychology

They have a strong pride that sometimes develops into feuds with other clans or other races. They tend to be suspicious and quarrelsome towards other races that are taller than they are.

Nutrition

They eat mostly meat, because they are not good farmers. What grain they need for bread, they usually buy from the Enkidukai, with whom they have a good relationship.

Rules

(Implemented in future releases.) Infravision. Bonus saving throw vs. poison and disease. Limit 8th rank for magic. Limit 8th rank for martial arts. During char creation, bonus In-Folio and equipment without use of IP. -2 Mana Points at creation.

Starting stats: STR 80, END 66, AGI 42, INT 67, WIL 55, CHA 40

3.3.3.2. Hammerwielders

Physical Traits

The Hammerwielders are taller and even more robust then other Dwarves (some rare individuals can reach one meter and half in height), have a darker complexion and black or brown hair. Like many Dwarves, they let their beards and moustache grow and then tie them in plaits and knots. They are from 1.30 m to 1.50 m tall.

Abilities and Fields of Interest

Hammerwielders have a more natural affinity with metals and gems than with granite, becoming often-clever blacksmiths and gem cutters. They tend to be skillful fighters and often put their crafted weapons to the test.

Psychology

Their love for weapons and metal brought into their ranks a martial organization and a love for war and fights. You can find them easily in taverns, because they are strong drinkers. While there they usually behave in a cheerful and communicative way, much more then other Dwarves but they can become noisy and boastful when sitting in big groups at the tavern: if you hear someone using the phrase "rough as a dwarf", you can be sure that he refers to a Hammerwielder.

Nutrition

They eat mostly meat, because they are not good farmers. What grain they need for bread, they usually buy from the Enkidukai, with whom they have a good relationship.

Rules

(Implemented in future releases.) Infravision. Bonus saving throw vs. poison and disease. Limit 8th rank for magic. Limit 8th rank for martial arts. During char creation, bonus In-Folio and equipment without use of IP. -2 Mana Points at creation.

Starting stats: STR 65, END 85, AGI 60, INT 45, WIL 55, CHA 40

3.3.4. Other

3.3.4.1. Lemur

Physical Traits

The Lemurs have an appearance similar to Humans, but their origins can't be connected unless we look at a very distant past. They have a hypoxygenated skin, which after living in dark and subterranean places with low ventilation perspires little and is almost completely without pigment. For this reason, they have a pale and azure complexion. Until two or three months of age, their children have an almost transparent skin that reveals the underlying capillary circulation. Their body is neither very robust nor resistant. They have light hair in a variety of hues. Lemur women, graceful and ethereal creatures, are amongst the most beautiful of Yliakum: male lemurs are equally beautiful but lack in masculine features like muscle. They are from 1.70 m to 1.85 m tall.

Abilities and Fields of Interest

They have a clever intellect, superior to the other races. The Lemurs are brilliant artist, innate aesthete and researchers of beauty in all its forms.

Psychology

Everyone knows that the Lemurs were the first of all races to settle in Yliakum, and they are proud of it. The legends tell that their origins of the Lemurs are connected to a huge city located in the depths of earth, abandoned from a widespread disease. No one knows how to reach this city or if anyone still lives there. All lemurs share a sense of loss for their mysterious, distant homeland.

Nutrition

Lemurs love luxury and special food and are sometimes excellent cooks. They refuse to eat in normal taverns and such because the food is too "raw" there. Rare fishes and mixtures made of rare animals found in Stone Labyrinths are everyday meals.

Rules

(Implemented in future releases.) Infravision. Max 8th rank for weapons and armor. During character creation they gain 1 bonus rank in each of the four elemental Ways. +4 Mana Points at creation

Starting stats: STR 40, END 40, AGI 50, INT 85, WIL 68, CHA 67

3.3.4.2. Kran

Physical Traits

They belong more to the mineral kingdom than to the animal one. Their organism is the only one, amongst the known races, to be based on silicon instead of carbon. They appear as humanoids made of rock. The color of the body is mainly gray or black and slightly wrinkled, with colored veins different from individual to individual. Some rare Kran have a different colored skin, like white, azure or pink, which is highly appreciated by Kran. Their head is slightly lengthened at the top, without ears and nose. They are born underground and none of them has ever seen the light of the sun. They are from 1.90 m to 2.10 m tall.

Abilities and Fields of Interest

Because their skin is made of silicon, the Kran are very resistant to laceration but, lacking flexibility, is more easily damaged by bludgeoning weapons. Silicon still supports oxygen linkages, so Kran breathe much more slowly than other races, enabling them to happily breathe underwater. Without ears, they perceive sounds thanks to vibrations on their bodies. Strong and tireless, Kran are as resistant as the rock that they were born from. Since magic was created to act on different principles, it seems to have little effect on them. Also, the way in which they reproduce is incompatible with all other races: there are no half- breed Kran.

Psychology

They are not one of most intelligent races of Yliakum, but they tend to be loyal and firm in their beliefs.

Nutrition

Kran metabolism is very complex, they are used to eat sand of various and precious minerals that are digested in their stomach thanks to strong acids. They can also eat food full of mineral salts like seaweed and some crystals created in their kitchen, similar to chemical laboratories.

Rules

(Implemented in future releases.) Infravision. Limit 8th rank for magic. Limit 8th rank for thief abilities and martial arts. They develop anti-magic skill very quickly compared to other races. Immune to poison and disease. Natural "Kran armor". They don't breathe so they can't drown. -4 Mana Points at creation.

Starting stats: STR 94, END 90, AGI 40, INT 43, WIL 43, CHA 40

3.3.4.3. Diaboli

Physical Traits

The typical Diaboli has shiny oil-black skin, a thin pointed tail and little horns. Apart from that, they have almost the same body proportions as humans, and almost identical internal organs. Both male and female have gorgeous, perfectly shaped bodies. They are from 1.65 m to 1.85 m tall.

Abilities and Fields of Interest

The Diaboli developed a good resistance to many elemental spells thanks to a deep knowledge in that area of magic. On the other hand, they avoid holy places as they feel uncomfortable in them. It's quite rare to meet a Diabolo inside a temple, apart from the imprisoned ones. They diligently try to avoid sacred objects: holy weapons are devastating against them. They are famous for their ability to attract and charm people, and therefore the Diaboli have a natural talent for social relations.

Psychology

A popular tradition tells that their homeland was a burning land that continuously erupted black smoke (this may suggest the presence of a volcano), a dark and perpetually cloudy sky and sulphuric rivers of flowing blood. Some sages believe they originated in a distant, unexplored universe, but opinions are contradictory. Nonetheless, their race is the only one who thinks of Yliakum as a real paradise, and this says a lot about their homeland. They rarely keep a single partner, preferring to have many, and that explains the large number of half-breeds in Yliakum. Diaboli are a happy, bustling, malicious race, quite unreliable. Humility is completely foreign concept to them. Their familiarity with some of the semi-intelligent races that dwell in the Stone Labyrinths has raised suspicion with the other races.

Nutrition

Diaboli are food lovers, taste and quantity are most important. They love fruits and seafood: oysters and passion fruits are good examples.

Rules

(Implemented in future releases.) Nightvision. Bonus saving throw vs. elemental spells. Suffer double damage from blessed weapons and blessed magical items.

Starting stats: STR 40, END 40, AGI 58, INT 48, WIL 68, CHA 96

3.3.4.4. Enkidukai

Physical Traits

Humanoids with feline features, the Enkidukai are smaller than humans. Their bodies are covered in short hair rather like fur, which is either striped, spotted, dark or uniform. They have small, slitted eyes, their limbs are long and lean and taper into clawed hands and feet. They are from 1.60 m to 1.70 m tall.

Abilities and Fields of Interest

They possess extraordinary acute senses, and excellent reflexes. Given the hard training and the constant competition of survival, all the Enkidukai are good warriors and valuable companions in battle. They are stronger and more resistant to harm or disease than one would guess by their slim constitution, and they have a deep determination and strong will.

Psychology

The Enkidukai race maintains its wild nature. They live in packs controlled by the male who is strongest and most skillful in combat. Each pack has a typical and easily recognizable look, mostly because of their habit in cutting or coloring fur in ritual or traditional ways. Enkidukai are always suspicious of strangers at the beginning, but once you gain their trust, they become faithful companions.

Nutrition

Enkidukai are good farmers and hunters, so they can have all the food they need. They prefer red meat.

Rules

(Implemented in future releases.) Nightvision. Bonus in Martial Arts, they start with 4th rank in one school. -2 Mana Points at creation.

Starting stats: STR 55, END 50, AGI 85, INT 40, WIL 70, CHA 50

3.3.4.5. Klyros

Physical Traits

The Klyros are a humanoid race with a tall, slim body ( they range in height from 160 cm to 180 cm) . Their skin is similar to reptiles, being slimy and cold, and varies from gray-green to steel dark blue. They have an oval head decorated with a multicolored crest starting from the forehead and ends at the base of the skull that make them look like a fish. White and drop-like eyes enable them to see in the dark. Their hands have sharp and dangerous claws. Just under the shoulders they have two big wings that appear to be weak and non- functional. The skeleton is thin and flexible to flight easier, but is easily damaged. Thanks to their body structure, the Klyros are fast in all three elements: air, water and earth.

Abilities and Fields of Interest

Klyros are brave hunters, travelers and fighters, and many are rich merchants. They have a talent for fishing deep-water fishes and small underwater monsters that are used to create very peculiar Klyros' garments and light armors. They are interested in decorative arts and magic, using those mainly for practical purposes.

Psychology

Thanks to their triple nature and their easy adaptability to environmental conditions, the Klyros are basically nomads and react quickly to new situations. The Klyros believe strongly in the concept of brotherhood amongst the other members of their race. Regardless of their appearance, they are not an evil race.

Nutrition

Being great fish hunters they tend to eat a lot of fishes and shellfishes. They are famous for cooking crabs in thousands of ways.

Rules

(Implemented in future releases.) Nightvision. Fly for short time. Breath underwater. Due to they nature they can't wear any kind of Heavy Armor.

Starting stats: STR 55, END 55, AGI 55, INT 55, WIL 65, CHA 65

3.3.4.6. Ynnwn

Physical Traits

The Ynnwn race is a strange but relatively frequent crossing between a Diabolo and an Elf. Two such opposite characters generate a type of giant, never shorter than two meters, with dark red skin. Ynnwn have pointed ears and white hair and rarely do they grow horns or tails, although in some cases these are present. They are from 2.00 m to 2.30 m tall.

Abilities and Fields of Interest

The Ynnwn possesses optimal physical and mental characteristics and they do not have any profession limitations, succeeding well in almost all the aspects of the Yliakumic life. However, their unusual blood gives them a harmful sensitivity to precious metals. They prefer not to use gold, silver or platinum coins: contact with such metals provokes a skin rash. The wounds that they suffer from weapons plated with these metals are very painful, slow to heal and sometimes lethal. They instead tolerate the orichalc, although they prefer not to handle it too long because of the percentage of gold it contains.

Psychology

Contrary to what people may think, the Ynnwn don't feel diminished by their half-breed status and they face life with a positive attitude.

Nutrition

Due to their size Ynnwn require a big amount of food everyday, they are not concerned too much with quality, but quantity. They prefer red meat and vegetables.

Rules

(Implemented in future releases.) Nightvision. Suffer double damage from gold, silver, platinum weapons. Magic Weapons doubles their bonus damage against them. Due to their nature they start with 2nd rank of Body Development.

Starting stats: STR 80, END 92, AGI 40, INT 48, WIL 45, CHA 45

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