So, you may have looked at my informational and be wondering what some of the races listed even are. Here, I will break them down by home world and race. By the by, there are hidden races from each world, but they will only be available if you ask about them by name. A little research goes a long ways. Final Fantasy Human: Humans are everywhere, in virtually every world. These ones in particular, are very used to extreme situations and environments filled with volatile magic. As such, they are very adept at using magic and virtually any and every power available to them in record times. Humans are by far the most adaptable of the races and can fit any niche anywhere. (This allows them to freely dual class between classes at will, although, there are drawbacks to overuse of this ability.) Their "Never Die" attitude (reflected by their enhanced HP pool) keeps them going strong where others succumb to the futility of it all. Their home city of Bevelle is a work of machinery, magic and craftsmanship like no other. Hyrule Zoran: [[+1 WIS, -1 CHA]] These aquatic dwellers are extremely capable amphibians who can straighten their arm's fins into bladed weapons that rival steel. While underwater, their skin allows them to camouflage almost perfectly, (60% Hide in Shadows while underwater) but, this ability is limited by the fact that they can not breathe underwater. Their city, Umpris , is a work of stone and coral and houses pockets of air that can be entered and left by those with the right skin mucus. This allows them to lock their doors, so to speak, by barring even other Zorans from certain air bubbles. Zoran's are capable of seeing three times as far underwater and moving freely while underwater. Goran: [[+1 STR, +1 CON, -1 INT, -1 WIS]] These lava dwellers are slow. Slow to eat, slow to walk, slow to understand... But, not all is lost on them. Practically immune to fire (+2 to Fire Spell Saves) and stone (+2 to Earth Spell Saves) and having skin as hard as granite (Natural AC of 5), Goran's are hard to hurt and even harder to kill. The more motivated among them sometimes head out into the world to make a name for themselves. Most of these are the younger members of their tribes. Their home city Gormouch , is in a volcano. Yes, actually, inside, the freaking volcano. Kokiri: [[+1 DEX, -1 STR]] These people are quite strange, even to most of the races of Zed Alpha. They are children. Their whole lives, they never grow older in appearance, than a nine year old. As such, most of the races tend to leave them be thinking to be little more than such. Kokiri shouldn't be taken lightly though. Expertly proficient with small projectile weapons (+1 to hit) and able to call upon the spirits of nature (These are a kind of guide fairy that allows them a wide variety of skills) around them, many a Kokiri has bested larger and more skilled opponents through sheer underestimation alone. Their capital city of Med-Deku , is centered around a rare and powerful tree known as The Great Deku, who reputedly has the ability to speak, when so inclined. Kokiri have Infravision to 60ft. Gerudo: [[+1 CHA, +1 DEX, -1 CON, -1 INT]] The Gerudo are a bit of an enigma. Their race seems only capable of bearing female children, save, once every one hundred years. On that day, a male child is born. This male is doted upon and raised with great care as he the progenitor of the the next several generations of their tribe. Oddly, the male prior only lives until the eighteenth birthday of the newer male, who ritualistically kills the older male so his reign can begin. Gerudo players may only be female. Gerudo can Berserk once every 5 rounds flying into a fury of steel. (-2 to hit +2 to damage, becomes hostile to anything with a weapon) They naturally have an affinity for one handed weapons (+1 to hit). Their capital, Gan-Serf , lies within an oasis of a savanna. Forgotten Realms Dwarf: [[+1 CON, -1 CHA]] Dwarves are a hardy bunch. Mountain dwellers by nature, they make their home among the cliffs of the Taurajo, just, further south. They have banded together with the other races of their realm, trying to keep a semblance of "normalcy". They have a preference for larger weapons (+1 to damage with two handed weapons) and are fierce opponents despite their shorter stature. Dwarves also recieve a CON bonus to Saves of 1 per 3.5 points of CON.The Dwarf capital is Highforge and is built deep into the southern Taurajo range. Dwarves have Infravision to 60ft. Gnome: [[+1 INT, -1 WIS]] Gnome are a eclectic bunch to say the least. Always inventing new things and pushing the boundaries of what they refer to as science and everyone else knows to be nonsense, they manage to invent things that defy the laws of physics and lately, gravity too. Gnome are exceptionally learned, and can pick up things faster than most. (Gain 1 NWP per level, per first class.) Their constant tinkering with magic has given them a natural resistance to magical mayhem as well (10% resistance to magic). The Gnome home city, Whizpop was so named because it was the most frequent sound heard there. Halfling: [[+1 DEX, -1 STR]] Halflings are comfort creatures. Always striving for that perfect bowl of soup, or the perfect footrest, most Halflings are content to do nothing for as long as possible. A few younger ones occasionally get it in their head to go out and "do something", but this is far from the norm. Exceptionally strong blooded, most Halflings can resist poison(+2 to Save vs Poison) with ease and some have said they could recover from mortal wounds just by eating (Each full meal consumed restores 1 HP to a Halfling). The Halfling city of Hearthden is home to anyone and everyone who's willing to buy a round for the bar and share a good story. Kender: [[+1 DEX, -1 STR]] While not originally from the Forgotten Realms, a few stragglers from the planes have been disappearing and winding up here. Kender, like Kokiri, look like children most of their lives, but, unlike Kokiri, they do grow visibly older. Kender are typically sneak thieves who specialize in custom made ranged weapons (+1 to hit with all ranged weapons). They have the single most annoying ability in the universe. Without thinking about it, they can successfully taunt and piss off anyone, or anything, in any language, period. They always know just what to say to rile someone or something up, and even they don't know how they know it. Their main city, Paisley , is sparely populated at best, as most Kender have an insatiable wanderlust. Arborea Castanic: [[+2 CON, -1 CHA, -1 DEX]] These short looking elves have red and black horns that sprout from their skulls and strange tattoos that move. But don't be deceived, while they may be fun obsessed and constantly laughing, they are in immeasurable pain. Their tattoos are with them from birth and are actually the the manifestation of the blood of a dead god. Their pain sensitivity is dulled from years of searing, agonizing pain under their skin, and as such, they tend to shrug off most minor wounds (Immune to blunt damage, -1 to all other forms of damage). Because of their godly blood, they are capable of falling from incredible heights without suffering injury (Natural fall height of 60ft without penalty). Their city, Red Crescentia is a beach town resort where the people laugh their cares away and spend all of their hard earned money on the pleasures of the Nica District. Baraka: [[+2 STR, +2 INT, -2 DEX, -2 WIS]] Self sentient golems who love learning above all else. They operate in castes typically, cataloguing everything. Made of stone, and imbued to life with a special crystal, each is expected of, nothing, but given everything. Only seventy-two are said to exist at any one time, but only they would know if this were true or not. They are able to cast more magic (+1 Spell Point per level) than most other races with relative ease and due to their giant size (10-12 feet tall) they are not as easily encumbered as smaller races (Triple carry weight/max press). Their mountain fortress/monastery/library stands hidden in the mist covered tops of the Velikan range and is known as Aurum-Velika . Baraka possess Ultravision to 180ft. Amani: [[+1 STR, +1 CON, -2 CHA]] These draconic people are a sight to behold, and deadly powerful. They stand about 8 feet tall and are mostly engineers by trade. Former slaves to Castanics, they despise them and refuse to work with them if at all possible. Working with geothermal power, they have made a city that extends into a lava bed of the planet where they harvest minerals and metals in great quantity. They can Berserk once every 5 rounds (as Gerudo) and have the ability to shed their skin over about ten minutes to flush poisons (Immunity to Poison) from their system or to heal minor damage (1HP per day regeneration if Poison flush is not used). Their main city Forgebed , is the topic of much concern for how much damage a planet can sustain safely. Amani posses Infravision to 60ft. Popori: [[+2 DEX, -2 WIS]] The Popori aren't so much a people, as they are a community. They are anthropomorphized forest animals that stand about 2 feet tall. Somehow, they've transformed, gained in intelligence and even altered their build to be able to speak and walk bipedal. Nobody really understands what they are or why it only affects certain male animals. Females seem to be immune, and as such, Popori can not breed, but merely, spring up one day. There isn't a wall in existence that a Popori can not climb (Climb Wall passive 95%) and they always seem to be able to find food, no matter the circumstances (Forage NWP, does not need to buy food and can procure for others). Their city, New Popolion is a marvel of vines, ropes, ladders and treetops. Popori have Infravision to 120ft. Azeroth Draenei: [[+2 WIS, +1 INT, -3 DEX]] Tall alien people with horns and hooves, these devout and pious people are always doing what they can for others. They've learned to cope with the loss of their power over something they call The Light. (Capable of casting a once per day heal for 2d4) Teaching medicine and healing to anyone who will listen (Begins play with Healing NWP and Herbalism NWP), they've carved out their place in the world. The capital, Exodus is a sight to behold as most of it is formed from a mysterious crystal that seems to bend to their will. Draenei have Ultravision to 60ft. Tauren: [[+2 STR, +2 CON, -4 DEX]] Some of the first to arrive on Zed Alpha, they established themselves in what is now known as the Taurajo Mountains. Massive bovine like people, they find themselves carrying the loads other might find heavy with ease (Double carry weight/max press). Two handed weapons in the form of large totems are their signature weapons (+1 to hit with two handed melee weapons). Their capital, Taurajo , is strung across several mountaintops. Ginyu: [[+1 WIS, -1 STR]] Similar in nature to Zorans, Ginyu are focused more on the spiritual aspect of life as opposed to the physical. Their water magic is widely acclaimed at being able to see into the future and heal wounds(1 free Augury spell or Cure Light Wounds per day). Like Draenei, they are excellent healers (Begins play with Healing NWP and Herbalism NWP). Their main city, Shalashast , is actually not underwater, but grown on the surface of the water of the nearby sea. Forsaken: The Forsaken are not so much a race, as a condition. Undeath. These poor souls in one way or another have been claimed by the powers of undeath. The few proud enough to call themselves Forsaken though, have fought to retain their, "self" and not succumb to their baser instincts. As undead, they do not need to eat, drink, breath, or sleep. In addition, they can resist damage that kill or maim mere mortals as, they are not alive to begin with (Immune to critical strikes). The Forsaken capital of Sylvanest is where all reanimation and training happens. They have envoys to almost every corner of the world. Forsaken have Infravision to 120ft. Tamriel Altmer: [[+1 INT, -1 WIS]] Gold skinned elves who are proud above all things else. Their magical capabilities are almost unparalleled in both resisting and casting(+2 to Save versus Magic and +1 to Spell Points per level). Originally slavers, they've had to get used to the fact that most other races here can beat them into submission without trying through sheer physical force alone. Their capital, Auri-mer is a port town on an island nation. Bosmer: [[+1 DEX, +1 CON, -2 CHA]] Black-eyed wood elves who have sworn to only eat meat and protect all forest life. They are naturally a bit stealthy, learning to live in the woods (2% Hide in Shadows per level), and their diet has given them an impressive resistance to poisons (+3 Save versus Poison). Their main city isn't so much a city as it is a tree, known as the Valen-graht and only a Bosmer is said to be able to find whether it has "run-off" or not, although, not many are sure what that means. Bosmer have Infravision to 60ft. Dunmer: [[+1 INT, -1 CON]] Dark skinned elves with bright red eyes. These strange people have the impressive ability to persist on after death as a type of ghost. Fire has little effect (Immune to normal fire) on them and for some reason, they are capable of empowering magical staves to have greater effect when used by them (Enchant and Recharge magic staff is a inherent ability for Dunmer. The specifics will need to be worked out with the GM as appropriate for your level). Their capital, Tildavest is as much a shrine to the dead as it is a city for the living. Dunmer have Infravsion to 60ft. Orsimer: [[+1 STR, +1 CON, -2 INT]] Orcish beings who are apparently elves. While they may not have the magical abilities of their cousins, they seem to have a magic all their own. Even a child Orsimer can easily repair any form of armor or weapon(Forge/Repair are innate skills for an Orsimer). They can even push their own armors to greater lengths than most others(+1 to AC while wearing any armor), pulling a reserve of energy from it as if magical in nature. Their main city, Mauladash , honors the ways of war and tradition among the people who inhabit it. Orsimer have Infravision to 60ft. Earth (Harry Potter Universe) Half -Giant: [[+2 STR, +2 CON, -2 DEX, -2 CHA]] These massive folks are a bit simple, but it's the simplicity that's tricky about them. They seem unphased, and unaffected by lots of different magics (Immune to two randomly rolled schools of magic), and those of them with mind for magic are also unable to cast a lot of it (Barred from 2 randomly rolled schools of magic). Because of their massive size, most burdens are light as a feather to them (four times carry weight/max press). They make their home on the island of Gorul , a nest for dragons. There, they host a competition yearly to see if their bravest, or dumbest, can best some of the strongest dragons on the island. Goblin: [[+1 DEX, +1 WIS, -2 CHA]] The Goblins of Veil are some of the richest people in the world. Able to squeeze two silver together and pocket a handful of copper from it is a common thought from many who deal with them (10% increase to personal money gains). Due to their size, and greenish-yellow skin, they tend to blend into most backgrounds (35% Hide in Shadows) and prefer to watch transactions as much as make them. Their city is home to the largest and most complex bank in all of existence as far as anyone is concerned. Goblins have Infravision to 120ft. Veela: [[+2CHA, +1 INT, -2 STR, -1 CON]] The Veela are women enchantresses who can alter their appearances to match their current target of interest (Free Permanent Alter Self per day). Unfortunately for most men, there are only six Veela on the planet, that are known anyhow, and they are all extremely picky. The Ginyu have foretold that more would be coming in the near future, but nobody knows when or where. Exceptionally gifted with magic (+1 Spell Points per level), Veela possess the unique ability to charm any man they meet for a short time (Free Charm Man per day). Their palace, Vila-delu is nestled among the cliffs near Red Crescentia's beaches. Earth (Black Dagger Universe) Vampire: [[+1 to any stat, -1 to any stat]] Contrary to what most know of vampires, these people don't die in sunlight. They are blind in sunlight, and they are nocturnal, but aside from those discomforts, they can go out in the sun as they please. They do however drink blood. And while they do sport a lethal allergy to garlic (Save or Die), they try to get most of their blood needs from animals as opposed to people. They are preternaturally stealthy (75% Hide in Shadows), being able to almost fade out of sight even in a crowded room. Their fortress-town, Dhampost is the northern summit of the known world before the arctic circle. Vampires have Infravsiion to 120ft. NOTE: There are classes of Vampire within their world, each with a place and purpose. What end you will serve may one day be seen. Variations include: Vampire: (BDB) Brother - Massive hulks of destructive force in the vampire world. Sworn to protect vampire society from Lessers. Vampire: (BDB) Chosen - Servants of The Scribe. Able to peer into the future and learn the fates of those around them. Vampire: (BDB) Doggen - A lesser vampire who can move about easily during daylight. Typically a servant class. Vampire: (BDB) Lesser - A Vampire who has had their heart removed and given up their "soul" in exchange for power. Vampire: (BDB) Syhmpath - A Brother who excels, not in matters of the body, but of the mind.