Characters, mysterious and unusual, replace the mundane in the mystical realm of SOLAR.  Behind the intrigue, stories, and wars of Tyrra, lie creative players who make it all happen.  This section introduces the myriad races and species that co-exist in the Sutherlands, Shadowmoor, and the otherworldly Realms. Who will you be? How will your choice of Character Race reflect your real life personality? Read on and find your "true" persona as an Adventurer in the most wonderful place of all, YOUR imagination...

Restricted Races

More extensive experience is required to play certain races; therefore, some races are restricted to Players of proven ability.  On the other hand, it is not unusual for a new Player to demonstrate the capability to play a Restricted Race. In that instance, an exception can be made. (SOLAR loves to reward deserving Players!) The Restricted Races below are denoted by placing [R] next to their name. ENJOY!

The Humans of Tyrra

Humans, like you and I, are the most common race on Tyrra. Most Human scholars believe that the ancient races are dying out before our eyes; Humans are the inheritors of this world. (The ancient people, of course, disagree.)  It seems that Humankind is capable of anything: from profound love to extreme hatred and violence. Humans have a relatively short life span, thus, they are able to learn skills and trades with lightning speed. One wizened Elven scholar once said,  "These Humans are as a funeral pyre, its raging flames soaring high only to consume itself in the midst of its glory!" This ability is both boon and bane to our future; let us hope our precocious nature doesn't lead us to evil. Humans come in all shapes, sizes, colors, and can hold any profession or Character Class.

The Gypsies (R)

These colorful wanderers comprise many of the countless Human tribes that inhabit Tyrra.  Gypsies gain distinction (from the mundane Human) via the mysterious Rite of Passage that makes them who they are. Although only the Elders of their kind can truthfully speak on Gypsy origins, most suspect that some terrible event led to their nomadic ways and evolved their ability to level the dreadful Gypsy Curse on a wrongdoer.
Make-Up and Costuming

Gypsies are Human and are not required to wear make-up but rather specific costuming instead. Tyrran Gypsies are based on the groups of Romanian and Balkan/European Gypsies. They speak with an accent that emulates the cultures they are derived from, and wear colorful and elaborate costuming in true Gypsy fashion.

Inherent Advantages:

Gypsies may purchase the Gypsy Curse skill. Gypsies may also purchase the skill Evaluate Item at half Build Cost, rounded up.

Inherent Disadvantages

Because of their nomadic and secretive ways, a Gypsy cannot become a Noble or a member of any Knightly Order. The Gypsy loves life more than anything. That zeal forces them to mistrust and shun Necromancy and Undead. A Gypsy cannot become a Necromancer.

The Dwarven Races

There are several varieties of Dwarves. Their cultures differ widely, but they have much in common. From the mysterious Shadow Dwarf, to the noble Mountain Dwarf, these ancient folk share the same stubbornness and single-mindedness of their forefathers. Additionally, Dwarves are extremely long-lived, aging only one year for every seven Human years.  These attributes enable them to be such an enduring power on Tyrra.

The Shadow Dwarf

Born deep beneath Tyrra's crust, this breed of Dwarf has an ominous and secretive past. Shadow Dwarves are a brooding lot and rumor holds that these stout fellows are haunted by some terror or evil from the past. Prone to deep melancholy, the Shadow Dwarves don't know, or more likely, won't speak of the cause of their suffering.
Make-Up Requirements

The Player must wear black make-up on all exposed skin. Shadow Dwarves have gray, silver, or white beards and hair. BOTH Male and female Players are required to wear a beard of at least six inches in length.

Inherent Advantages

Because of a natural toughness, Shadow Dwarves get +2 Starting Body Points and +5 to Maximum Body Points. Dwarven tradition has lead to breakthroughs in stone and metalworking. This allows Shadow Dwarves to purchase the Armorsmith skill at half Build Cost. Exposure to the poisonous fumes from the underworld, coupled with natural resilience, allows a Shadow Dwarf to purchase the Resist Disease and Resist Toxin skills. The Crossbow skill is a staple of childhood education, so Shadow Dwarves deal +2 damage with crossbows.

Inherent Disadvantages

Because of their small stature*, Shadow Dwarves are unable to use the Two-Handed Blunt, Two-Handed Sword, or Two-Handed Mastery skills. Stubbornness prevents efficient learning of Celestial Magic; therefore, the Read Magic skill is purchased at double Build Cost. Hearty constitution prevents weakness during daylight hours. However, the casting of a Light Spell (Earth, 1st Level) momentarily blinds Shadow Dwarves. This effect lasts for at least 10 seconds.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Shadow Dwarves to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Mountain Dwarf

These stocky and sturdy cousins of the Shadow Dwarves are believed to have arisen from the very rock of Tyrra's Verfel Mountains. Amongst the oldest of our world's races, these noble beings have left an indelible mark on history. The Dwarven love of song, history, and drink certainly belies their fierceness in the arts of war.
Make-Up Requirements:

Dwarves have only one make-up requirement. Male and female characters alike must wear a beard of at least six inches.

Inherent Advantages

Because of a natural toughness, Dwarves get +2 Starting Body Points and +5 to Maximum Body Points.  Dwarven tradition has led to breakthroughs in stone and metalworking. As such, Dwarves purchase Armorsmith at half Build Cost. Natural resilience permits a Mountain Dwarf to purchase the Resist Disease skill. The Crossbow skill is a staple of their childhood education, so Mountain Dwarves deal +2 damage. 

Inherent Disadvantages

Because of their small stature*, Dwarves are unable to purchase the Two-Handed Blunt, Two-Handed Edged, or Two-Handed Mastery skills. Stubbornness prevents efficient learning of Celestial Magic; therefore, the Read Magic skill costs double Build Cost.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Mountain Dwarves to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The "Little" People

Distantly related to the Dwarven Races, the Hoblings and Gnomes are strange little fellows. Hoblings are well accepted amongst most races and make loyal friends and competent adventurers. Gnomes are a very ancient race, possessed of great magic and insight. Both of these races are very long-lived. Great mystery surrounds the origin of both these cultures, and they are none too eager to disclose their familial secrets.

The Hoblings

The clever and spirited Hoblings of Tyrra make their homes just below our feet. These diminutive fellows reside in comfortable caverns they call "Burrows" . Always fond of food and drink, these chaps are warm and inviting. However, an evildoer should not be surprised when his Hobling victim slips a dagger between his ribs, or renders him to dust with an Elemental Blast! As a long-lived race, it is not uncommon for a Hobling to live up to 130 years; but whatever their ages, Hoblings will always partake of trade, business, and adventure.
Make-Up Requirements

Hoblings have fur on the backs of their hands and the tops of their feet. Since this fur is the only distinguishing feature of Hoblings, both sets of patches must be visible at all times. If weather is inclement, the fur may be attached to the tops of boots or gloves.

Inherent Advantages

Hoblings' relation to Dwarves allows them to purchase the Resist Disease skill. Dexterous hands give the Hobling an advantage when dealing with locks and traps; as such, they start with the Disarm Traps and Pick Locks skills at no Build Cost. Hoblings deal +2 damage with thrown weapon.

Inherent Disadvantages

Because of their small size, Hoblings suffer a -2 Starting Body Points and -5 to Maximum Body Boints. Additionally, their size prevents them from becoming a Warrior or any Fighter Subclasses, and from purchasing any of the following skills: Two-Handed Blunt, Two-Handed Edged, Two-Handed Mastery, and Polearm.

The Gnomes (R)

Many of the Tyrran races are gifted with great ingenuity. None, however, have the skill of invention held by the Gnomes. The precise origin of these little people is obscured by the mists of time. However, it is widely assumed that the Gnomes and Dwarves are distant cousins. Like Dwarves, Gnomes are long-lived and have been known to reach ages of 300 years. These subterranean craftsmen hold many secrets close to their chests. What mysteries are secreted away in the recesses of Gnomish cities? One can only imagine what knowledge is out there, waiting to be discovered...
Make-Up and Costuming Requirements

Gnomes have gray skin and often have runes inscribed on their bodies. As with all "painted" races, the Player is required to cover all exposed skin with make-up. Gnomes ALWAYS wear their trademark "pointed hat" . This is a tradition that is as deeply rooted as the stone they inhabit.

Inherent Advantages

Gnomes are skilled jewelers and merchants, and may purchase the Evaluate Item skill for -1 Build Point.  Because of the sulfurous fumes and poisonous creatures that can be found in the underworld, Gnomes have a natural tolerance for toxic substances and may purchase the Resist Toxin skill.

Inherent Disadvantages

Because of their small stature, Gnomes suffer a -2 Starting Body Points and -5 to Maximum Body Points. Gnomes are frail and somewhat weak. As a result, these little fellows cannot purchase the following weapon skills: Two-Handed Blunt, Two-Handed Edged, Two-Handed Mastery, and Polearm. These small adventurers are creatures of the shadows and do not like sunlight. Because of this, Gnomes suffer a -2 Body Point penalty during the daylight hours. Gnomes are blinded for 10 seconds if a Light Spell (1st level Earth) is cast at them. This effect will last for 10 seconds.

The Elven Races

Regal and often beautiful, the Elven Races are commonly considered to be the oldest mortal civilizations of Tyrra. Even the eldest of these fair races cannot recall the origins of their people, and Tyrran folklore holds that some great event led to the destruction of the first great Elven Nation. The survivors of this catastrophe formed new tribes and then parted ways. Storytellers maintain that those ancient tribes were the seeds of the many divergent Elven races in our world today. All the Elven races are extremely long lived, living approximately ten years for every single human year.

The Surface Elf

Often referred to as the "High Elves," this race is thought to be the closest descendants of the first Elven Nation. While typically smaller, and physically weaker, than humans, the Surface Elves excel at all they do. Natural longevity causes most Surface Elves to be patient and tranquil, but they are every bit as prone to the eccentricities of other races. Pride is considered to be the greatest fault of the "High Elf."
Make-Up Requirements

There is only one make-up requirement for Surface Elves: all characters must wear pointed ears.

Inherent Advantages

It is thought that a relation to the Fey allows the Elven races to resist the effects of charming attacks or influences. As such, each Elven character may purchase the Resist Charm skill. Elves can also purchase the Resist Sleep skill due to their slowed metabolisms. The Bow skill is a staple of childhood education, so Surface Elves deal +2 damage with bows.

Inherent Disadvantages

Frail physique* prevents the Surface Elf from purchasing the Two-Handed Blunt, Two-Handed Edged, or Two Handed Mastery skills. A second side effect of their lithe build they suffer a -1 Starting Body Points and -5 to Maximum Body Points. 

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Surface Elves to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Drae

Often referred to as "Dark Elves", this enigmatic race is frequently thought to be evil, though more accurate descriptors may be fierce, somber, and pensive. The underworld is the natural home of this shadowy race, and they usually only venture into day's light if they have great need. The Drae's natural aversion to daylight often causes them to cover their faces with hoods. Drae go to great lengths to shroud their thoughts as well, and their surreptitious nature is world-renowned.
Make-Up Requirements

The Player must wear black make-up on all exposed skin. Drae have gray, silver, or white hair and must wear pointed ears.

Inherent Advantages

It is thought that a relation to the Fey allows the Elven races to resist the effects of charming attacks or influences. Therefore, each Drae character may purchase the Resist Charm skill. Drae can also purchase the Resist Sleep skill due to their slowed metabolisms. Resist Emotion is also available to them due to the harshness of Drae upbringing. The Crossbow skill is a staple of childhood combat training, so Drae deal +2 damage with them. 

Inherent Disadvantages

Size and physique* prevent the Drae from purchasing the Two-Handed Blunt, Two-Handed Edged, or Two-Handed Mastery skills. While not as frail as the Surface Elf, Drae have a natural physical weakness. Drae suffer a -5 to Maximum Body Points, and -2 Body Points disadvantage during daylight hours. Similarly, the Light Spell (Earth, 1st Level) causes a Drae to be blinded for 10 seconds. This effect will last for 10 seconds.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits a Drae to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Stone Elf [R]

As perhaps the strangest of the Elven races, the Stone Elf is a mystery indeed.  Seemingly devoid of all emotion, who can say what drives this race? More perplexing than their history is the unique appearance of the Stone Elf. In eras past, humans often mistook the rare Stone Elf as a living statue, thanks to their marbled skin. Magic is thought to be the reason for the radical difference between this race and its cousins.
Make-Up Requirements

Stone Elven skin has the appearance of marble. Therefore, the Player must wear white make-up base with black or gray lines on all exposed skin. Pointed ears are also required when playing this race.

Inherent Advantages

Like all Elves, Stone Elves can purchase the Resist Sleep skill. This breed of Elf has developed the peculiar ability to "see" into the minds of others and sooth the trauma of sorrow and anguish. This skill, Sooth Mental Anguish, does not allow a Stone Elf to read the thoughts of others, only to remove sorrow. It is solely a role-playing skill. The extreme control or absence of their emotions allows Stone Elves to purchase the Resist Emotion skill. As with the other Elven races, Stone Elves are trained as a youth to wield the Bow, so Stone Elves deal +2 damage with them.

Inherent Disadvantages

Having a typical Elven physique*, the Stone Elf suffers a -1 Starting Body Points and -5 to Maximum Body Points. For the same reason, they cannot learn the Two-Handed Blunt, Two-Handed Edged, or Two-Handed Mastery skills. The greatest disadvantage of this race is their inability to lie. A queried Stone Elf may choose not to answer, or be evasive, but cannot knowingly tell a lie.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Stone Elves to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The "Wild" Elf (R)

While not really wild at all, they are the most primitive of all known Elven Races. It seems that their seclusion within the forests of Tyrra is intentional, and they shun all things civilized. Masters of their own brand of art, and consummate foresters, the "Wild" Elf is a cunning race. These noble Elves can be found in almost all parts of Tyrra.
Make-Up and Costume Requirements

Wild Elves are loosely based on Native American Cultures. The Player should choose and attempt to emulate, as best as possible, the approximate wardrobe of a given Tribe. Wild Elves must also wear body paint, feathers, and other such adornments during times of peace and war alike. A Player must wear pointed ears when playing a Wild Elf. Great care must be taken to present these characters in a respectful fashion.

Inherent Advantages

As Elves, this race can purchase the standard Elven skills of Resist Charm and Resist Sleep. As a self-sufficient culture, Wild Elves have mastered many crafts, and can purchase Craftsman skills at -1 Build Point. and start with Animal Empathy Skill. They also can communicate with their totem animal per the Speak with Animals Spell (E,2). The Bow skill is essential to their lifestyle, so Wild Elves deal +2 damage with them.

Inherent Disadvantages

Due to their rugged upbringing Wild Elves do not suffer any body penalties. Wild Elf characters cannot purchase the Two-Handed Blunt, Two-Handed Edged, or Two-Handed Mastery skills because of their small physique*. Because of their intrinsic sense of honor, it is extremely rare for a Wild Elf to learn, or wish to learn, most Rogue skills. Hence, they must pay double Build Cost for the following skills: Waylay, Backstab, Assassinate/Dodge, Dodge Block, Poison Lore, Poison Making, Create Traps, and any skills directly related to them. Wild Elves can never be a Necromancer or cast Necromantic or Chaos spells, and won't knowingly consort with Necromancers or Undead.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Wild Elves to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Sea Elf (R)

This marine creature is very rare indeed. The Sea Elves make their homes in the depths of our coastal waters. Sea Elven lore is as murky as the oceanic crevasses they call home, and they aren't forthcoming with information. It seems that their culture is based heavily on mercantilism and trade, and as a result, they treat oath and debt very seriously. These blue-skinned seafarers are rumored to have a very magical lineage.
Make-Up and Costume Requirements

Sea Elves have blue skin that often has green or yellow undertones. As with all "painted" characters, the Player must cover all exposed skin with make-up. Sea Elven costuming usually has an aquatic theme. Items like shells, fishnet, and other "oceanic" objects adorn their clothing or bodies. Sea Elves must wear pointed ears like all other Elven races and often have green or blue hair.

Inherent Advantages

Sea Elves can purchase the Resist Sleep and skills like other Elves. They are different in that they can purchase the Resist Toxin skill; the poisons and venoms found in the depths of the ocean can be held accountable for this ability. Sea Elves are trained from childhood to wield the Trident and Spear. This early exposure allows them to purchase the One-Handed Edged skill at half Build Cost. Sea Elves have a strong cultural preference for using Spears or Tridents.

Inherent Disadvantages

As a small race*, Sea Elves are prohibited from buying Two-Handed Blunt, Two-Handed Edged, and Two-Handed Mastery skills.  Purchase of the One-Handed Edged skill is required (except for the Sorcerer class) to start a new Sea Elf character. Sea Elves also suffer a -2 Starting Body Points and -5 to Maximum Body Points. Sea Elves must return to a body of water once for every 24 hours they are on the surface. If they are unable to do so, they will die. Sea Elves are the only Elven race that does not receive a discount on any missile related skill.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Sea Elves to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Fey Races

The Fey, or Faerie, races are a peculiar, magical, and truly unpredictable collection of races. Sylvan Fey, often called "Wood Elves," are the most common. Other types of Fey include small creatures like Sprites, Pixies, and Dryads. There are also more sinister Fey roaming the wooded parts of the Sutherlands. An unwary forester can find the malign Unseeley Fey, the Dark Faeries, and other evils lurking at their heels. All Fey are extremely long lived; the Sylvan and Unseeley Fey have been known to live for thousands of years. It is often thought that the Faeries do not age at all. These enigmatic races create many wonderful role-playing opportunities, and are a joy and a challenge to play.

The Sylvan Fey

History has always suggested that the Sylvan Fey are close relatives to the Elves of Tyrra, and are often referred to as Wood Elves. While there may be some relation, it has been proven that this race is of a more magical sort. It is assumed that the Sylvan Fey are a crossbreed race of Elves and Faeries. Many scholars dismiss that origin in favor of the theory that the two share a common ancestor; yet, what ancient race could have birthed so many and varied children? The Sylvan Fey are craftsmen and lovers of art. These warrior-poets are often as skilled with an ink quill as with a rapier. Light of heart and fond of adventure, you will always find a Sylvan Fey searching for something new.
Make-Up and Costuming Requirements

A Sylvan Fey doesn't have any specific costuming requirements, but is required to wear horns. These may be of latex, sculpting clay, or carved from wood. Make sure that your horns are a minimum of 1.5" long and aren't sharp enough to cause injury. Consult a Race Marshall for tips on making your horns. Sylvan Fey are not required to wear pointed ears, but may elect to do so if they wish.

Inherent Advantages

Because of their Fey nature, this race has some command over mind controlling magics and effects. Sylvan Fey may purchase the Resist Charm/Charm Break skill. Because of their creative nature, they may purchase Craft skills for -1 Build Point. Foresters from birth, Sylvan Fey start with the Woodland Lore skill and are skilled archers, so they deal +2 damage with their bows.

Inherent Disadvantages

Due to the their frail nature, Sylvan Fey suffer a -1 Starting Body Points and -5 to Maximum Body Points. Their small size* also limits the choice of combat arms. Two-Handed Edged, Two-Handed Blunt, and Two-Handed Mastery skills are unavailable to this race. It is unknown why the Sylvan Fey despise charming magic or effects so much, but they will NEVER use any effect that removes free will from a being. Perhaps it has to do with the Unseeley...

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Sylvan Fey to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Unseeley Fey (R)

This malignant breed of Fey is the result of an ancient, secretive conflict between the Sylvan Elves and the dreaded Formori. Wracked by the evils of Chaos, Sylvan Fey warriors were twisted into these minions of darkness. Their black pulsing veins reveal the putrescence flowing through their bodies, and makes visible to all the dark heart that beats inside. Sages disagree as to whether the Unseeley Fey are inherently evil. What is the truth? Can a creature infused with pure Chaos ever be good? These enigmas are prone to severe eccentricity that changes with the wind. It is as if they are the true antithesis of the good-hearted Sylvan Fey from which they were spawned.
Make-Up and Costuming Requirements

Unseeley Fey are required to wear horns on their forehead. These may be of latex, sculpting clay, or carved from wood. Make sure that your horns are a minimum of 1.5" long and aren't sharp enough to cause injury. Consult a Race Marshall for tips on making them. Unseeley Fey are not required to wear pointed ears, but may elect to do so if they wish. All aspects of an Unseeley Fey's costuming should reflect the Chaotic and twisted aspects of their nature. As a Chaos-tainted race, Unseeley Fey are also required to draw gray or black lines on all exposed skin to represent the putrescence that flows through their veins and blackened heart. 

Inherent Advantages

Because the Unseeley are essentially Sylvan Fey, they have some command over Charming magic and effects. Unseeley Fey may purchase the Resist Charm skill. Because of their creative nature, they may purchase Craft skills for -1 Build Point. Unseeley have, over the years, become immune to the effects of Truth/Honesty or Lie Spells.

Inherent Disadvantages

Due to the their frail nature, Unseeley Fey suffer a -1 Starting Body Points and -5 to Maximum Body Points. Their size* also limits the choice of combat arms. Two-Handed Edged, Two-Handed Blunt, and Two-Handed Mastery are unavailable to this race. Unseeley Fey are permanently Desecrated. There is rumored to be a Formal Magic Ritual that can restore theses creatures to their former state, but it remains undiscovered. Unseeley Fey are extremely unpredictable, and thus, cannot be members of any Knightly Order , or become Rangers. Additionally, because of their Chaotic taint, Unseeley cannot be Healers. Unlike their kin, Unseeley have no problem with using mind controlling magic or effects; in fact, they enjoy dominion over other beings.

* Purchasing at least +1 Strength Bonus, as a prerequisite, permits Unseeley Fey to purchase Two-Handed Blunt, Two-Handed Sword, and Two-Handed Mastery. All Strength Bonus rules apply. No other source of strength augmentation is suitable for this benefit.

The Faeries (R)

Faeries are the smallest of the Fey allowed as Player Characters. They are derived from the folk tales of old, and can be interesting to have around. Mischievous at heart, it is a certainty that a Faerie will be central to any dubious goings-on. A wanderer in the darkest woods of Sahde can be sure to hear a giggle from the brush, and the chill you feel at your shorthairs just might be the watchful eye of a Faerie. It is widely believed that Faeries are eternally young. Whatever the truth may be, no one has ever heard of an "old" Faerie...
Make-Up and Costuming Requirements

Within the guidelines established by the fantasy genre, a Faerie Player may look however he wishes. Remember that it is important to capture the feel of what a Faerie should look like; adornments like glitter, gossamer fabrics, and natural elements such as leaves have all been effectively used by Players to contrive a Faerie costume. In other words, most faeries won't dress as your typical human. Faeries may wear pointed ears if they wish, but are required to wear Faerie Wings at ALL times. Additionally, the wings must ALWAYS be exposed. Consult a Race Marshall for guidance on how to obtain or make your own wings.

Inherent Advantages

As inherently magical creatures, Faeries have many advantages. Faeries start with Animal Empathy Skill. Faeries are completely immune to any effect that is mind controlling or Charming. These effects are, but are not limited to: Charm Spell (Celestial, 6th Level), Friendship Spell (Earth, 7th Level), Dominate, Super Charm, Vampyric Charm, and the Alchemical Formulas, Love and Love #9. If you ever have a question about an effect, ask your Marshall. Faeries may purchase the Resist Sleep skill at a discount of -1 Build Point for each time it is bought. These little ones have the ability to "float" a few inches from the ground. This ability grants them a few immunities, namely: immunity to the Trap Spell (Celestial, 3rd Level) and Pin Spell (Earth, 2nd Level). During hours of darkness, a Faerie must wear a light stick on their lower back or bottom to receive this ability. Once again, consult a Rules Marshall for any clarifications.

Inherent Disadvantages

The meekness of these tiny creatures leads them to suffer a -2 Starting Body Points and -10 to Maximum Body Points. That same weakness prevents them from being a Warrior or any of the Fighter Subclasses. Small size precludes Faeries from purchasing the following skills: Two Handed Edged, Two Handed Blunt, Polearm, and Two Handed Mastery. Iron and other metals cause Faeries great pain, and as such, they cannot wield metal weapons or wear metal armor. A Faerie cannot be a Necromancer and has an aversion to casting Chaos Magic.

The Dark Faeries (R)

There are more sinister watchers in the woods. Dark Faeries are spawned by the evils of Chaos inflicted on the "normal" Fey creatures. Unpredictable and malign, it is at best risky to attempt an alliance with one of the Dark Faeries. It seems the effects of Chaos are irreversible, and the fate of these once cheerful Faeries is etched in stone. Can they be saved from their terrible curse? Or perhaps it is we who need salvation from them?
Make-Up and Costuming Requirements

Within the guidelines established by the fantasy genre, a Dark Faerie Player may look however they wish. Remember that it is important to capture the feel of what an "Evil" Faerie should look like. In other words, most faeries won't dress as your typical human. Dark Faeries may wear pointed ears if they wish, but are required to wear Faerie Wings at ALL times. Additionally, the wings must ALWAYS be exposed. Consult a Race Marshall for guidance on how to obtain or make your own wings. As a Chaos-tainted race, Dark Faeries are also required to draw gray or black lines on all exposed skin to represent the putrescence that flows through their veins and blackened heart.  Remember that a Dark Faerie is a twisted, malign reflection of the innocence and purity of normal Faeries.

Inherent Advantages

Dark Faeries are identical to their Faerie kin in all advantages, save one. These little Darklings are permeated and twisted by the darkness of Chaos. The result of this is that Dark Faeries are permanently Desecrated. Consult a Rules or Race Marshall for more clarification on this ability.

Inherent Disadvantages

Dark Faeries have the same disadvantages as Faeries, with the only difference lying in their Chaos tainted nature. Dark Faeries cannot be Healers. In addition, Dark Faeries have an aversion to casting curative magics.

 

The Goblinoid Races

Often considered the enemy of humankind, the Goblinoid races remain an unknown quantity. Fierce, aggressive, and cunning, these creatures are found in all parts of our world. Orcs, Ogres, and Goblins are common in Clanthia and elsewhere. Will you be an outcast from an Orcish tribe, or a rampaging member of a pack of Ogres? These races provide a great role-playing opportunity and are a lot of fun.

The Half Orc

Orcish history is drenched with blood. It seems that their nature is to destroy; because of that, Tyrra views these warriors as evil. Full blooded Orcs are still the adversary, but they do often leave a softer hearted progeny in their wake, namely the Half Orcs. Born of evil or good, as half-breeds, they are usually ostracized from their kin. Does this awkward balance calm the inner storm? Whatever the case, Half Orcs make fierce warriors and loyal companions.
Make-Up and Costuming Requirements

Half Orcs have green skin and red or orange hair. They also are required to wear tusks at all times. (Unless eating, of course!) Tusks are usually made from 'friendly plastic' and must be no less than 1" long. See a Race Marshall for more information about making your own tusks. Half Orcs can wear any type of costuming, but usually prefer a more 'barbaric' look. Remember, a Player must cover all exposed skin with make-up.

Inherent Advantages

Orcs are very strong, and their kin share that attribute. Half Orcs get a +1 Strength Bonus. This bonus allows the character to deal an additional point of damage in combat. Note: Half Orcs cannot exceed a +5 Strength Bonus through normal progression. The Orcish constitution also gives them +5 Starting Body Points and +10 to Maximum Body Points.

Inherent Disadvantages

Many consider Half Orcs to be a stupid race. While there are no doubt less intelligent members of any race, the Half Orcs are anything but. Regardless, Half Orcs have a difficult time learning to read and write. Because of that, a Half Orc Player must pay double Build Cost for the Read Magic and Read and Write skills. Half Orcs are a relatively short lived race and usually don't live past fifty human years.

The Half Ogre

Half-Ogres are a more quiet and brooding race of Goblinoid. They share a similar history to the Orcs and have produced a variety of half-breed offspring. Half Ogres are less common than their full-blooded kin and often prefer to remain in solitude. This does not preclude these warriors from adventuring, however, and they can hold most any occupation. Do not be deceived by the seeming calmness of this race; they have a hidden aggressive nature and can be far more vicious than the Orc when threatened.
Make-Up and Costuming Requirements

Half Ogres have yellow skin that can be highlighted with complimentary colors like brown or orange. Half Ogres can have hair of any natural color, but it is usually dark. They also are required to wear tusks at all times. (Unless eating, of course!) Tusks are usually made from 'friendly plastic' and must be a minimum of 1" in length. See a Race Marshall for more information about making your own tusks. Half Ogres can wear any type of costuming, but usually prefer a more barbaric look. Remember, a Player must cover all exposed skin with make-up.

Inherent Advantages

Ogres are very strong and pass that attribute onto their half-blooded kin through a +1 Strength Bonus. This bonus allows the character to deal an additional point of damage in combat. Note: Half Ogres cannot exceed +5 Strength Bonus through natural progression. The Half Ogre constitution also gives them +5 Starting Body Points and +10 to Maximum Body Points.

Inherent Disadvantages

Many consider Half Ogres to be an unintelligent race. While there are no doubt stupid members of any race, the Half Ogres are anything but. Regardless, Half Ogres, like Half Orcs, have a difficult time learning to read and write. Because of that, a Half Ogre Player must pay double Build Cost for the Read Magic and Read and Write skills. Half Ogres are a relatively short lived race and usually don't live past fifty human years.

 

The Bestial Races

Within this category creatures even stranger than those we have already mentioned exist.  Legend states that the Sarr, perhaps spawned from the great jungle cats, were created to destroy the Elves. There are also Scavengers, Half Breeds, and other as yet undiscovered races. If a Player wishes to play a Bestial Race of a different theme, they may seek to have it approved by the Head Race Marshall, or a Game Manager. If approved, the Player can expect to use the Wilder Race statistics. This group of races offers the greatest chance for variety and amazing costuming. Are you up to the challenge?

The Sarr

As mentioned above, it is said that the Sarr were intended to be hunters of the Elven races. What magic or influence made these fierce creatures the bipeds they are now? That knowledge may be lost in time, but whatever the case, Sarr are awesome combatants with Swords and Magic alike. The heart of a predator brings forth extreme emotions, and a Sarr can channel that energy to do many things. Whatever Class you decide to be, a Sarr can help bring you to the next level of Role Playing. Sarr are not extremely long-lived, reaching a typical old age of about sixty human years.
Make-Up and Costuming Requirements

A Sarr is a humanoid, bipedal version of any of the great jungle cats. Prosthetics, furry ears, make-up, and fur are all allowed as part of a Sarr costume. Make-up is the key here, and it must be clear what type of cat is being represented. Because of possible confusion with a Drae character, anyone wishing to play a black panther must have the costume pre-approved her Race Marshall to avoid confusion.

Inherent Advantages

Because of their bestial nature, Sarr get +2 Starting Body Points and +10 to Maximum Body Points and start with a +1 strength bonus. Note: Sarr cannot exceed +5 Strength Bonus through natural progression. Sarr have a cultural love for combat and especially bladed weapons. The blade represents the claw to them, and they are taught its ways from childhood. Because of this affinity, Sarr may purchase the One Handed Edged or Two Handed Sword skills for half cost. Sarr have very acute senses, most especially the sense of smell. If a Sarr sniffs an object, or person, for 10 seconds he or she can detect the presence (not the type) of Poisons or Diseases.  Because of this they can purchase the Poison Lore skill at half cost.

Inherent Disadvantages

Sarr have a disgust for Missile Weapons and Blunt Weapons, cite their use as cowardly, and cannot use them. Sarr believe that Edged Weapons are superior to all others. Sarr have an inherent dislike for Elves, and typically will not involve themselves in Elven matters. It is, however, a surmountable flaw and Sarr can overcome it.

The Wilder Races

Magical and mysterious is the history of the Wilder or "Scavenger" Races. Legend holds that a magician used a flawed version of the same Ritual that created the Sarr to create the Wilders. During the Ritual, something went awry, and animals in the nearby woods were fused with the local humans. Raccoons, foxes, coyotes, and wolves are just some of the creatures thought to have suffered this change, and more were surely affected. Over the years, these various races have bred and formed communities that reflect the nature of their bestial disposition. A Player should take notice of the quirks and nuances of the chosen animal and personify those traits. The term "Scavenger" is a misnomer, as not all Wilder races are scavenging animals. Aside from the cats Sarr are based on, the sky is the limit as far as your choices of animal are concerned. See a Game Manager, or Race Marshall, for more information.
Make-Up and Costuming Requirements

Whatever the creature you choose to represent, it is important that your make-up clearly identifies what you are playing. Prosthetics, furs, horns, feathers, and any other aids may be used to create the persona that you are seeking. Ensure that you have your costume approved by a Race Marshall prior to playing, so as to avoid any complications. Note: There are NO flying races in the SOLAR world.

Inherent Advantages

Bestial lineage gives a physical advantage to the Wilder Races, allowing for a bonus of +2 Starting Body Points and +5 Maximum Body Points to their normal total. Additionally, that strength of body gives these Wilders the ability to purchase the Resist Disease skill. Similar to the Sarr, a Wilder can detect the presence (not the type) of Disease or Poisons if they sniff the affected item/person for 10 seconds. Due to this they can purchase Herbal Lore and half cost.

Inherent Disadvantages

Wilders have a difficult time learning the use of the Tyrran "Common" language. Thus, they must pay double Build Cost for the Read and Write skill. Wilders are prone to the behavior of their wild kin, and it can sometimes get them in trouble. While a Player does not have to behave in a wild fashion, it can certainly be fun.

The Otherworldly Races

The list of other races and species that have visited our world is long and varied. Fendari, the Arcane, Aelumari, and others more mysterious have all left their mark. War is usually the gift they bring, and death is left as a reminder. Currently, Fendari are the only Otherworldly Race available for any experienced Player to claim. Who can tell when the others will walk our roads again?

The Fendari (R)

What secrets do Fendari keep? It is known that they are very closely tied to another Tyrran Race. But which race is it? Wild and ill tempered, Fendari seem to have fire running through their veins. Their skill with Celestial Magic is unparalleled. As time rolls on, we begin to discover more about this mysterious and rare culture. Fendari are very long lived, it is speculated they can endure for thousands of years powered by the magic they manipulate. What is the Fendari agenda?
Make-Up and Costume Requirement

Fendari must wear dark gray or black horns. These can be fashioned using the same technique for Sylvan Fey horns. Fendari horns need not be shaped like the Sylvan Fey's and have a 2" minimum size. Consult a Race Marshall for advice on sculpting horns. Fendari have red skin with dark highlights and prosthetics may be used for a more "evil" face. A Fendari's hair is usually a dark color, but may be any natural color.

Inherent Advantages

Fendari are durable creatures and they add +1 Starting Body Points and +5 Maximum Body Points bonus to their normal total. Because of their Otherworldly origins, Fendari have been exposed to the powerful elemental forces of their hidden home. As a result, Fendari may purchase the skill Resist Elemental Magic. If the character is not an Elementalist this skill may only purchased once every five levels, otherwise, they purchase via the Elementalist method. Special knowledge of Celestial Magic allows Fendari to purchase the Read Magic skill for half Build Cost, rounded up.

Inherent Disadvantages

Because of their devotion to the Celestial and Elemental magics, teachers of Earth Magic are rare in Fendari culture. Fendari pay double Build Cost for First Aid and Healing Arts, and cannot be any of the following classes: Knight, Dark Knight, Ranger, Necromancer, Healer or Druid. Because of their strong affinity for the elements, Fendari cannot be Confinists.

Race Make-up and Costume Requirements

While exciting, playing a non-human character is also a responsibility and a commitment.  When playing a character that is not human, the player must adhere to specific make-up and costume requirements.  Some races, such as Stone Elf or Drae, require the application of make-up to all exposed areas of skin.  If you are not confident in your ability or willingness to fully comply with the make-up requirements, you should not begin a character of that race.

 As a Player of SOLAR, there is one important question you should ask, "What is a Player's MOST significant contribution to this game?. Do you know the answer? We, the SOLAR Staff, believe that suspension of disbelief is the answer. In other words, our main goal is to make it all seem REAL! Naturally, a Player's costuming, make-up, and appearance are primary contributors to the success of the game's facade. It is understood that many factors affect a Player's costuming. Considerations like budget and time are often the most limiting. While we hope that you can make the costume that you want a reality, we understand that our imaginations sometimes reach beyond our means.  On the other hand, make-up is not such a flexible issue. As a very inexpensive part of our game, there is no reason a Player's make-up shouldn't be flawless! Set an example and have the BEST make-up! Unfortunately, there are a rare few who don't have the willingness to look their best; we have a safeguard against those naughty Players: the Race Marshall. A Race