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...
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!
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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, 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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
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 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?
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.
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 Marshall
is a Player who has been assigned a specific race to
represent. The many jobs of this individual include supplying
answers and information about your race, adjudicating any
misunderstandings, and monitoring all characters of their
assigned race. If a Player is found to be improperly playing a
race, that Player will be warned, and can lose her/his right to play that
race. Reversion to human and loss of Build
Points can result! Make sure you play the race to the
limit.
Always remember
that these races are provided to enhance the SOLAR
experience for you and everyone around you! The game
environment depends as much on players as it does on staff,
and we need YOU to help us. So in the meantime,
wear the fur, horns, ears, and make-up like you are the BEST looking Player we've ever had!
Do it right, do it well, and make it fun!
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