Whether your choose to emphasize or downplay it, race is one of the fundamentals of creating a character. Each race comes with specific benefits–and, in some cases, restrictions–that might help to determine the kind of person your character will be.

Most of the player races at Adventurers Wanted are human races, but there are a few that are completely racially different–imps, dwarves, and half-elves–or very spiritually different–the Al’hazir. Note that, although based on cultures from Earth, these races do not necessarily have significant anatomical differences. Thus, although the Xheng culture is based on those of ancient Japan and China, members of the Xheng race do not need to look Japanese or Chinese.

Some players decide to have a mixed heritage, with parents of two different races. This is perfectly acceptable. However, every mixed-race character has a dominant side. You must choose what that side is; you are not allowed to combine racial benefits or restrictions.

The player races are listed below. Additionally, the links below will take you directly to the racial description further below on the page.


ImpJay’ekLaconLeodenLoch DuchannRunaXheng

If you have any question on the skills a racial grants you please check out the Racial Skills page for a concise list of the racial skills with in-depth descriptions.



Racial benefit: Because of the Aemoan’s connection to the earth and cultural emphasis on agriculture, the Aemoan racial changes depending on the season/event tag (Autumn, Winter, Spring, or Summer). Benefits are as follows:

For information on the variations on the “___ Salve” abilities please look at the description here.

Autumn: You gain Earth Salve (Earth heals, Air hurts more), 1 Stone Bound, and 2 Bind spells for the duration of the event. Stone Bound allows you to “turn into stone” for five minutes, during which time you should role-play as though you have become a statue, and cannot be affected by any melee calls. Magic affects you as normal, and once “bound,” you must remain frozen for the full five minutes.

Winter: You gain Ice Salve (Ice heals, Magma hurts more), 2 Ice shells, and 1 Ice bolt for the duration of the event.

Spring: You gain Water Salve (Water heals, Fire hurts more), 2 Pacify spells, and 2 Instant tend spells for the duration of the event.

Summer: You gain Air Salve (Air heals, Earth hurts more), 2 Air shells, and 4 Crushing Air darts for the duration of the event. “Crushing Air darts” are a packet-based spell with the call, “Crushing blow air dart.”

Aemoa is a small country located in the southeastern corner of Gallif, the small island-continent off the coast of Terra’s mainland. It is situated between two rivers whose basin drains a mountainous area. Of the three countries on Gallif, Aemoa is the largest and the most fertile, and its people are renowned across Terra as the best agriculturists the world has to offer.

With a great reliance on water–both from the rivers and the mountains, for the purposes of irrigating their crops–the Aemoans have also developed an extensive system of canals that cuts across the country, connecting small villages and trading posts. Around these are the Aemoans’ homesteads, huge tracts of land tilled and farmed by large families. The Aemoan culture is widely dispersed and law is enforced on a local level, with families defending their homesteads against bandits and invaders rather than relying on a government. In addition to farming, there are some families who make their living as nomadic shepherds of sheep and goats; others, particularly those in the south, are sailors and fishermen.

The decentralization of Aemoan government, its dependence on the land, and its complete lack of military might–having depending on its northerly neighbors, the Lacon, for defense in the past, the Aemoans never developed an army–is mostly responsible for the entrenched position of the Runa on Gallif. As a result of the invasion, the traditional Aemoan culture has been the most impacted of all those on Gallif; and the imposition of the Hutan/Uran class-system has interrupted customary patterns of family and homestead. Some Aemoans have cut deals with the Runa conquerors, but most live in forced service to the Runa, tilling land that used to belong to them and their families. Scholars worry that the Aemoan culture, which features its own ancient language, system of writing, folklore, philosophy, and advanced medicinal practices (including herbalism, a practice widely considered lost when Gallif first disappeared), may be lost as it is supplanted with Runa culture and practices.

Note: The Aemoan culture is loosely based on that of Mesopotamia.

For more information on the Aemoan culture check here.

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Racial benefit: You automatically receive the skill Income for free, which stacks should you choose to purchase Income as well. You may cast speak with dead on yourself while lying dead (but only on yourself, unless you purchase the skill under the Shaman header).

Racial restriction: When you die you do not automatically travel to Death on your own. Someone must carry you through the portal to Death, at which point you must bargain for your life. If you eidolon to Death you will “Final” (the character dies and never comes back). If “Game Off” is called while you are lying dead on the ground please report to the staff center and we will work out what happens next.

The Al’hazir are a desert people who hail from the Khepri Desert in the south of Terra. Their society revolves around two things: family and commerce. The Al’hazir are renowned for their cleverness in trade and their ability to strike a bargain. Although some of the Al’hazir are nomadic, traveling across Terr in caravans or groups to trade, there exist a number of great and thriving cities within their lands, the largest of which is Uquair. Upon entering such a city, one might observe a slightly different style of dress; while the city-dwellers wear the same loose pants, vests, or robes as their nomadic cousins, the former opt for more colorful or ornate patterns of cloth where the latter wear simple white or off-white clothing.

In comparison with the other races, the Al’hazir contract with Death is a bit more complicated. When an Al’hazir dies, his spirit does not travel to Death on its own; instead, someone must carry his corpse into Death, where the Al’hazir must bargain for his life. If no one carries an Al’hazir to Death, his corpse will lie in place until the end of the game day, or until the player decides to give up and start a new character. Anyone thinking about carrying an Al’hazir to Death should be aware that crossing the portal to Death means forfeiting your own life and awaiting Death’s judgment of the bargain as well. Some Aspects require the Al’hazir to bargain for his own life and his companion’s.

As is their wont, the Al’hazir have spent the last war-torn decade attempting to make a profit from the war in the east and the Runa colonization in the west. Some caravans have chosen a side to support, but others are less picky, supplying the different factions with scrolls, weapons, and other supplies equally.

Note: The Al’hazir culture is based loosely on those of the Middle East. Many Al’hazir have an accent.

For more information on the Al’hazir culture check here.

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Racial benefit: You receive one prophetic dream at the beginning of each event. If there are more than one Boreni in a given area at one time, the dream splits and each Boreni receives part of it; you must join up with the other Boreni in the area to put the dream together into a whole. You may purchase Sleep regardless of your true header, and may send one dream per event to a person of your choosing.

The Boreni culture contains a lot of internal diversity, but the Boreni themselves feel a great deal of unity as a people due to their strong sense of kinship, and as a result, they are the most peaceful nation in Terra. According to their social structure, each Boreni can be named in relation to one another, no matter how distant that relationship. When outsiders are accepted into the tribe, the Boreni perform a ritual that names the outsider in relation to themselves in order to allow that person to fit into their society. This system of kinship is integral in Boreni society, because it structures the relationships, obligations, and behavior among tribe members. In turn, that defines matters such as who will look after children if a parent dies, or who will care for the elderly or the sick.

Primarily, the Boreni live in small family groups, each of which has its own totem animal. When necessary, these families will band together to form larger groups, and during times of ceremony, all of the different tribes gather in one place.

Ceremonies and rituals, especially those that involve what the Boreni call Dreamtime, are very important to the Boreni, and take the form of chanting, singing, dancing, or ritual action. The Boreni have an oral tradition and their culture is based on a reverence for nature. They consider the night sky a central repository of stories and law, and they can trace their traditional songlines through the sky. They are a race of hunters and gatherers. Although the Boreni know how to fight, they prefer not to. Their society is not strictly heirarchical.

In general, the Boreni have avoided any involvement in the war rocking the continent. They have, however, spoken out against the Runa activity on the new continent, and against the dwarven invasion of southern Xheng. A small but surprisingly powerful order calling themselves Rongo, a Boreni word, has recently emerged from central Boreni with the express intent of mediating peace on the continent.

Note: The Boreni culture is based loosely on that of the Australian Aborigines.

For more information on the Boreni culture check here.

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Racial benefit: You begin each event with a Stone-skin. This Stone-skin lasts only as long as you make it last and does not regenerate if you die. You are slightly less susceptible to poison, taking ten seconds to fall unconscious and lying unconscious for six (rather than five) minutes before dying. You also have access to cheap armor repair; for every purchase of the armor repair skill, you are able to repair three points of armor.

Racial restriction: You must wear a full beard at all times, regardless of your gender.

Dwarves live and work in small, independent cities located in the Daggertip mountain range on the continent of Boreni. Their relationship with their westerly cousins is peaceful and the two nations have lived without conflict for as long as either can remember. The dwarves have one king who rules over all of the cities, but he tends to keep out of individuals’ affairs, and the cities run themselves. There are rumors that dwarves are related to some kind of lesser spirit of nature, but this has never been proven.

Dwarves tend to be relatively solitary and gruff, and they respect age, wealth, and skill above all else. Although they are highly adept craftsmen, particularly when it comes to metal, stone, and armor-work, they tend to be fairly bad at magic; dwarven mages are few and far between. They are very tough, strong, and stubborn. One of their peculiarities involves beards, which both males and females alike grow. No outsider has ever been able to divulge the secret of why their beards mean so much to the dwarves.

It is said that dwarves have extraordinarily long memories, and so can always remember who has done them a kindness and who has not. They have a great fondness for good food and drink, tales, and songs, and they take great pride in their race.

The dwarves created one of the biggest uproars of the past ten years. Having remained neutral for as long as anyone could remember, the dwarves suddenly broke their relative isolation and showed up without warning in a fleet of longboats on the southeastern coast of Xheng. At first the Xheng hoped that the boats, with their soldiers and their war apparel, meant to come to their aid, but the fleet attacked instead. Since then, the dwarves have laid claim to whatever scraps of territory they can defend in the south, and dwarven longboats have recently been involved in a number of different hit-and-run raids.

For more information on the Dwarven culture check here.

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Racial benefit: You begin with a base statistic of four Vitality, and the cost of your Vitality does not increase until you reach fourteen Vitality. You have one point of Toughness, which is able to stack with the regular Toughness skill.

The Ger are a race of barbarians who live amid the cold steppes and mountains of the north. Traditionally, the Ger were a fierce and solitary people who made their living as nomadic herdsmen; but within the past decade, historians have noted a great change coming over the Ger. A tribesman by the name of Merv, who the Ger consider a king, has steadily united the various clans under his own banner. The Ger, always best known for their fearsome raiding parties, are highly-skilled warriors who prize combative ability above all else; for this reason, some clans allied with Merv’s forces immediately, out of deference for his military prowess; others fought and were added into the army only by force.

Many Ger have been involved in the ongoing war in Xheng, to the detriment of the race’s overall cultural development. Before Merv’s appearance, many Ger were at least passably literate, and clans in the south had begun to settle into permanent villages under the influence of nearby Xheng and Leode. With the present turmoil and conflict, however, many Ger have fallen back on more traditional ways, never bothering to learn how to read and write, instead opting to hone their skills as warriors. Unique customs and stories from the different clans have reverted once again to an oral tradition.

Those clans or individuals who managed to escape Merv’s conquest have fled into the highest peaks of the Aru Mountains or into the northernmost territories of the Ger lands, areas too isolated or dangerous to attack. They have resumed their lifestyle as nomadic herdsmen, and they guard their territories against outsiders with a frightening vengeance, venturing south only rarely to do trade before hurrying back home.

Note: The Ger culture is based loosely on that of the Mongols.

For more information on the Ger culture check here.

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Racial benefit: Using gypsy luck, you may resist a single spell, skill, or effect of your choosing per event, as long as that skill is not classified “Unstoppable.” You must call “resist” as soon as you are struck with the skill you would like to negate. If you are male, you gain two Unbind spells per event, for use only on other gypsies; if you are female, you gain four points of healing, for use only on other gypsies.

The culture of the gypsies is rich and extremely varied, due to the nature of their lives and history, and the fact that they welcome people of all backgrounds into their troupes. As a whole, however, gypsies do share similar values and worldviews. Myth has it that the gypsies first originated in the Al’hazir lands; whether or not this is true, they have since traveled everywhere across Terra in their colorful and lively caravans.

For this reason, gypsies are renowned travelers, singing, dancing, playing music, smithing, performing, telling fortunes, and making jewelry or other trinkets to trade with the people whose lands they pass through. Although they have earned a reputation as thieves, many gypsies never resort to buglary to obtain wealth or goods. Most gypsies manage to pick up and hone several languages as a result of their constant travel.

Above all else, the gypsies place a huge emphasis on the extended family. Troupes are matriarchical, and the matriarch’s word is law. Gypsy men tend to treat gypsy women with a certain deference and respect as a result. The most terrible punishment that a gypsy could ever undergo is expulsion from gypsy society, for an exiled gypsy is considered contaminated.

It is easy to tell a gypsy apart from other peoples. The women wear long, flowing, colorful skirts and headscarves; they often wear their wealth, in the form of different pieces of jewelry, on them at all times in order to keep an eye on it. Gypsy men tend to be just as colorful, and often draw attention to their heads through displays of facial hair or hats.

With the increasing violence and turmoil over the past decade, many gypsy caravans have withdrawn to safer portions of Terra: the Khepri Desert, the Runa Empire, and even the imp lands. However, a few intrepid caravans still venture into the warzones and, as such, are one of the most vital sources of information and goods for those locked in war in Xheng, the Ger lands, and Leode.

For more information on the Gypsy culture check here.

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Racial benefit: You have the greatest base amount of strings of any race. You are able to infinitely resist sleep spells, assuming that they do not have the tag of “Unstoppable.” Additionally you can resist one dominate spell per event.

Racial restriction: You must paint Egyptian-style “cat-eyes” in black around your eyes. You may only use bladed weapons, although the use of staffs is permitted. Warning–Dark Elves hate half-elves.

Half-elves are, as their name implies, the offspring of elves and humans. They blend elements of both–ambition and curiosity like humans, and a sense of magic and a love of nature like elves. They tend to possess a natural charisma, and are remarkably good at diplomatic ventures and mediation between groups of humans.

Many half-elves are quite and deliberate, and sometimes even shy in spite of their charisma. Sometimes they struggle with the sense that they do not quite belong anywhere, in human society or in elven. Their cousins, the dark elves, have a special hatred for half-elves, calling them mongrels and half-breeds; and even elves can treat them somewhat condescendingly, usually without meaning to, for they view half-elves as children who never quite grow up. Half-elves must always be wary of allowing themselves to be captured or confronted by dark elves.

As a rule, half-elve prefer the precision and elegance of bladed weapons, such as swords, daggers, and bows, to the brutality of blunt weapons like clubs. Half-elves never sleep, a trait that they inherited from their elven ancestors; instead, they enter into a sort of reverie, similar to meditation or daydreaming, when they get tired.

About ten years ago, a group of half-elves established a small settlement on Ivory Isle specifically for themselves and other half-elves. The settlement is known as Corvale and its purpose is to provide a place where half-elves can live together without having to feel like second-class citizens. Under the leadership of Justice of the Peace Nailah Massri and Sheriff Dawn Brightstone, the community has thrived. In general, they tend to keep out of the affairs of other peoples and nations, but scholars have predicted that they could become at least a minor city of interest if their numbers continue to grow.

For more information on the Half-Elf culture check here.

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Racial benefit: You may select one creature or race from an approved list to be your “favored enemy.” Having made your selection, you will be given a list of skills and knowledge that will help you to hunt your chosen prey. Note that you should be actively interested in hunting your favored enemy.

Racial restriction: You must wear black and red face-paint at all times. You may choose whether to wear full-face coverage or only specific markings (black lines above the eyebrows and along the jaw, and red lines along the cheekbones). Once you decide which of these two options you prefer, you must always paint your face in that way.

Imps are said to be half-Fae, half-human. Whatever the case may be, they tend to think very differently than humans. They are cunning and mischievous by nature, although usually relatively harmless; more than anything else, they love to play tricks on other people. Imps are quite lively, and although they are often small of stature, they are not particularly fragile. They are extremely intelligent. Often they will stop at nothing to get what they want, and it is in this regard that they can become dangerous.

In terms of their behavior, they can be wild and seemingly uncontrollable; they do not appear to understand certain human concepts or emotions such as love, duty, or anger, because none of those things exist for them. Imps can grow quite fond of specific people, however, especially those who share in their jokes. A scholar once posited that imps are actually lonely, and that their behavior is the result of the fact that they want attention. This theory has never been substantiated, though, and that scholar was later found tied to a tree just outside of Fey with no clothes and no memory of how he had gotten there.

Imps grow bored and restless easily if not kept sufficiently entertained. If and when they want to be, they can become very serious and focused on a task, especially when out hunting their “favored enemy,” which is one of their favorite things to do. Imps tend to gravitate toward subversive classes, but there are instances of an imp choosing a fighter or magical header instead.

To everyone’s surprise and mild fright, the strong Voidic presence on the island of Remos to the west of Terra has attracted the interest of a great many imps. The choice of voidspawn as a favored enemy seems to have skyrocketed, and travelers passing through the imp lands have noted that the imps seem much grimmer, more serious–and quite eager to face anything that might make its way across the Tulla Straight. In general, the imps seem to be waiting very expectantly for something to happen.

For more information on the Imp culture check here.

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Racial benefit: The Jay’ek racial benefit varies based on your clan. When choosing Jay’ek, you must select one of the following clans:


      1 Dispel Circle of protection, 1 Stun, and 1 Stifle per event. All of these skills are melee-based and must be delivered via weapon. Bear clansmen may only wield blunt weapons.

Wolf: To select Wolf as your clan, you must have three members of a “pack” coming into game together. Each Wolf clansman gains eight (8) CP to spend on a set of benefits for the group. These benefits are wielded by a previously-determined Alpha, may only be used when the group is together, and are subject to staff approval. The benefits granted may not have a value of more than five (5) CP per individual skill.

Turtle: Drawing on the Turtle’s defensive nature, you gain 1 Parry per fight, which vanishes at the end of the fight.

Racial restriction: You must have some physical representation of your chosen totem animal on your person and clearly visible at all times. This may be anything from a “tattoo” (represented by face-paint and subject to staff approval) to a necklace featuring a carving or metal-version of the animal.

The Jay’ek live in the western part of the island-continent Gallif, which lies off the southwestern coast of Terra’s mainland. Due to the Runa invasion and colonization efforts on Gallif, the Jay’ek have been moderately affected–the Runa have seized some of their land and pressed some of the Jay’ek of the wolf and bear clans into service as slaves and servants. Those of the turtle clan managed to flee into the mountains within the first days of attack, and as such remain largely independent. The Jay’ek are remarkably good at diplomacy and are credited with establishing and maintaining the peace that has defined the relationship among the three nations of Gallif for centuries.

The tribe is, as noted, divided into three clans: turtle, bear, and wolf, which serve as the clans’ totem animals. It is said that the Jay’ek pull their strength from their totem animal, and the relationship between individual and totem is clearly visible–every Jay’ek bears a physical representation of his totem on his body, in the form of tattoos, paint, or carved or crafted jewelry. The society is matrilineal; each clan is led by a woman called the clan mother, who chooses a spouse known as the clan chief. Duties are divided by gender: women own and tend the fields, rear the children, and serve as ambassadors; men build houses, clear the fields, and hunt and fish. Upon marriage, a man will move into his wife’s “longhouse” and, although he retains his totem, any children they have belong to the wife’s clan. The clans are nomadic, traveling along the numerous rivers that cut through the lands, living near the coast in the winter and in the valleys of the mountains in the summer.

Although the Jay’ek can be quite war-like, there is a law within the nation, called the Law of Peace, which states very simply that no Jay’ek should ever kill another Jay’ek. They make a strange connection between individual honor and captivity; those who allow themselves to be captured are considered to have failed, and the Jay’ek tend to torture their captives as a sign of humiliation. Come winter, prisoners are released into the woods or mountains, alone and with only a dagger. Those who survive are considered to have recovered their honor and are thereafter treated with great respect by the Jay’ek.

Craftsmen of this race turn out wooden bowls, baskets, and pipes, as well as beautiful jewelry. The culture is based on an oral tradition, and the Jay’ek celebrate as a nation at harvest and planting times. In general, the Jay’ek display a great respect for nature, and try never to waste anything that they kill or gather.

Note: The Jay’ek culture is loosely based on that of the Iroquois tribe.

For more information on the Jay’ek culture check here.

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Racial benefit: You gain Shield for free and your Armor Cap is increased by 5. If you choose Soldier as your true header, you automatically gain the option of purchasing Toughness as its normal cost, as per the Brute true skill.

Racial restriction: If you choose Brute as your true header, you get the option of purchasing Shield at its normal cost. This restriction is in place to reflect the CP differential between Soldier and Brute true skills, with an emphasis on Cheap Vitality.

The Lacon nation is located in the northern section of Gallif, the so-called “lost continent” lying off the southwestern coast of Terra’s mainland. Although the nations of Gallif as a whole face the on-going threat of Runa occupation, Lacon has managed to remain secure against the Runa military’s attempts to break its defenses. As a result, the Runa have been forced to concentrate more troops in the north, weakening their presence in other potentially precarious areas, such as the Jay’ek lands. Whether this will result in the defeat of the Runa or not is yet to be seen; for now, the Lacon and the Runa remain locked in stalemate along the Aemoa-Lacon border.

Historically, the Lacon have always been Gallif’s major fighting force, their military strength supplemented by the Jay’ek peoples’ diplomatic skill and the Aemoans’ generous output of food. Their capital city, Baris, is located in the very center of Lacon and serves as its cultural and military center. In times of need, the city is equipped with enough barracks to house the entire standing army. This fact says much about the Lacon society, which is based around a training system known as agoge. By government edict, every child begins formal military training at age seven, progressing to a one-on-one mentorship at age twelve, and finally to full-fledged enrollment in the army at age eighteen. Soldiers remain in the active ranks until age twenty-seven, at which point they are discharged into the reserve until they turn sixty. Until such time as they are discharged, soldiers are not allowed to form romantic attachments of any kind.

Despite their military excellence, the Lacon maintain a purely defensive function, acting as the protectors of Gallif as a whole. The Gallifese have often bragged that a Lacon camp can be broken down and moved to the other side of the continent in three days. Until 1601 RE, no invading force ever managed to obtain a foothold on the continent, and it seems the Runa only did so because it struck by surprise in a time of great weakness for Gallif as a whole.

On a governmental level, the Lacon are led by two general-esque rulers of equal power, and a council of elders who act as judges.and legislators. Any given law may be vetoed by the unanimous vote of the rulers or the objections of the Lacon commons. Individuals qualify as citizens if they have at least one Lacon parent and were born within the borders of Lacon; these enjoy voting privileges within the commons and the ability to be elected to the council or elders or the status of ruler when old enough, but they are debarred by law from taking part in trade or manufacture. Everyone else in Lacon is labeled a non-citizen; these cannot vote or stand for election, but they are given a parcel of land that they are expected to run on behalf of a government-specified citizen.

Note: The Lacon culture is loosely based on that of ancient Sparta.

For more information on the Lacon culture check here.

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Racial benefit: You have the ability to empathically heal others–giving others your own Vitality in order to restore Vitality that they have lost. You also regenerate all of your Vitality every night. Upon being knocked down to zero Vitality, you automatically regenerate one Vitality over the course of the following hour; however, you may not empathically heal anyone else from one Vitality down to zero.

Racial restriction: You cannot be healed by regular healing spells and must find some other way of being healed, such as herbal potions or specially-designed scrolls.

The Leoden live on a large peninsula off the northeastern coast of Terra known as Leode. Once a relatively peaceful and stable nation, Leode has been subject to enormous change on the heels of war with Xheng and the Void. Traditionally, Leode was one coherent nation ruled by a king, who was advised by a parliament, elected every five years in a remarkably democratic voting process. The Leoden enjoyed a robust trade with the other lands of Terra, as they grew the bulk of Terra’s food. The standard of living was quite high, even among the poorest farmers or peasants, and it allowed for the development of diversions like falconry, foxhunts, archery competitions, horse racing, tournaments of arms, balls, masques, feasts, and other celebrations.

The nation’s prosperity was interrupted when Leoden rebels and Terra’s black market lauched a joint attack on Leode’s leaders. The resulting chaos was exacerbated by a massive Voidic invasion, led by Guardia Lightpath against his own former homeland. As a result, the country has split into a number of independent dukedoms, led and protected by the noble families in those areas. Although the country has largely quieted down and most towns are considered safe, it is still dangerous to travel in small groups or at night. Some of the Leoden joke that demon hunts or Voidspawn hunts have eclipsed fox hunts as the nation’s favorite pastime.

In additon to their skill at sailing and fighting, the Leoden pride themselves on their unparalleled ability to heal. The process is magical, but does not function the way that Shamanry does; in a process known as empathic healing, the Leoden heal by taking a patient’s wounds on themselves.

Note: The Leoden culture is loosely based on that of medieval England. Many Leoden have a British accent.

For more information on the Leoden culture check here.

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Loch Duchann

Racial benefit: You gain one Berserk per event. The skill may only be activated if you are painted with battle-woad (blue face-paint).

The Lochsmen live on the island of Duchann north and east of Leode. There they live on small farms known as crofts or in fortifed villages. They tend to be fearsome warriors, whether regular fighters or mages, and paint themselves with woad in preparation for upcoming battles. Clans often fight one another for the valuable and scarce resources of their island; battle is considered a constant of life. Rival clans, particularly those of the lowlands facing those of the highlands or vice versa, will sometimes fight as a simple matter of honor as well. Very often, when a clan goes into battle, they will sing their clan’s battle song to inspire unity and courage, and to strike fear into their enemies’ hearts.

When they are not engaged in battle, Lochsmen are farmers and foresters, and they are very knowledgeable when it comes to staying alive in a place with so little to offer by way of sustenance or fuel. Kilts and tartans are commonly worn garments, although they are not universal.

Note: Loch Duchann’s culture is loosely based on that of Scotland. Many Lochsmen have a Scottish or Irish accent.

For more information on the Loch Duchann culture check here.

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Racial benefit: You may purchase any weapon as a general skill. Your first weapon is free. You may retreat one slay per event.

A very long time ago, the different tribes of the Runa were varied and distinct, and contact between the tribes was limited to territorial scuffles and some commerce. Then an ambitious warrior-king, Kamiq, began to consolidate the tribes under his rule. The transition was mostly bloodless, with the various tribal leaders accepting Kamiq’s rule in exchange for wealth and protection. Eventually, Kamiq declared himself emperor and established his native village, Manta, as the capital of his new lands.

In time, Manta grew into a huge and thriving city, the cultural and commercial center of the Runa Empire. As one travels further and further away from the capital, however, it becomes apparent that the Empire still incorporates a patchwork of different dialects, customs, and peoples. The regions of the Empire are not uniformly loyal, nor are the cultures fully integrated, and in most cases the Runa people operate on a local level. Villages and tribes are largely self-sufficient and function as collective units, sharing land and resources. Most of the Runa who live outside of Manta make their living as farmers or fishermen.

Within the Empire, there is a clear social divide between the Hutan, the ruling class, and the Uran, the lower class. The Hutan are the Empire’s government officials, wealthy merchants and traders, ambassadors, military officers, and skilled craftsmen; these live in and around Manta, with the philosophy that the closer one is to the center, the more important one must be. The Uran are the peasants, servants, farmers, fishermen, soldiers and unskilled laborers; these live on the outskirts of the city or reside in the countryside. The two have separate rites and customs, receive different education, and form separate units in the army, but the two classes tend to remain on mostly good terms with one another. There is one group of Uran “freedom-fighters” known as the Mahanakuy, but the group suffers from a lack of resources and many Runa, Hutan and Uran alike, dismiss them as rabble-rousers and terrorists.

Over the past few years, with the eastern portion of Terra embroiled in war, the Empire has seized the opportunity to extend its influence and its borders by invading the “new” continent that has appeared off of Terra’s western coast and claiming the land as its own. Many lesser Hutan and even some of the more influential Uran have begun to establish estates and plantations on the more fertile parts of the new continent and have imposed Runa values and governance on the peoples who live there. Many natives have been pressed into service, and although some Runa colonizers are kind, others have expressed the intent to stamp out the older cultures and traditions entirely.

The Runa have a highly-developed style of architecture, and the Empire has built up an extensive road system–the best in Terra. Their craftsmen are renowned for their pottery and textiles. However, the most important aspect of life in the Runa Empire is the military. Every person under Runa rule, whether farmer or noble, male or female, is subject to the draft in case of war. Because of this, each Runa is trained from a young age to wield a weapon.

Note: The Runa culture is based loosely on the ancient Incan civilization.

For more information on the Runa culture check here.

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Racial benefit: You receive two research sage for free. You are also able to use the skill Meditate once per event, which restores five CP worth of your abilities (but not Vitality). To Meditate successfully, you must role-play meditating in a quiet place for five minutes. Please note that the tavern is not considered a quiet place.

The Xheng civilization is the oldest on Terra, and is highly-developed and ancient. They were the first peoples of Terra to devise a written language, which has since been adopted by other cultures as the standard.

The Xheng are extremely intelligent and inquisitive, always interested in learning more about a particular subject and striving always to better themselves, whether it be in combat, knowledge, or otherwise. They are especially interested in magic, and it is said that they were the ones who first recognized the latent magic in the plants now used by Scroll-crafters. Very often the Xheng are also scholars, musicians, and poets, and most of them know at least how to handle a dagger, even if they are not true fighters.

Their culture is elaborate and strict, and emphasizes family honor as the highest goal. Loyalty is not only expected, but demanded, and those who bring dishonor on their families are considered the greatest of failures. Each family is headed by a patriarch, and each family is part of a larger clan that also has a leader, determined by merit. The heirarchy is strictly maintained and obeyed. The Xheng clans are ranked in power and influence based on their respective wealth, achievements, and armies.

When Runa first moved against the new continent, the Xheng spoke out against the colonization. With the Ger hordes threatening its northern border, however, they were unable to interfere. Since that time, the attacking armies from Ger, Leode, and the Void have devastated Xheng, and it is commonly accepted that the Empire, so long-standing and seemingly unshakable, is finally falling. Many Xheng have chosen to fight, and their dedication and determination has managed to preserve their homeland in some small measure; others, displaced by war, their belongings and wealth gone or destroyed, have fled to safer areas of Terra.

Note: The Xheng culture is loosely based on those of ancient Japan and China.

For more information on the Xheng culture check here.

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