Archaelund
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Character Development
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Stats
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Races
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Skills
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Traits
Their are currently 5 playable races available in the Early Access release of the game. Two more (namely Quartzan and Rexadon) are planned to be added in future releases.
Human
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The human colonists, adventurers, convicts and conquerors from Varannar and their descendants call themselves the Exiles (or sometimes Imperials), and consider Archaelund their homeland by birthright and tradition. Humans are adaptable and versatile. While they don't have any outstanding advantages over other races, they don't suffer from any drawbacks either and can excel at most careers.
In Archaelund most of the population in the Marches is human.
Trait modifiers:
Special abilities:
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Varannari
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Tall and athletic natives from the primeval forests of Varannar are easily recognizable by their green skin and strong, long limbs. Varannari are brave, likeable and loyal, but also prideful and temperamental.
In Archaelund most of them are part of human society and have come as colonists or adventurers. Some Varannari were also brought to Archaelund by the Mercians as slaves, but escaped into the forests to form nomadic clans and live once more according to their ancient ways.
Trait modifiers:
Special abilities:
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Goblin
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In the civilized Exiled Kingdoms, goblins are considered monsters due to their renowned wickedness and attacked on sight. The Archaelund Marches, however, can't afford any available forces to go to waste, and some goblins a tad less psychotic than their brethren can make a career as scouts and archers. Some of them become jesters for one of the Lords of the Marches, although their awful jokes are often more painful than their dented blades.
In Archaelund goblins are a common sight in the largest cities, where they live assimilated into human society. But many others are dangerous outlaws, sometimes led by shamans of their dark religion.
Trait modifiers:
Special abilities:
- +1 Movement Point (MP)
- Innate fire protection (+3)
- Vulnerable to cold (−3)
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Minotaur
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In ancient times wise and prosper people, nowadays turned into bloodthirsty monsters, roaming ancient mazes built by their ancestors while oblivious to their meaning. A few of them, however, are intelligent enough to become civilized (under a very generous use of the term) and make a living through their fighting abilities. Minotaurs are large, incredibly strong and aggressive, but often simple-minded and fearful of sorcery or the undead.
In Archaelund Minotaurs are rare, and sometimes frowned upon. They are often front-line fighters in adventuring parties, or lead bandit groups. However, their are exceptions and a small number of Minotaurs insist upon unveiling their ancient past and recover the wisdom of their ancestors.
Trait modifiers:
Special abilities:
- Need two rations per rest
- Don't have a "Feet" slot and can't wear boots or shoes
- Unable to wear most helms
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Batrax
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Batrax are small amphibious humanoids, nimble and dexterous, intelligent and innately adept in the magical arts. Unpredictable in the extreme, they can be equally violent or sociable when met in the wildlands.
In Archaelund wild Batrax are fear in the coastlands, where they often ambush their victims with sharp harpoons and deadly magic. Some of them, however, claim human ancestry and wish to live among humans and learn their ways, citing a fabulous tale about a human adventurer who spent a night of passion with a Batrax princess. Unlikely as this tale may be, their abilities as scouts or sorcerers are undisputed and have earned them a place in Archaelund.
Trait modifiers:
Special abilities:
- Can hold their breath longer than other races
- Innate cold protection (+3)
- Vulnerable to fire (−3)
- Don't have a "Feet" slot and can't wear boots or shoes
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