
A modern day corporation establishes a metroplis in an untamed land of myth and legend.
Played | 74 times |
Cloned | 5 times |
Created | 221 days ago |
Last Updated | 6 days ago |
Visibility | Public |

Viera
The Viera are rabbit-like humanoids with long ears and lithe physiques, hailing from forested regions where they serve as protectors of nature. Culturally reclusive and matriarchal, they possess heightened senses, particularly keen hearing, making them exceptional warriors and scouts.

Earth Genasi
Earth Genasi are humanoids with ancestry tied to the Elemental Plane of Earth, characterized by their rough, stone-like skin and hair resembling crystalline formations or soil. They possess innate spellcasting abilities, including Pass Without Trace and Meld into Stone, and are known for their strength, resilience, and grounded nature, reflecting their elemental heritage.

Air Genasi
Air Genasi are humanoids with ancestry tied to the Elemental Plane of Air, characterized by their light blue skin and hair that flows as if caught in a gentle breeze. They possess innate spellcasting abilities, allowing them to cast spells like Levitate and Gust of Wind, and their free-spirited and adventurous nature reflects their elemental heritage.

Fire Genasi
Fire Genasi are humanoids with ancestry tied to the Elemental Plane of Fire, often displaying vibrant red or orange skin. Descended from efreeti, they possess the ability to produce and manipulate flames, along with innate spellcasting abilities that include spells like Produce Flame and Burning Hands, embodying their impulsive and quick-tempered nature.

Water Genasi
Water Genasi are the descendants of marids, aquatic genies from the Elemental Plane of Water. With blue or green skin and seaweed-like hair, they can breathe both air and water, possess a swimming speed of 30 feet, resist acid damage, and have a natural affinity for water magic, allowing them to cast Shape Water at will and Create or Destroy Water once per long rest.

Warforged
Warforged are sentient constructs forged from a blend of metal and organic materials, designed for war yet capable of independent thought. They possess natural armor, immunity to disease, and do not require food, drink, or air, allowing them to enter a state of Sentry's Rest where they remain alert while immobile; some even have integrated artisan tools that enhance their versatility.

Awakin
The Awakin are sentient animals, transformed by a corporate R&D ritual, who retain their original forms while gaining human-like intelligence. They communicate in Common, albeit with varying fluency, and form tribes based on their species, living harmoniously with nature as guardians of their habitats, each possessing unique abilities tied to their animal origins.

Gob
Gobs are a unique race born from the union of humans and various goblinoids, characterized by their slick black hair and green-hued skin. Often marginalized and living in subterranean communes that resemble third-world conditions, they have fostered a strong sense of community, embracing the belief that 'we are all family,' and welcoming all who seek refuge within their ranks.

Techborn
The Techborn are descendants of humans who thrived in a world devoid of magic, developing an innate affinity for technology and innovation. They possess the unique ability to enhance their physical and mental capabilities through rigorous training, sacrificing time for mastery, making them formidable in both intellect and combat.
Tiefling
Infernal heritage with a natural affinity for dark magics.
Human
The most versatile and varied of races, without specific strengths or weaknesses.
Half-Orc
Brute strength combined with human adaptability.
Halfling
Small, nimble and resourceful, able to easily evade danger.
Half-Elf
Sharing characteristics of both humans and elves, versatile and adaptable.
Gnome
Small, curious, and inventive, skilled in arcane arts.
Elf
Graceful and wise, with an affinity for nature and magic.
Dwarf
Stout and strong, skilled in metalwork and masonry.
Dragonborn
Born of dragons, these creatures are large and in charge, with a breath weapon.