A modern day corporation establishes a metroplis in an untamed land of myth and legend.
Played | 48 times |
Cloned | 3 times |
Created | 84 days ago |
Last Updated | 2 days ago |
Visibility | Public |
Genasi (Earth)
humanoids with ancestry tied to the Elemental Plane of Earth. They often have rough, stone-like skin, and their hair might resemble crystalline formations or soil. They possess innate spellcasting abilities, including spells like Pass Without Trace and Meld into Stone. Earth Genasi are typically strong, resilient, and grounded, reflecting their elemental heritage.
Genasi (Air)
humanoids with ancestry tied to the Elemental Plane of Air. They often have light blue skin, hair that moves as if in a breeze, and a faint aura of wind around them. They possess innate spellcasting abilities, including spells like Levitate and Gust of Wind. Air Genasi are typically free-spirited and adventurous, reflecting their elemental heritage.
Genasi (Fire)
humanoids with ancestry tied to the Elemental Plane of Fire. Descended from efreeti, they have fiery characteristics, such as red or orange skin, and the ability to produce and manipulate flames. They possess innate spellcasting abilities, including spells like Produce Flame and Burning Hands. Fire Genasi are often impulsive and quick-tempered, reflecting their elemental heritage
Genasi (Water)
descendants of marids, aquatic genies from the Elemental Plane of Water. They have blue or green skin, seaweed-like hair, and can breathe both air and water. They gain a +2 Constitution and +1 Wisdom, have a swimming speed of 30 feet, and resist acid damage. They can cast Shape Water at will and Create or Destroy Water once per long rest. Water genasi are often found near coasts and are naturally suited for aquatic adventures
Warforged
Warforged are sentient constructs built for war, made of metal and organic materials, blending living and mechanical traits. They possess natural armor, immunity to disease, and don’t need to eat, drink, or breathe. They can enter a state of inactivity called Sentry’s Rest, remaining alert while immobile. Some Warforged have specialized artisan tools integrated into their bodies, enhancing their versatility.
Awakin
The Awakin are animals granted human intelligence through a discarded corporate R&D ritual. They retain their animal forms but exhibit subtle changes reflecting their intelligence. Awakin understand the common language but may not always speak it fluently. They form tribes based on species, live in harmony with nature, and act as guardians of their habitats. Each Awakin has abilities related to their original animal form, making them unique allies or adversaries in campaigns.
Gob
Gob refers to someone who's lineage pulls from both human and various goblinoid sources (goblin, hobgoblin, bug bear, etc). Often with slick black hair and green hued skin, they are often treated as second class citizens and have developed a slum culture in their large, often subterranean communes. The primary difference between them and the other goblinoids is they have developed a culture of "we are all family". their communes often resemble a third world country however, they accept all.
Human (Modern)
Descendants of Humans, who prospered in absences of magic. innately adept in technology and born with the ability to train there mind and body at the cost of time.
Dragonborn
Born of dragons, these creatures are large and in charge, with a breath weapon.
Tiefling
Infernal heritage with a natural affinity for dark magics.
Dwarf
Stout and strong, skilled in metalwork and masonry.
Elf
Graceful and wise, with an affinity for nature and magic.
Gnome
Small, curious, and inventive, skilled in arcane arts.
Half-Elf
Sharing characteristics of both humans and elves, versatile and adaptable.
Halfling
Small, nimble and resourceful, able to easily evade danger.
Half-Orc
Brute strength combined with human adaptability.
Human
The most versatile and varied of races, without specific strengths or weaknesses.