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Races of Volaire

Updated Feb 27, 2026 — Chapter 3: Character Races
← Back to Chapter 3: Character Races

The Beastkin

The Beastkin are living echoes of a tragic ambition—a failed ritual born of human greed and the pursuit of unnatural power. Once human, these individuals sought to imbue themselves with the traits of animals, hoping to transcend mortal limits and become something greater. The ritual meant to grant these enhancements is lost to myth and rumor, its true design and required elements never fully understood.

Whether the ritual failed due to flawed components, poor timing, or simple hubris, its outcome was irreversible. Instead of controlled adaptation, the transformation overtook them completely. Now more beast than human, these figures roam the world as outcasts—shunned by the animal spirits they mimic and feared by the people they once called kin.

Though rare, some Beastkin have managed to carve out a place for themselves in society. A handful of towns or frontier communities may permit them to live among their people, but acceptance is never guaranteed. Even when welcomed, a Beastkin is more likely to be regarded with caution than kindness—forever burdened by the consequences of a ritual gone wrong.

Available Types
  • Canine - Fox, Coyote, Wild Dog, Hyena, Wolf, and Jackal.
  • Feline - Panther, Jaguar, Lynx, Leopard, Cheetah, Tiger, and Lion.
  • Bear
  • Scavenger - Opossum, Racoon, Wolverine, Otter, Squirrel, Rat, and Beaver.
Advantages
  • Each Beastkin starts with +1 Strength and +3 Health due to their time in the natural world.
  • As they are more animal than person, Beastkin may purchase the Animal Empathy and Speak With Animals Skills.
  • Having spent most of their lives in the wilderness, they may start with the Survival Skill at no cost.
  • Their sharper senses make them wonderful hunters and as such they get the 1st Level of Tracking for free.
  • Their exposure to the wilds has given them a tougher body, allowing them to purchase Resist Metabolic and Resist Poison every 5th level.
Disadvantages
  • Beastkin see a sword as an extension of their claws and so they will never use Blunt Weapons.
  • Due to their animalistic natures, Beastkin can never be Knights
  • Because of their time spent outside of civilization, they must pay double the cost to Literacy, Read Magic, and Decipher Script skills
  • Scavenger types suffer a Daylight Penalty of -5 Health, but get a Night Bonus of +5 Health
Costuming Requirements
  • All exposed skin must be covered in such a way that it represents your chosen animal. If your animal has a tail, you must have a tail. Costuming must represent your animal in some way.

The Chaos Fae (Restricted/Limited)

The Chaos Fae are the shattered remnants of once-proud Faeries who let their elemental curiosity spiral into obsession. Like their kin, they began as creatures attuned to one of the primal elements—Fire, Water, Earth, or Air. But for some, a single affinity was not enough. Envy and ambition took root, and they craved mastery over all elements, regardless of cost.

Pooling their magical strength, these Faeries devised a ritual meant to grant them dominion over every element at once. In a sense, it worked. Their bodies became conduits for all elemental forces—but the ritual's creators failed to account for the toll of such power. With opposing energies now locked in constant conflict within them, their minds fractured. What emerged from the ritual were no longer Faeries in the traditional sense, but chaotic, unstable beings of raw magical flux.

Chaos Fae are marked by their volatility. Their moods shift without warning; their thoughts and actions twist to the influence of the dominant element within them at any given moment. One may be playful and serene in one breath, violent and erratic in the next. They are not evil—nor are they reliably good. Rather, they are unpredictability made flesh. Many cannot be held fully accountable for their actions, for their thoughts are often not truly their own.

Chaos Fae are often misunderstood, feared, or even vilified. But in truth, they are tragic figures—Faeries who reached too far and were consumed by the very power they sought to control.

Important: This race is intended for experienced players capable of maintaining a consistent, dynamic portrayal of an unstable mind and a shifting elemental presence. Heavy roleplay is required. Approval from Plot is necessary to play a Chaos Fae character.

Advantages/Disadvantages:
  • Chaos Fae may never specialize a spell column; they must instead communicate with game management on how their spell column will progress past 6th level.
  • Because of the elements constantly at war inside them, Chaos Fae are subject to any number of random effects that the player will be informed of at the start of every event. These effects could be positive, negative, or both.
  • In addition, Chaos Fae may also purchase the Pandora's Box perk.
  • This will give the player one skill (at random) that is on the standard skill list (regardless of prerequisites) each time the skill is purchased (This does NOT include Specialty Skills, Ritual Magic, Spell Slots, Skills with “Special” prerequisites, any Mastery, or the Cleave skill). The same random skill will not be given in multiple instances and will not be given if you have already purchased the same skill with your experience points. This perk may be purchased a MAX of 5 times.
  • All other skills may be purchased as normal per your chosen class.
  • A Chaos Fae may never hold a position of power in a barony or guild. They may also never become a Knight or Ranger.
  • All Faeries have an innate resistance to charming magic. Therefore, Chaos Fae may purchase the Resist Charm skill.
Costuming Requirements:
  • As a Chaos Fae your costuming should attempt to exude chaos as much as possible. You are required to have “veins” of multiple colors on all exposed skin to represent the elements flowing within you (Blue, yellow, red, green, etc.).
  • All Chaos Fae have 4-panel wings and at least one set of mismatched horns. Your costuming should be somewhat disheveled in appearance and mismatched (different colored shoes, pant legs sewn in as shirt sleeves, etc.)

The Drow (Restricted)

The Drow—known as the “Dark Ones” by their surface kin—originated in the earliest days of Volaire’s magical awakening. Once High Elves like any other, they were drawn not to the pristine, orderly magic favored by their peers, but to the deeper, darker mysteries of the arcane. As their fascination with shadow magic grew, so too did their distance from the ideals of Elven society.

Fearing what such power might become, the High Elves cast them out—banishing the dark-seeking among them to the lightless caverns and tunnels far beneath the cities. There, in exile, the Drow continued their studies in secret. With time, their skin took on the hue of the void, their eyes adapted to darkness, and their hearts grew cold to the emotions they once cherished. They came to abhor the sun and shun the surface, finding solace only among their own.

To the Drow, trust is a rare currency reserved almost exclusively for their own kind. Other races may be tolerated—even partnered with—if they prove useful. But make no mistake: in Drow society, loyalty to one’s kin eclipses all else. They protect their own fiercely, and see outsiders as expendable at best, dangerous at worst.

Drow culture is deeply matriarchal. Women are revered as the givers of life, wielders of power, and spiritual anchors of their people. A Drow woman commands respect not through fear alone, but through the honored role she plays in maintaining Drow identity and tradition. To insult or defy a Drow matron is to gamble with one's life—often foolishly.

A Drow can be a powerful ally, cunning and committed—or a relentless enemy with no mercy to spare. Their society is one of secrets, strength, and survival, forged in the darkness and sharpened by betrayal.

Advantages:
  • The Drow have embraced the ways of magic even more than their High Elf brothers, tending to ignore the art of hand-to-hand combat. Because of this, Drow may purchase every OTHER specialized spell slot for half cost.
  • Having an unusually long lifespan like the High Elves, Drow may also purchase the Resist Metabolic skill.
  • Also, because of their seclusion from society and harsh upbringing, Drow may purchase the Resist Emotion skill.
  • Their secretive and secluded existence has required of them to learn certain skills for survival. Therefore, Drow may start with the Survival Skill at no cost.
  • They may also purchase the Disarm Trap Skill for half cost.
Disadvantages:
  • Due to their continued living in the underground caverns of Volaire, much like the Dwarves, they have developed a sensitivity to light. Thus, Drow suffer -5 health while in the daylight.
  • Additionally, because of their commitment (and what some would call obsession) with magic, Drow may not purchase a mastery of any weapon skill.
  • Also, they must pay an additional 50 experience points for each weapons proficiency and may not purchase any specialty fighting skill. This includes but is not limited to; Terminal Strike and Cleave.
  • Because of their love of the “Dark Arts” Drow may never purchase a Light column, nor may they become a “True” Knight. 
  • Lastly, a Drow will almost never associate with the High Elves that banished them to the Underdark unless they view it as of absolute necessity and benefit to themselves or their race. 
Costuming Requirements
  • Through a combination of their seclusion from the daylight and the dark arts they practice Drow have developed very dark skin. As such, all Drow must wear dark grey makeup on all exposed skin and have gray, silver, or white hair. They must also wear pointed ears.

The Dwarves

The Dwarves of Volaire are a stout and stalwart folk, known as much for their strength of spirit as their strength of arm. Most make their homes deep within the stone halls and tunnels of the Qualtah Mountains, where generations have toiled to carve out a legacy of craftsmanship, tradition, and quiet resilience.

While they occasionally venture into cities for trade, council, or curiosity, Dwarves are a people who value seclusion and the comfort of their own kin. The mountain is their hearth, the forge their altar, and their clan bonds run deeper than bedrock. That said, Dwarves are far from isolationist. Those who earn their respect will find in a Dwarf a generous friend and a loyal ally—unyielding, honest, and never without a good tale or a strong drink.

However, that same loyalty becomes fury when betrayed. A Dwarf’s trust is hard-won, and once broken, near impossible to mend. Tales abound of whole lineages marked by a single betrayal, of oaths shattered that sparked grudges lasting centuries. Their wrath, when stirred, is not loud or wild—it is methodical, burning like a forge’s heart until justice is met.

To know a Dwarf is to know a people of iron will, unshakable pride, and fierce love—for their craft, their kin, and the quiet strength of stone.

Advantages:
  • Due to continued generations of mining stock, Dwarves birth naturally strong and resilient offspring. For this reason, Dwarves start with +1 strength, +3 Health.
  • Dwarves may purchase the Resist Metabolic Skill.
  • Additionally, because of their upbringing mining gold and precious gems, Dwarves may purchase the Evaluate and Jewelcraft skills at half cost. 
  • Dwarves are trained from an early age in the art of combat so they may assist in the efforts to protect the mines they inhabit. Because of this, Dwarves may purchase any one weapon skill at half cost.
  • Their comfortability with ores and metalworking allows them to have the first levels of Armorsmithing and Weaponsmithing at no cost.
  • Dwarves ability to work with armor allows them to double the armor points they can repair in the field.
Disadvantages:
  • Because of their constant pursuits in mining, most Dwarves do not have the time to spend learning the more complex ways of magic. For this reason, Dwarves may purchase up to 6th level spell column for normal cost but must pay double the experience points for specialized spell slots.
  • Also, while Dwarves may be skilled fighters, their size prevents them from wielding larger weapons. Because of this, Dwarves may not purchase the Two-Handed Edged or Two-Handed Blunt weapon skills or Two-Handed Mastery.
  • Lastly, because of their prolonged seclusion from the daylight within the mines, Dwarves have developed a sensitivity to light. Therefore, Dwarves suffer -5 health when venturing in the daylight.
Costume Requirements:
  • The only costume requirement to play a Dwarf is both males and females must wear a beard of at least six inches.

The Faeries (Restricted/Limited)

Faeries are beings of raw magic and elemental grace, their lives intimately tied to the primal forces of the world. Deeply attuned to the elements, Faeries embody the ever-shifting moods of nature itself—serene as still water one moment, fierce as wildfire the next. To know a Faerie is to witness beauty in motion, but also the danger that such beauty can bring when left unchecked.

Their affinity for the elements has granted them a variety of curious—and sometimes unsettling—abilities. These powers often manifest unpredictably, the result of constant communion with forces that few mortals dare to touch. Magic flows through a Faerie like breath, but it is not always under their control.

Compounding their mystique is their love of games. Faeries are infamous for mischief, riddles, and rules that shift as quickly as their moods. They rarely act out of malice, but rarely act out of mercy either—drawn instead to whatever captures their interest in the moment.

There’s an old saying among those who’ve crossed paths with them:

“They carry the heart of a child and the wisdom of a seer—only one of which will speak to you, and you won’t know which until it’s too late.”

Whether seen as allies, enigmas, or tricksters, Faeries are not to be underestimated. To walk with them is to walk beside the storm—and the rainbow that follows it.

Advantages:
  • Because Faeries are innately magical and due to their constant communing with the elements, all Faeries may purchase the Resist Elemental skill. Additionally, Faeries receive 1 Resist Elemental <Specific> at no cost every 5 levels.
  • All Fey also have an innate resistance to charming magic. For this reason, Faeries may purchase the Resist Charm skill.
  • Also, Faeries may purchase the Channel Element skill. This allows Faeries to throw a certain number of 5 <Element> packets per day for each level they have purchased in the skill.
  • Because of their attraction to the elements, Faeries that choose to specialize a magic column as an Elementalist may do so at half cost.
  • Lastly, the Faeries may “fly” when not in hand-to-hand combat. This will make them immune to certain types of confining and should be symbolized by wearing a glowstick at the small of your back.
Disadvantages:
  • Faeries tend to have one element that they are most attracted to and form a bond with it. Therefore, you must choose an element for your character upon creation. You will only be able to cast elemental spells and use elemental abilities that reflect your chosen element.
  • While Faeries are able to use weapons, a natural sensitivity to metals prevents them from using weapons of that type. They are limited to weapons made from stone, wood, or certain other rarer materials that may be found in the game.
  • Additionally, due to their small size and frail bodies, Faeries may not purchase the Two-Handed weapon skills or its mastery.
  • They may also not purchase any strength bonuses (this does not apply to proficiencies) and must pay double for all proficiencies and specialty fighting skills.
  • A Faerie may NEVER learn the skills Terminal Strike and Cleave.
Costuming Requirements:
  • As stated above, Faeries are lovers of the elements. As such, all players that wish to play a Faerie should wear costuming that properly reflects the element they wish to use. Additionally, all Faeries must wear 4-panel wings and have pointed ears at all times.
  • Faeries also have "veins" in the color of their chosen element on all exposed skin. Someone playing a Faerie may also choose to “decorate” themselves with glitter, paint their faces with different designs, anything that adds to the whimsical appearance of the character.

The Ramtovi (Restricted)

(rahm-TOH-vee)

The Ramtovi live everywhere—and nowhere. A nomadic people by nature, they are seldom found in one place for long, always drawn down the road toward the next campfire, caravan stop, or story yet to be told. To the Ramtovi, movement is not just survival—it is a way of life, a sacred rhythm passed through generations.

Most Ramtovi are human, but their culture is not bound by blood. Over time, a handful of outsiders—called gaje in the old tongue—have been welcomed into the fold. These rare individuals, once strangers, earned the Ramtovi’s trust and were adopted as kin, their names and pasts woven into the family tapestry.

The Ramtovi are renowned for their exceptional talents across many trades. Whether crafting fine jewelry, brewing unforgettable wine, cooking soulful meals, dancing beneath the stars, or spinning tales beside a fire, their gifts are vibrant and varied. Music and storytelling are lifeblood; artistry is as vital as air.

They are a matriarchal society, where women are revered as the givers of life, keepers of tradition, and spiritual hearts of each clan. A Ramtovi family follows the wisdom of its matriarchs, with deep-rooted respect paid to mothers, daughters, and grandmothers alike.

More than anything, the Ramtovi are bound by fierce loyalty to one another. Regardless of race, origin, or station, they see themselves as family. A Ramtovi will always stand for another Ramtovi—no matter the cost, no matter the distance.

To travel with them is to become part of a living story—one rich with color, joy, passion, and unbreakable bonds.

Advantages:
  • Ramtovi may purchase craft skills at half the normal experience cost.
  • Because of their culture’s long history of weapon smithing, Ramtovi may purchase every other level in weapon smithing at half cost.
  • Due to the Ramtovi’s long history of dealings in the mystic arts, they may purchase the fortune telling skill upon character creation.
  • Because of the Ramtovi’s loyalty to family and vengeful nature, they may purchase the Ramtovi Curse/Curse Break skill.
Disadvantages:
  • Because of their detest for all things dark, Ramtovi may not consort with any Necromancer or undead, nor may they specialize a magic column as a Necromancer.
  • Due to their nomadic ways, a Ramtovi may never become a Knight, Ranger, or hold a Noble seat.
  • They hold a racial hatred towards Werewolves, meaning that they will do whatever is within their power to stop any they come into contact with.
Costuming Requirements:
  • Ramtovi attire differs from tribe to tribe, but they all have a certain look to them. Bright clothes with shiny, jingling bobbits and bits sewn into their clothing. But mind you, Ramtovi and tacky are not the same. Females love their skirts, some even wearing more than three at a time. A female Ramtovi may wear pants also, as long as their legs are not exposed.

The Half Celestial (Restricted/Limited)

Half Celestials are the descendants of an ancient and radiant guardian race—servants of the Light whose purpose was to guide, protect, and uphold harmony across the realms. Though the identity of their celestial progenitors has been lost to time, one truth remains: Half Celestials always carry Human blood, tied irrevocably to the mortal world, even as their other half reaches for the divine.

They are born with an unshakable devotion to the Light and a powerful instinct to preserve the balance between the Planes. This “balance,” however, is defined by the lens of the Light itself—order, justice, and preservation above all. This singular perspective, while noble in origin, does not always align with the complex and shifting values of mortal civilizations.

Because of this, Half Celestials often find themselves at odds with the world they strive to protect. Their radiant features and sometimes aloof demeanor can be unnerving, and their unwavering commitment to what they believe is right may be mistaken for arrogance or dogmatism. To many, they appear as strangers in a land too broken to understand their purpose.

Still, those who fight alongside them speak of an indomitable will, a fierce kindness, and a strength drawn from something far beyond the mortal coil. They do not seek praise or power—they seek the will of the Light made manifest.

To know a Half Celestial is to walk beside a living reminder that even in darkness, the Light does not yield.

Advantages:
  • Due to their Guardian ancestry, all Half Celestials start with +1 Strength and +6 Health
  • As Dark Magic tends to corrupt and unbalance the planes, Half Celestials have developed resistances to its influences. As such, they may purchase Resist Dark once every 5 levels.
  • Their Guardian ancestry makes them less vulnerable to worldly ailments so they may purchase Resist Metabolic starting at level 10 and once every 5 levels for a maximum of 3.
  • Due to their aversion to anything that is unnatural, Half Celestials have learned to focus their energies to make their presence as uncomfortable to Undead creatures as theirs are to Half Celestials. As such, they may purchase the Turn Undead skill once every 5 levels for a maximum of 5.
  • Half Celestials have discovered a natural affinity for combining magic with medicinal herbs, making them accomplished Potion Makers. This aptitude allows them to purchase each level of Potion Making at -10 Experience Points the normal cost.
Disadvantages:
  • Half Celestials can never use Dark Magics nor items containing, controlling, or created by Darkness Magics.
  • Though they do not know the reason for it, Half Celestials are vulnerable to the esoteric purifying qualities of Silver. Therefore, they take double damage from silver weapons and cannot wear jewelry made of or use items containing silver.
  • Because of their strict teachings of honor and propriety, Half Celestials will never use stealth to gain an unfair advantage over their quarry. As such, they may not purchase the Backstab, Waylay, or Assassinate skills.
  • A Half Celestial will never willingly associate with Undead nor with those who use Necromantic magics. 
Costuming Requirements:
  • Half Celestials must have metallic golden glyphs on all exposed skin.

The Half Fiend (Restricted/Limited)

Half Fiends are the descendants of a powerful infernal race once bound in chains—enslaved, silenced, and used as tools by greater forces. But the blood of the Abyss does not suffer captivity forever. When their kind broke free, they emerged with a singular driving force: domination. From the ashes of subjugation, a new will was forged—unyielding, proud, and burning with the need to reclaim what was once denied.

Half Fiends carry the legacy of that uprising deep in their bones. Though part Human, they do not see themselves as diluted—they see themselves as evolved. Stronger. Smarter. Closer to greatness than either race alone could ever achieve. They believe they are destined to rise as the supreme warrior caste, and that one day the world will no longer fear their appearance, but kneel in reverence before their rule.

With skin kissed by shadow, horns, eyes like smoldering coal, or other infernal traits, Half Fiends are often met with fear and mistrust. Their appearance is a reminder of something most would rather forget: that power, once freed, rarely returns to its cage.

Yet for all their bravado, much about them remains shrouded. Their true lineage—what infernal house or master first shaped them—is known only in whispers. Even the Half Fiends themselves may not know the full truth of their origins, only that they are meant for more.

What is certain is this: a Half Fiend is not a creature to pity, and never one to underestimate. They are ambition made flesh—born in fire, raised in defiance, and forever reaching toward conquest.

Advantages:
  • All Half Fiends have more resilient bodies than their human kin and so they start with +3 Strength and +8 Health.
  • Their natural talent for Weapons Skills gives them half off all Weapon Skills with the exception of Masteries, Terminal Strikes, Cleaves, Assassinates, Backstabs, or Weapon Proficiencies.
  • They also start with a Darkness taint which allows them to be healed by Darkness magics and taglines.
  • Because of their Darkness Taint, Half Fiends may purchase the Resist Light skill once every 5 levels.
  • Half Fiends may purchase Resist Metabolic starting at level 10 and once every 5 levels maxing out at 3 Resist Metabolic.
  • Though no one is quite sure why, Half Fiends have a natural talent for creating poisons and as such can purchase each level of Poison Making at -10 the normal Experience Point cost.
  • Due to their stronger bodies, Half Fiends get +1 additional Health at each level up.
Disadvantages:
  • The Half Fiends Darkness taint means they are harmed by all Light magics and taglines.
  • A Half Fiend may never use Light Magics or items containing, controlling, or created by Light Magics.
  • Half Fiends have found they have one major weakness: Gold. They take double damage from this ore and may never wear jewelry or handle items made of or containing gold.
Costuming Requirements:
  • Half Fiends must have 50% of all exposed skin colored purple. They also must have at least one horn and one spaded tail at all times.

The Half Ogre

Half Ogres are the result of Human and Ogre bloodlines crossing—a union that has birthed a people both feared and misunderstood. Towering in stature and immense in strength, they often seem more Ogre than Human in build and demeanor. Their presence is impossible to ignore: broad shoulders, thick arms, and a gaze that’s as blunt as their approach to most problems.

Though their physical might is undeniable, Half Ogres are often underestimated for their lack of refined intellect. Their thoughts may come slowly, their speech may be simple, but simplicity should never be mistaken for uselessness. What they lack in subtlety, they more than make up for in resilience and raw, practical determination.

Human society has only recently begun to open its doors to Half Ogres, though whether this is true acceptance or quiet condescension remains uncertain. Many see them as pitied laborers or front-line bruisers—tools rather than individuals. But those who take the time to know them may find unexpected wisdom: a direct, honest perspective unburdened by guile or ego.

Half Ogres are brutes, yes—but not fools. They are capable of deep loyalty, fierce protection, and astonishing endurance. And while they may not be philosophers or poets, when something needs to be moved, built, broken, or defended… they tend to be the first—and last—ones standing.

Advantages:
  • The Half Ogre’s size and build allows them to start with +3 Strength and +8 Health.
  • The Half Ogre’s hands feel made to hold big weapons and as such they can purchase 2 Handed Weapon Skills (Except Masteries) for half the cost.
  • Their brute force and weapon skills allows them to purchase Weapon Proficiencies for 50 points less each.
  • With such strong bodies, they gain +1 additional Health with every level up.
Disadvantages:
  • Anything less than a 2 Handed Weapon is an insult to these big guys, and so they cannot (will not) purchase any 1 Handed Weapon Skills (Though they make an exception for the Small Weapon skill)
  • Fighting comes naturally to the Half Ogre and they don't care for much else and so they must pay double experience cost for Literacy, Read Magic, and Decipher Script Skills.
  • Breaking, tearing, slicing and dicing, and just general destruction make for a fun day for a Half Ogre and they certainly don't intend to fix any of the damage they cause so they must pay double experience point cost to purchase the Healing Arts and First Aid Skills.
  • A Half Ogre may never be a Knight or hold a Noble Office position because why should they care?
Costuming Requirements:
  • All Half Ogres must have at least one tusk and at least 50% of all exposed skin must be yellow.

The Half Orc

Half Orcs walk the uneasy line between two worlds—born of Human and Orc blood, yet fully embraced by neither. Slightly smaller than their Half Ogre cousins but far more cunning, Half Orcs possess a sharp mind tempered by raw instinct, capable of navigating both battlefields and social tension with equal resilience.

Labeled “half-bloods” by both sides, many Half Orcs grow up enduring scorn, suspicion, or outright hostility. Among Orcs, they are sometimes seen as weak or diluted; among Humans, as dangerous or unrefined. Acceptance is not freely given, and kindness is rarely offered without condition. Those fortunate enough to find genuine welcome in a village, guild, or caravan often carry that rare kindness in their hearts for life.

Despite these hardships, Half Orcs are survivors. Their strength may not be as overwhelming as that of a full-blooded Orc, but they make up for it with tenacity, adaptability, and a fiercely independent spirit. They are not easily broken—physically or emotionally—and many rise above their circumstances to earn the respect others tried to deny them.

To meet a Half Orc is to meet a person shaped by struggle, but not defined by it. Whether wielding axe or quill, they forge their own place in a world that has yet to decide what to do with them. 

Advantages:
  • Though smaller in stature than Half Ogres, the Half Orcs are of stronger build than humans and therefore start with +2 Strength and +6 Health.
  • This bigger build also allows them +1 additional Health for every even Level.
  • They have a stronger stomach than their human kin and are able Purchase Resist Metabolic one time every 5 levels.
  • Half Orcs have discovered they have quite the talent for mixing concoctions, perhaps due to their strong stomachs. This enables them to purchase either Poison Making or Alchemy at half cost for each level- Must be selected at character creation.
Disadvantages:
  • They may be great at creating them, but they have a harder time with the more subtle art of suturing wounds. This means they must pay double experience point costs to Healing Arts and First Aid skills.
  • Though they are able to learn to read and write much more quickly than their cousins, magical scripts are a little more difficult to translate and so they must pay double the cost to purchase the Decipher Script skill.
Costuming Requirements:
  • 50% of all exposed skin must be green and they must have at least one tusk.

The Haltija (Limited)

“Guardians of the Graveyard”

The Haltija are an ancient and enigmatic race, believed to have been created for a singular purpose: to preserve the balance between life and undeath. They are custodians of forgotten places, stewards of graveyards, and quiet observers of the veil that separates the living from the dead.

Legends claim the first Haltija were shaped from grave dirt, bone dust, and whispered necromantic intent—conjured into being not by accident, but by design. Their existence is deeply intertwined with the Dark Arts, and many dedicate their long lives to the study and mastery of Necromancy—not out of malice, but out of reverence for the forces that govern death.

To the outside world, they are known—sometimes with fear, sometimes with awe—as the Guardians of the Graveyard. Though not numerous, their presence often signals a shift in the tides of undeath. With the resurgence of Necromantic practice and the recent stirrings among the dead, sightings of Haltija have begun to increase across the kingdom. Where once they lingered only in crypts and ruins, they now walk roads and cities again—watching, waiting, and intervening when necessary.

Despite their eerie appearance and affinity for death, Haltija are not evil. They exist to maintain a delicate equilibrium that most mortals do not even perceive. To some, they are unsettling. To others, they are protectors of a truth too old to die.

Their motives may be obscure, but one thing is clear: when the dead rise, the Haltija are never far behind.

Advantages:
  • Due to their dedication to the Dark Magics, all Haltija may purchase Darkness and Undeath Masteries for 100 experience points.
  • Haltija may also purchase their 10th, 11th, and 12th level spell slots at half cost.
  • Haltija may also purchase Decipher Script and Spellcraft at half cost.
  • All Haltija have a natural affinity for Undeath and may purchase the skill Control Undead as a per day ability for 100 experience points per purchase.
  • Haltija start with one Elude Undead skill per day and may choose to purchase the Elude Undead skill as a daily ability for 50 experience points per purchase.
  • All Haltija start with a Darkness taint meaning that they are healed by Darkness magics and taglines.
Disadvantages:
  • Due to their tendency towards magic, all Weapon's Proficiencies cost an addition 50 experience points per purchase.
  • Terminal Strikes cost 100 experience points more than normal as well.
  • A Haltija may never purchase the two-handed edged or two- handed blunt weapon skills or their subsequent masteries.
  • A Haltija may never cast Light Magics or use any items that contain, control, or have been created by Light Magics.
  • Haltija start with a Darkness taint meaning that all Light magic and taglines do damage to them.
Costuming Requirements:
  • Haltija have a Darkness taint which is indicated by dark shadows under the eyes. Haltija also have a special marking that indicates their magical skill and station among their fellow Haltija and must be visible at all times.

The High Elves

The High Elves are the most prominent and storied of Elvenkind in Volaire—regal, long-lived, and inextricably bound to the arcane. It is said they first walked these lands in ages long before the rise of Humans, when the forests were untouched and the stars hung closer to the earth. In those ancient times, they were a simpler people, guided by instinct and communion with nature.

All of that changed with the arrival of magic.

When the arcane first took root in Volaire, the High Elves embraced it with unmatched zeal. Their hunger for knowledge transformed them, and in time, they became the most proficient spellcasters the world had ever known. Through tireless study and devotion to magical refinement, their lifespans stretched beyond mortal reckoning, and their culture elevated into something luminous—structured, scholarly, and ever-evolving.

Unlike some of their kin who withdrew from the world, the High Elves chose to welcome the arrival of new races. With open minds and practiced hands, they sought to share their knowledge of the arcane arts. To them, magic was not something to hoard—it was a gift to be shared, refined, and elevated. In teaching others, they believed they could help shape a more harmonious Volaire.

Even now, the High Elves remain deeply devoted to scholarship, spellcraft, and public service. Their cities hum with enchanted light, and their halls of study are open to those with discipline and potential. Though some may call them proud—or even aloof—there is no denying their dedication to progress and the wellbeing of the realm they have long called home.

To walk beside a High Elf is to walk beside history itself, written in spells and starlight.

Advantages:
  • Although the High Elves have become more and more enamored with the ways of magic, some of the old ways have never changed. From a young age High Elves are taught to be proficient with a bow. For this reason, High Elves may purchase the bow skill at half cost and deal +1 starting damage with it.
  • Additionally, because of the High Elves continued study of magic, they may purchase the Decipher Script, First Aid, Healing Arts, Spellcraft, and Read/Write skills at half cost.
  • Because of their natural proficiency for learning, they may also purchase their 7th level specialized slots at half cost.
  • Lastly, because of their gradually developed long lifespans, High Elves may purchase the Resist Metabolic skill.
Disadvantages:
  • Due to the Elves smaller stature, they may not purchase the Two-Handed weapons skills or its' Mastery.
  • High Elves also start with a -2 Health penalty due to their small stature.
  • Also, because the Elves tend to concentrate more on the study of magic than hand-to-hand combat, Elves must pay 50 extra experience points for each weapons proficiency and 100 extra experience for each purchase of the Terminal Strike skill.
  • High Elves may never learn the Cleave skill.
  • Because of the opposing beliefs of the High Elves and Drow, a High Elf will not readily associate with Drow unless it is absolutely necessary.
Costuming Requirements:
  • The only requirement to play a High Elf is you must wear pointed ears at all times.

The Humans

Humans are the most numerous and diverse race in all of Volaire. Scholars often say they are children of the earth itself—shaped by its unpredictability, resilience, and boundless potential. No two human communities are truly alike, and no single path defines them. Where other races are often bound by tradition or bloodline, Humans carve their place through determination, adaptability, and sheer force of will.

It is this versatility that makes them so prolific. From humble villages to towering cities, from arcane colleges to mercenary camps, Humans can be found in every walk of life—innovating, surviving, and thriving. They embody contrast: warriors and scholars, tyrants and saints, pragmatists and dreamers.

Because of their varied nature, Human characters in Volaire are free from inherent limitations or bonuses. They are not defined by mystical bloodlines or ancient burdens, but by the choices they make and the legacies they leave behind.

In a world of magic, myth, and memory, Humans remain the most unpredictable force of all.

Advantages:

  • None

Disadvantages:

  • None

Costuming Requirements:

  • None

The Pixies (Limited)

Pixies are the estranged descendants of the Faeries—born without elemental affinity, yet marked by the same mercurial spirit. Where Faeries dance in the wake of fire and storm, Pixies are left with raw emotion and instinct, untempered by the balance of elemental magic. This absence is not merely a lack of power; in Sidhe society, it is seen as a flaw.

To many Faeries, Pixies are curiosities at best, defects at worst. Some are coddled like delicate misfires of fate, while others are shunned, ridiculed, or outright cast out. Reactions among their kin range from overbearing pity to cold detachment, and few Pixies can predict which treatment they will receive. This uncertainty—and the constant comparison to their more “complete” relatives—has made many Pixies quick to anger, fiercely independent, and untrusting of kindness.

Ostracized from the courts of the Sidhe and denied the elemental legacies of their bloodline, many Pixies were forced to forge a new path. Left without the innate magical talents of their Faerie kin, they turned instead to the physical—honing their bodies, mastering weapons, and learning to fight with a discipline their cousins never needed. Martial prowess became their salvation and their identity.

Despite their small stature, Pixies are not to be underestimated. Their combat skills, sharp tempers, and quick reflexes make them formidable opponents—and unpredictable allies.

To walk the world as a Pixie is to carry the weight of rejection and the fire of reinvention. They are proof that one need not wield elemental magic to shape their destiny.

Advantages:
  • Due to their training in the Martial Skills, Pixies begin with +2 Strength and +5 Health.
  • Pixies may purchase Weapon Proficiencies at -50 the normal cost.
  • All Pixies may begin with Animal Empathy at no cost.
  • Pixies may purchase the Wear Extra Armor skill.
  • Pixies have the ability to Shrink.
  • Due to their small wings, Pixies may Float but not Fly. As long as the Pixie is floating, s/he is immune to Pin, Trap, and Entangle effects.
  • Pixies may purchase the Resist Metabolic, Resist Charm/Charm Break, Resist Dark, and Resist Light skills as normal.
  • Pixies begin with one level of Pixie Rage and may purchase each additional level at a rate of 1 every 4 levels for the cost of 150 experience points regardless of class. While under the effect of Pixie Rage, the character gains +10 Strength and is immune to all damage as well as Terminal Strikes and Waylay. However, Death, Imbue Death, Cleave, and Assassinate will still affect the Pixie as normal. The duration of this skill once activated is 1 minute. At the end of the minute, all effects granted by this skill end and the Pixie immediately drops to Critical Status regardless of actual damage taken during the minute.
Disadvantages:
  • Pixies are prohibited from being a Mage (Battle Mage is available) or a Knight.
  • A Pixie may never hold a Noble Office.
  • A Pixie may never cast Elemental Magics, nor may they use any item that contains, controls, or was created by Elemental Magics.
  • A Pixie may never purchase the Resist Elemental Skill.
  • A Pixie may never purchase the 2-Handed Edged or 2-Handed Blunt skills or their subsequent Masteries.
  • Pixies are terrible allergic to all metals (especially iron) and may only use weapons made from natural materials (wood, bone, stone, etc.).
Costuming Requirements:
  • Pixies must have small 2-panel wings (cannot use elemental colors in their design), veins on all exposed skin (black, grey, and/or white ONLY), and must have at least 2 horns. Pointed ears are optional.

The Wild Elves (Limited)

Wild Elves are the stewards of ancient tradition—those who turned away from the arcane path embraced by their High Elf cousins and chose instead to preserve the primal essence of their people. When magic first took root in Volaire, it divided the Elven race. While many saw it as a gift or an opportunity for advancement, others viewed it as a desecration of all they held sacred.

Rather than fight a losing battle against the rising tide of magic, the dissenters withdrew deep into the wilds. There, in the untouched places of the world, they vowed to uphold the old ways—to honor the rhythms of the land, the silence of the stars, and the truths whispered in wind and stone. Thus were born the Wild Elves: fierce, reclusive, and resolute.

They are masters of the Earth and all that springs from it—navigating forests, mountains, and deserts with equal ease. Their survival skills are unmatched, and their bond with nature is so complete that many say the land itself answers their call. To outsiders, their customs may seem strange, and their speech uncivilized. But to mistake them for ignorant is a grave error. Wild Elves are sharp-witted, observant, and cunning—masters of ambush, survival, and subtlety.

They do not seek out conflict, nor do they desire the company of cities. But if the old ways are threatened, or if the natural world is desecrated, Wild Elves will rise with swift and unrelenting fury.

To meet one is to glimpse the Elven race as it once was: untamed, enduring, and deeply woven into the roots of the world.

Advantages:
  • Because of their constant exposure to the harsh conditions of the natural world, Wild Elves may purchase the Resist Metabolic skill.
  • As stated before, Wild Elves are masters of the Earth around them and the growth that it yields due to the necessity of making everything themselves. For this reason, Wild Elves may purchase craftskills at half cost.
  • Having always been a staple of the old ways, proficiency with a bow allows Wild Elves to purchase the Bow skill for half cost. This racial familiarity also allows the Wild Elf to deal an additional +2 damage with a Bow.
  • Due to their continued life in the wild, Wild Elves have learned to communicate with the nature around them. For this reason, Wild Elves may purchase the Animal Empathy and Speak With Animals skills.
  • Lastly, because of their warrior nature and mentality, Wild Elves start with +1 strength and may purchase any Weapon Skill at half cost.
Disadvantages:
  • Firstly (and most importantly), because of the Wild Elves' rejection of anything magical, a Wild Elf may never purchase a spell column, nor may they wield any magical items nor weapons that call the “magic” tagline. “Elemental” weapons might be viewed differently; for details, Find Out In-Play.
  • Also, because of their semi-nomadic nature, a Wild Elf may never hold a place of rank within a barony or guild, nor may they become a Knight.
  • Lastly, Wild Elves believe that other Elves are betrayers of their race, therefore a Wild Elf will never willingly associate with any other type of Elf under ANY circumstance. This is an In-Play restriction, meaning the management and repercussions for this will be In-Play. This does not mean that a Wild Elf and a High Elf can’t be in the same Barony and work together begrudgingly, it simply means they won’t be sharing a toothbrush or going on picnics together.
Costuming Requirements:
  • Must have pointed ears at all times and clothing and/or jewelry should represent your time spent in the wilderness (sticks, vines, leaves, etc.)