races

Races of meridian.

Playable races.
h1. Human. As in fantasy companion but with kingdom specific request if not plausible explained in back stories.
h1. elves. As in fantasy companion
h1. Dwarfs. As in fantasy companion
h1. half-elves. As in fantasy companion
h1. half-folk. As in fantasy companion
h1. half-orcs. As in fantasy companion
h1. rakashans. As in fantasy companion
h1. saurians. As in fantasy companion

Sabul vir. or Sand-people (human languages).

The dwellers of sand, as one of the first races of meridian they have a powerful bond with the element that they live in. while there are trade relations with the other races of meridian both good and evil they are seen by the rest of the world with apprehension and as to foreign to easy accept.
As a race they are as diffident as all others but to the rest of the world they kind off look the same, with there sand colored hair, hazy eyes and rough grained skin.

With there natural connection to sand they also hold they composition of sand and can ever gain a strength beyond d6

sand absorb:
Unless that its a surprise attack Subtract 1 from attack rolls and +1 from area of effect rolls when stating that they are turning to sand. May by improved with improved dodge and do not stack with dodge.

Natural healing:
Fast healer: +2 to vigor rolls when checking for natural healing

Turn to sand. Base pace 10 when traveling in sand and dry environment

outcast. -2 charisma when interacting with all other races

natural magic. A sand-people that want to wield magic must take the arcane background miracle edge.

Travel. When in a wet or wary humid environment pace is 5

half sabul vir or half sand-people

With there natural connection to sand they also hold they composition of sand but have more muscle mass then are pureblood and can ever gain a strength beyond d8

natural armour: Unless that its a surprise attack Subtract 1 from attack rolls and +1 from area of effect rolls when stating that they are turning to sand. May not be improved with improved dodge and do not stack with dodge. But character may take dodge ( does still not stack but all other things apply) and that way get be edible to take improved dodge

Natural healing. Fast healer: +1 to vigor rolls when checking for natural healing

outcast. -2 charisma when interacting with all other races

Travel. Base pace 8 when traveling in sand and dry environment

natural magic. A sand-people that want to wield magic must take the arcane background miracle edge. Half sand-people may opt to use there human side and use conventional magic.

Trave When in a wet or wary humid environment pace is 5

as half human they may the free edge as human

Glacie vir. Or Ice-people (Human languages).

The dwellers of sand, as one of the first races of meridian they have a powerful bond with the element that they live in. while there are trade relations with the other races of meridian both good and evil they are seen by the rest of the world with apprehension and as to foreign to easy accept.
As a race they are as diffident as all others but to the rest of the world they kind off look the same, with there icywhite hair, steel blue eyes and shining skin.

With there natural connection to ice they also hold they composition of ice and can ever gain a vigor beyond d6

Natural armour. Unless that its a surprise attack Subtract 1 from attack rolls and +1 from area of effect rolls when stating that they are turning to sand. May by improved with improved dodge and do not stack with dodge.

Natural healing. Fast healer: +2 to vigor rolls when checking for natural healing

Travel. Base pace 10 when traveling in ice and wary humid environment

outcast. -2 charisma when interacting with all other races

natural magic. A sand-people that want to wield magic must take the arcane background miracle edge.

Travel. When in a wary dry or hot environment pace is 4

half Glacie vir or half ice-people(Human languages).

With there natural connection to ice they also hold they composition of ice but have more muscle mase then a pureblood and can ever gain a vigor beyond d8

natural armour: Unless that its a surprise attack Subtract 1 from attack rolls and +1 from area of effect rolls when stating that they are turning to sand. May not be improved with improved dodge and do not stack with dodge. But character may take dodge ( does still not stack but all other things apply) and that way get be edible to take improved dodge

Natural healing. Fast healer: +1 to vigor rolls when checking for natural healing

outcast. -2 charisma when interacting with all other races

Travel. Base pace 10 when traveling in sand and dry environment

natural magic. A ice-people that want to wield magic must take the arcane background miracle edge. Half ice-people may opt to use there human side and use conventional magic.

Trave When in a wet or wary humid environment pace is 4

as half human they may not take the free edge as human

Lets make your race if you dont find it here let me hear what you want and then lets see if we can make it.

races

meridian and the 7 kingdoms arkthelion