
Argento
Established 1330
Priores
The Information here is a guide, you may use it or not. If your version of a species listed below doesn't match that is fine, variety is the spice of life after all.
Shifters
Shifters are a unique subcategory of a wide assortment of races. In fact the only ones who have no record of one within their rals are the Vrykolakas. These unique individuals have over the ages been seen as wise leaders, but in times of great duress have also been treated as witches and curses upon the land. The response to their birth is heavily dependent upon the current climate and beliefs in their culture. Other than being able to shift into animals they boast no additional unique traits, with a lifespan similar to their base creature.
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They are able to take on an appearance of any animal they can touch. The more adept at getting settled into nature. The easier it is for them to reach out to new animals, using the woods itself as a natural form of camouflage.
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Contact with an Arian, a Were or another shifter does NOT grant them any new forms. So far there are no known supernatural entities that can grant a shifter a new form.
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Shifters can shift with their equipment and clothing, but it runs the risk of them losing the form randomly as the animal spirit they are borrowing the form from does not enjoy the odd pressure of metal and weaved fabrics.
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For every half an hour shifted make a quick /rolldie 20 in chatzy or your random dice roller of choice. If it is above 6 you can remain shifted. (This is an optional rule.)
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Priores clothing +1 to die roll
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Priores weapons +0 to die roll
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If wearing nothing +10 to die roll
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No need to do additional checks
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If shifting with machine clothes/Corrumpere -1 to die roll
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If shifting with Corrumpere weapons - 5 to die roll
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Nature Magic is a gift for most Shifters, not all.
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This takes the place of one of the base races natural magics. Though it's very rare and dangerous for one to be gifted with multiple forms of magic in the first place.
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Dryadalis
Mortals are a reflection of what humanity would be if they had not been tainted by the Vrykolakas. Overall they have a wide variety of sizes, heights and shapes. Though on average they are a hint taller than Humans. They seem to be a bit awestruck fairly often by shiny objects, the various forms of new technology that the Corrumpere have brought with them to Argento. A fair number of various tribes and villages have wandered and been tempted by the shine of Silver and the power of Steam. A handful of tribes and small groups heeded the warning from the Elves and have tempered themselves and restrained their curiosity to see what chaos these new arrivals bring upon the world.
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Typically have simple living structures. Some tribes are nomadic but others have permanent housing, it varies depending on the resources available. As the newcomers expand more and more of them are having to revert to nomadic lifestyles due to overhunting and loss of territories.
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Gifted in the arts of Divine Magic (If they have a strong enough faith in nature, a god, a pure belief. Halflings Train), Arcane (When taught by the Elves), and rarely in Natural Magic (Training provided by Shifters and occasionally Arians.)
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Lifespans are average (50+2d20) years well at peace with guidance from the other Dryadalis. Though through in fighting their lifespans typically are shorter.
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Once they hit 14 most are settled into their place and niche in the tribe.
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Dwarves are a race of seclusive creatures, they come up to a touch taller than halfway upon an average human male. They typically have long beards, they have a love and natural gift with those things of the ground as well as a natural obsession with gems, metals and things crafted from them. They are extremely gifted craftsman able to make weapons, armor and mechanical objects of extremely high quality. The marvels that Goodnight and the Corrumpere have brought with them and silver have awoken the greed within them once more, which last time ended up being handled during the crisis and lose of their great silver and gold veins.
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Lifespans are longer (130+2d100) years.
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Their emotions are toxic to those who feed on it. They weaken the target who feeds upon them, instead of filling them.
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They construct lavish underground cities and mining tunnels. They have massive homes carved out of the stonework of the mountains. How many they have there is still up for debate as they allow so few non dwarves in and have not in centuries allowed them to wander the tunnels unattended.
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Have low-light vision, the surface world is typically to bright for them. Those who are adapted to that life have a hard time growing accustom to the darkness of dwarf cities and vice versa.
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Gifted in a handful of specific magics
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Arcane Spell Types - Item Enchantment, Item Creation, Summoning Magic
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Natural Spell Type - Earth, Metal, Fire Magic
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Divine Magic - Dwarves fall in line with their gods often, but most Divine magic is actually driven from their belief in the earth shall provide all they need. Though since the arrival of the Corrumpere their Faith has been wavering.
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Halflings a peaceful folk that are happy to ignore the rest of the world and focus mainly upon their own region of Argento. That isn’t to say they are not among the most curious of all creatures, if something captures their attention they will pursue it till they fully understand it. This makes them extremely skilled at whatever their minds set their bodies to work upon. They do send representatives out from their realm, they are for all intensive purposes a sub kingdom to the dwarves but due to dwelling on the hills on the Eastern side of the Towering Heights they typically are allowed to rule themselves and do as they please.
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Lifespans are mid range (90+6d20) years
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They typically have homes built into the hilly countryside they have settled into, though they do also occasionally dwell in Dwarven cities, the lack of natural light does bother them after prolonged life underground.
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Divine Magic
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The origin of Divine Magic. Their preaching of the teachings of their gods and how to channel that into power has spread throughout the lands. Creating various sub categories for various gods and beliefs.
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Extremely gifted. Their abilities typically make the other races Divine Gifts look extremely lacking. Their greatest Masters wander freely training the world in the art of Belief Magic.
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Elves the leaders of the Priores. They hold a level of technology, magic and ability that eclipses most of the other races. Following the peace treaty of 1330, they withdrew from the world handing it over to the Arians and the Mortals allowing them to set the pace and direction of the world. They have secluded themselves to the far North the Kingdom of Aurum, a few smaller settlements remain within the region of Argento but they have not really reacted or been encroached upon by the newcomers as of yet. That isn’t to say they have not been attempted to be drawn into the growing conflict, the Oathkeepers have reached out many times to them but do to their disinterest they have been unsuccessful.
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Lifespans are extremely long (340 + 4d100 + 1d20) years
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Their homes typically are elegant and time consuming structures which took them years to build and are well defended and easily able to mold into the forests. So the further ‘Progress’ expands the more danger there is the elven cities and realm would be hit and draw them out of their reclusive state.
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Magic was the gift of the Elves to the rest of the Priores, well Arcane but they found most found ways to twist it. A fear has spread of what twisted new magics could be made out of their once pure form of study.
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Divine Magic is a novelty to them and they are terrible at it as their belief lies in themselves. This disconnect severely weakens their divine abilities. A few have grasped the true meaning of belief in others and have performed greater acts of Divine Magic.
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Nature Magic the forest calls to the elves as well as water itself, these are the two forms of nature magic they were able to utilize once their former students taught them their new forms of magic.
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Arcane Magic is the basic form of magic, it is capable of tapping into spells that simulate some portions of nature magic. Though the cost is often much higher as nature is being forced instead of gently requested. Two major schools of training exist for this form of magic.
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Wizards who spends years learning how to perform magic, researching spells, so they typically have massive spellbooks with so many different situational spells.
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Though they are only able to prepare a handful of each level of spells a day.
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This can be reset with a period of rest equivalent to a full night’s sleep and an hour studying their grimoires for their species. The elves are rumored to have a library full of various sorts of spells.
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Typically an Elf wizard is forced to specially in two or three types of magic because otherwise the variety of spells can cause confusion and hurt their ability to cast.
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Sorcerers are those who are naturally gifted in the arcane arts. They typically have some sort of lineage of a magical creature. The great Elven Sorcerers claim to be descended from a Silver Dragon.
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They can cast more spells a day then a wizard on average, once they have settled into their role. At first they typically can only cast less.
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They need a period of rest and one hour of meditation to reset their spells per day. They do not have a grimoire instead they simply remember their spells. They typically have a smaller pool of available spells then a Wizard. Though they can use a grimoire to trade spells at will once every three months.
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Half-Elves are welcomed more freely within the confines of the small scattered remnants of the mortal villages. With their unique appearance they typically reside there or within Maplewharf. They are the result of Mortals or Humans and Elves mating. They don’t truly fit in either world fully as they have abilities from both sides of their genetic origins. The Elven traits seem to be dominant so it is possible some of these ‘Half-elves’ are actually far less then half after a few generations through their natural gifts remain intact.
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Lifespans are typically long (130+3d20+1d10) years.
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Magical abilities, they are capable of all forms of magic and due to their duo heritage can exile in ways other races can not. They have inherited the natural gift for Arcan magic from their Elven Ancestors, but also the gifts of mortals/humans towards other forms of magic.
Nymphs are nature spirits typically tied to naturally locations, these gentle spirits used to represent fertility for the Priores. Various couples and groups would seek these spirits out pledging their aid to the part of nature they protected or lived within in exchange for a child between the pair. They have dwindled in numbers since the Elves left, almost as if they had ties to the ancient creatures in ways most were unaware, though still rumors persist that they exist within the depths of the mountains, woods and waterways.
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An idea that has been floated forward is that a portion of the Succubus and the Incubus in the region are corrupted or breed from Nymphs. As Nymphs have a strong form of desire magic and need, rumors also swirled that sex is what fed Nymphs as well.
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They typically can perform various forms and amounts of Natural magic. The other forms of magic typically kill or drain a Nymph of their life force.
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Nymphs are always female, using males from other species to breed and reproduce, though it’s been unnecessary as of late.
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They must remain near the location they were created from. So a Mountain Nymph must return to her mountain at least once a week or she will start to age like a mortal. Should they return to their home space, they are practically immortal in lifespan.
Dryads are nature spirits tied to a particular tree in the forest. This tie to the tree allows them a connection to the earth, to draw substance and give substance to it as well. Naturally they can cause a tree to grow extremely quickly, a handful of these enslaved would revolutionize the Lumber Industry upon the Region. Their numbers have seemed to grow, as they expand and using their abilities and the aid of the Priores to hold the Corrumpere off from the forests they have not destroyed as of yet.
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Their mother tree is their life, lifespan is tied to the tree. A return visit at least once a month is necessary to replenish the tree and her own life force.
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Dryads are female only. They mate with other species males to reproduce, though with the current state of the region they are refraining. They do still have their fun and use it to fed the Mother tree the vitality of males from either side.
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They are gifted in nature magic. Specifically an unique form of elemental magic called wood, a combination of water and earth magic.
Fairies are small little creatures, smaller than a man’s hand typically. They dwell in the forests typically causing some form of mischief. They seem to feed off the chaos they cause and don’t care who they treat to special journeys. They often will spend time and effort convincing a victim of something completely untrue. Guiding them far off the known trails and allowing them to fall victim to the dangers in the forests. They have even started to make use of the large Iron Horse letting that end those who bother ther Fairies or intrude in their private space.
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Fairies do not die of natural causes. They are able to be killed but no disease, or aging seems to affect them.
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When the Iron Horse’s tracks were first laid a large number of Goodnight’s first group of laborers fell to their enchants. Leading to a bounty upon Fairies meaning they have taken an antagonistic view and are typically very secretive. They do occasionally appear and aid Maplewharf but that is an exception not the rule.
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Typically live in colonies or small family units within the Pragos Forest. Should the family’s home be destroyed those who survive seek shelter anywhere they can reach out. They will make any deal for protection as a lone Fairy is a dead fairy.
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Lack of Social interaction actually wounds Fairies, they need to talk, play, tease, manipulate whatever another living thing. Mortal, Priores, Corrumpere, animal, or other to keep moving forward.
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Fairies are naturally gifted at various forms of Arcane magic. They can alter their size to truly mess with a victim. And cast a handful of spells to create various forms of illusions.
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Fairies have a weakness to Cold Iron. Naturally occurring iron, or that which is forged with out the fire of a forge. (Or it could just be iron in general, but that means it would be steel too.. ect.)
Unknown the world is vast, and surely in this large unknown world things never seen before will come out of the woodwork. Prior to the arrival of the Corrumpere only rumors existed of most of those species. So, the Oathkeepers are always looking for those unique creatures which are different and new. To study, to observe and to recruit if possible.
Arians
Fauns are a race of males, that resemble a hybrid of a goat and a man. They typically are extremely charismatic and able to easily whoo those they seek. Their main goal is to lay with as many females as possible. They are most commonly found surrounding those races with large amounts of females and a shortage of males. They are very commonly found dwelling near Dryads, Nymphs, Fairies, Mermaids and Sirens. They do not always survive the outcome of their mating but seem to be quite numerous.
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They are nomads, if they make a home it’s into an abandoned den of some creature.
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They have extremely short lifespans (6+4d4) years.
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Typically are very resistant to illness, poisons, diseases, and paralyzing agents.
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Charming and compulsion abilities are very hard to use against them due to their own natural gifts.
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Roll a d20 (Must roll above a 12)
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-6 for their natural charisma, subtract from the dice roll
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Extremely talented double this bonus.
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Or Aware of the use of an unnatural gift
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Compulsion abilities +5 or Charming +3, add one to dice roll
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Extremely talented double this bonus.
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Elementals are the races of the earth, wind, water and fire itself. Those four are the major for races of Elementals. These are creatures made of the very elements itself, this in itself gives them a minor amount of natural gifts with those elements. They are typically found defending nature and some believe creatures such as these are what a Dryad was bred out of overtime. They are mainly solitary creatures unless a major threat to various forms of nature occur that can cause the typically solitary creatures to begin to gather and form small groups, tribes and join the other Priores in settlements.
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Naturally gifted at nature magic of their element.
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They typically live as long as they need to. Nature itself or others summon them into existence, they don’t have definite lives unless they have a base race. They take their base race and add (2d20) years onto it due to their elemental nature.
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Fire<Water<Earth<Wind<Fire
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They are extremely vulnerable to certain elements. This can cause a longer lasting wound. This wound takes additional resources to heal as well typically beyond rest.
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Centaurs are a race of horsemen, they are typically a bit solitary and xenophobia. Though the peace and alliance with the other Priores have lessened this trait in recent generations. They are typically powerful front line combatants and used as defenders of Priores structures. Those who are still dwelling in their own villages within the Pragos forest and along the edge of the Towering Heights are generally small villages and rarely small nomadic tribes. They typically prefer to remain hidden and generally try to scare off those who wander into their territories indirectly.
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They have a short lifespan (22+1d10+1d6) years.
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Their age is equivalent to (Age x 4) = Human ish age.
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They are gifted in natural magic. Typically that which helps them hide better, and to provide better camouflage in the wild.
Lana-aries are the race of sheep-people. They are currently the race who are the former leaders of the Priores. They are typically very herd minded preferring to look out for their own kind, this thinking has allowed them to become powerful leaders. They can appraise and respond to a situation faster with the least casualties. They have a reputation for being patient and wise even with their short lives. They try to resolve conflicts in the fastest and most beneficial way possible for all parties involved.
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They have a short lifespan (14+2d10) years.
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Their age is equivalent to (Age x 4) = Human ish age.
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They are naturally gifted at forms of natural magic. Specifically healing and potion brewing. They are by far the most gifted in the forms of natural healing magic.
Mermaids are a species of half man/half fish creatures. Typically this ratio is a 50/50, but which parts are which vary pretty wildly. They are typically vicious creatures which live to eat the flesh of those who wander to close towards their waters. They typically live in small family groups or packs of creatures. They feast upon the flesh of those who wander to close as well as use the males to breed and continue their species.
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They have average lifespans (55+2d20) years
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Mermaids have to breath, but can stay underwater for extremely long periods of time.
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They seem to be able to hold their breath up to 80 minutes
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Naturally gifted at Water based magic. They can manipulate the waves, speak to aquatic animals and ride the currents with ease.
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They are able to cast upon one target a water breathing spell. Which lasts for up to 12 hours. Though if they cast it on another the original target immediately loses the magical effect.
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Sirens are a species of half woman/half bird creatures. They have a natural talent for singing allowing them to lure prey. They typically exist in flocks, where the matrimony breeds and raises her children as her flock. Given time the older children are expelled in place for the younger so that there is no threat that the Maternal lead is replaced by a younger more vibrant member of her family. They are typically a nomadic race, though some of the older less driven individuals will find a nice place to settle in, even working in brothels and selling their bodies in trade for the flesh of the man they pleasure.
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They have long lifespans (340 + 5d100) years
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They have a strong form of compulsion and desire magic in the form of their song.
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Often they will side with the Corrumpere instead of the Priores, due to their more easily corruptible nature.
Unknown the world is vast, and surely in this large unknown world things never seen before will come out of the woodwork. Prior to the arrival of the Corrumpere only rumors existed of most of those species. So, the Oathkeepers are always looking for those unique creatures which are different and new. To study, to observe and to recruit if possible
