Readers of my LitRPG books set on Llurien can refresh the memory of game notes on this page.
Species
Summary: The eighth species of Llurien, humans were created by all twenty-eight of Llurien’s gods, who realized no species equally represented all of their traits. They are therefore the most unpredictable. Evil to some, good to others, humans are sometimes called Antarians after the first male and female, Antar and Taria; Antaria is also the name of the continent upon which you stand. Their language, Antarian, is spoken throughout Llurien.
Species Strengths: Superior Versatility, Mastery, and Resilience. All religions possible.
Species Weaknesses: -5% Luck, -1 Wisdom, -1 Morale.
Species Bonuses: None.
Class Restrictions: None. Dual classes permitted.
Summary: One of the seven original species, kryll exhibit the traits of the four Red Sphere neutral gods who created them: curiosity, aspiration, fairness, and peace. Lovers of nature, they are excellent singers with powerful, agile bodies. Some are pacifists while other strive to balance good and evil with action. They excel at melee and ranged combat, especially with their traditional enemies, jhaikan, but their endurance is poor. While skilled magic-users, they can be reluctant to draw energy from the environment to cast spells.
Species Strengths: +2 Strength, +2 Agility, +2 Dexterity, +1 Intelligence, +1 Morale.
Species Weaknesses: -1 Constitution, -20% Regeneration, -20% Reputation, -10% Mana
Species Bonuses: +20% Luck, +5% Magic Resistance, +15% Speed, +10% Physical Attack, +10% Reaction Bonus, +1 Spear Bonus. They receive bonuses for using kryllan weapons. Balance Bonus, Befriending Animals, Calming Presence, Direction Sense, Hide, Leave No Trace.
Class Restrictions: None. Dual classes permitted.
Species: Kais.
Race: Daekais.
Summary: One of the seven original species, daekais exhibit the traits of the four Orange Sphere nefarious gods who created them: deception, greed, envy, and fear. They steal everything they can and are known to follow and ambush unsuspecting travelers. They usually attack in numbers, the talons and bite poisonous. They excel at ranged attacks. From a distance, they can be mistaken for their more benevolent brothers, the morkais. Feather colors suggest their habitat: green for forest, gold for plains, blue for seas, and so on.
In the Divine Covenant, two daekais were turned into morkais, creating a new race. Now, the daekais are considered a race of the kais species.
Species Strengths: +1 Agility in the Air, +1 Dexterity, +1 Constitution.
Species Weaknesses: -1 Strength, -1 Intelligence, -2 Wisdom, -2 Charisma, -2 Morale, -5% Regeneration, -5% Attack Speed, -25% Reputation, Poor Concentration.
Species Bonuses: +50% Most Thieving Skills, +10% Poison Resistance, Assess Gems.
Class Restrictions: Any Heroic Classes (Knight, Paladin, Coiryn Rider, Winged Rider, Warder), Bard, Monk. Can be Sorcerers but not Wizards.
Species: Kais.
Race: Morkais.
Summary: A product of the Divine Covenant, the morkais race of kais exhibit the combined traits of the benevolent Green, Indigo, and Yellow Sphere gods who created them: truth, vitality, courage, and intuition; innocence, passion, expression, and unity; inspiration, empathy, rejuvenation, and patience. They are often mistaken for their nefarious brothers, the daekais, from whom they were created, a fact which causes some to not trust morkais. They are frequent messengers, scouts, and aerial protectors of travelers and settlements. Unlike daekais, they do not have poisonous teeth, claws, or talons, but the antidote to daekais poison. They excel at ranged and magical attacks. Feather colors suggest their habitat: green for forest, gold for plains, blue for seas, and so on.
Species Strengths: +2 Agility in the Air, +1 Dexterity, +1 Constitution, +2 Charisma.
Species Weaknesses: -1 Strength, -10% Reputation.
Species Bonuses: Daekais Poison Immunity, +25% Most Thieving Skills, +5% Magic Resistance, +5% Physical Attack, +5% Magical Attack, +10% Sling/Dart Bonus.
Class Restrictions: Paladin, Coiryn Rider, Winged Rider. Dual classes permitted.
Summary: One of the seven original species, querra exhibit the traits of the four Yellow Sphere benevolent gods who created them: inspiration, empathy, rejuvenation, and patience. Lovers of the wilderness, they are master chefs, gardeners, and engineers who don’t believe in personal property, making them natural thieves, though they’re offended at the idea that they stole something. This and their penchant for practical jokes taint their otherwise stellar reputation; they are very popular and excel at relationships with animals. They’re skilled at ranged attacks and running for their lives because they know everything can out-fight them.
Species Strengths: +1 Agility, +1 Constitution, +2 Wisdom, +1 Charisma, +1 Morale.
Species Weaknesses: Restricted to Leather Armor or Light Chain, -20% Physical Attack
Species Bonuses: +10% Luck, +20% Regeneration, +5% Mana, +5% Magic Resistance, +10% Attack Speed, +50% Herbology, +50% Cooking, +50% Most Thieving Skills, Acute Smell, Acute Taste, Acute Feel, Assess Gems, Befriend Animal, Brewing, Detect Unstable Ground, 50% Evade Detection, Leave No Trace, Speak with Plants, Weather Sense.
Class Restrictions: Knights, Paladins, Coiryn Riders.
Summary: One of the seven original species, karelia exhibit the traits of the four Green Sphere benevolent gods who created them: truth, vitality, courage, and intuition. Long-living critical thinkers, and stronger than they look, karelia are brilliant and brave. They need to be to after the Divine Covenant, which gave them skills that have made them respected and feared so that some places don’t welcome them despite their altruistic, lawful nature. They need less of many things: food, water, and rest. They learn spells faster and excel at ranged, melee, and magic attacks; the god of vitality who created them is also the god of magic.
Special: During the Divine Covenant, karelia accepted a role as caretakers of all supernatural and spiritual disturbances. They received innate, advanced sixth sense skills: Disrupt Spell, Spirit Sight, Identify Spirit, Identify Spell, Speak with Undead, 25% Resistance to Necrotic Damage, 10% Detect Illusion, 10% Resist Illusion, 15% Magic Resistance, and Detect the Supernatural, Cursed Items, and Unholy Perversions. Some can even separate their soul and return.
Species Strengths: +1 Dexterity, +2 Constitution, +1 Intelligence, +3 Morale.
Species Weaknesses: -2 Charisma, +75% Undead Aggro, -25% Reputation, +25% Fearful Reaction, Obligated to Accept All Quests to Resolve Supernatural, Spiritual, and Undead Disturbances.
Species Bonuses: +50% Mana, +5% Attack Speed, +5% Physical Attack, +15% Magical Attack, 3x Regeneration, +1 Accuracy, +1 Sword Damage, Detect Character, Detect Poison, Heat Vision, 50% Karelian Sleep Reduction, Night Vision, 20% Poison Resistance, Direction Sense, and Weather Sense.
Class Restrictions: Coiryn Rider.
Summary: One of the seven original species, jhaikan exhibit the traits of the four Blue Sphere nefarious gods who created them: wrath, malice, cunning, and domination. Jhaikan are synonymous with evil, brutality, and pain. Masters of the long con, they can never be trusted except to look out for their interests at the expense of others, including their own kind. Unwelcome in all but the largest societies and fond of stalking the innocent and wicked alike in the wilderness, they get more dangerous the more pain they feel. They also eat people. Alive. For the horror it creates. They cannot be wizards, only sorcerers, but excel at melee and ranged attacks. They make superb tanks.
Species Strengths: +2 Strength, +1 Dexterity, +1 Constitution, +1 Intelligence, +2 Morale.
Species Weaknesses: -2 Charisma, -50% Reputation, +50% Fearful Reaction,
Species Bonuses: +1 Spear Bonus, +1 Staff Bonus, +5% Luck, +10% Regeneration, +5% Magic Resistance, +10% Attack Speed, +10% Physical Attack, +10% Bludgeon Damage, +10% Additional Hit Points Per Level, Acute Smell, Stealth, Resist Cold, Resist Heat.
Class Restrictions: Any Heroic Classes (Knight, Paladin, Coiryn Rider, Winged Rider, Warder), Bard, Monk, Wizard.
Summary: One of the seven original species, mandeans exhibit the traits of the four Indigo Sphere benevolent gods who created them: innocence, passion, expression, and unity. Their underwater settlements are rarely visited but rumored to be beautiful and unified with sea life. Whether oceanic or river mandeans, they can survive on land for days and are welcome in many ports and on sailing vessels as valuable guards. Superior crafters, and inventors of the Mandean Hand finger language, they have excellent ranged and magical attacks. They make for powerful healers.
Species Strengths: +1 Strength, +1 Agility, +1 Wisdom, +1 Charisma.
Species Weaknesses: -2 Agility on Land, -10% Reputation, Light Armor Only
Species Bonuses: +10% Sling/Dart Bonus, +10% Trident Bonus, +5% Magic Resistance, Acute Smell, Acute Taste, Acute Feel, Electro Pulse Attack, Brewing, Befriend Sea Creatures.
Class Restrictions: Knight, Coiryn Rider, Winged Rider.
Summary: One of the seven original species, riven exhibit the traits of the four Violet Sphere nefarious gods who created them: haste, hate, cynicism, and sloth. They are a perpetual plague on the land and live near settlements to prey on everyone. They are shunned by all. They don’t respect anyone’s life, including their own. If disturbed from their seemingly perpetual sleep, they can become reckless, frenzied attackers who swarm and slice through everyone before them. When that doesn’t kill, the multitude of diseases they carry will. A riven swam is so formidable in melee that even armored knights just run, townspeople clearing out. They otherwise lack the will, focus, or energy to achieve much; a more determined one can easily amass followers among them.
Species Strengths: +1 Agility, +1 Morale.
Species Weaknesses: -2 Strength, -2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma, -10% Luck, -10% Regeneration.
Species Bonuses: Charge Bonus, Identify Poison, Resist Cold, Resist Heat, +25% Attack Speed, +15% Physical Attack, +50% Followers, +75% Fearful Reaction.
Class Restrictions: Any Heroic Classes (Knight, Paladin, Coiryn Rider, Winged Rider, Warder), Hunter, Bard.