Allansian Racial Descriptions


Urban Men

Race info.
The Urban Men represent humans raised in the major urban centres of the North and South, as such the racial type is equally suited to members of the Cerinthian or Rising Sun empires.

Urban Men from the South are typically dark skinned, with black hair and eyes. Those from the North are fair to olive skinned with any combination of hair and eye colour. Men are typically 5’10» weighing 155 pounds, women 5’4» weighing 125 pounds. Typical lifespan is 65 - 85 years.

All skills in the Urban category are considered Everyman.

Starting Languages: Home language (S8/W6).

Rural Men

Race info.
Rural Men represent humans raised in smaller towns and villages anywhere in Allansia, they make up most of the human population in most areas.

Rural Men from the South are typically dark skinned, with black hair and eyes. Those from the North are fair to olive skinned with any combination of hair and eye colour. Men are typically 5’10» weighing 160 pounds, women 5’4» weighing 125 pounds. Typical lifespan is 60 - 80 years.

Starting Languages: Home language (S8/W4).

Woodsman

Race info. The Woodsman of the great forest live with the forest in relative harmony, most villages supporting themselves entirely through hunting and gathering.

The Woodsman are of average build, with strong angular features. The men possess large amounts of facial hair. Typically men are 6’1» and 195 pounds, women are 5’5» and 135 pounds. Typical lifespan is 65-85 years. They have fair skin with reddish highlights, blonde hair and blue or green eyes.

+20 bonus to Climbing and Acrobatics skills, +10 to the Foraging skill.
Climbing, Foraging, Hiding, Hunting and Stalking are considered Everyman skills.

Starting Languages: Forest Speech (S8/W4), Jungle Elvish (S4/W4).

Nomads

Race info.
Representing the human nomadic clans of the deserts, the Nomads rely on both horses and camels as mounts. However a particular clan will specialise in one or the other depending on their circumstance.

The Nomads of the Southern deserts are a hardy breed, living mostly by shepherding and trade. They have a compact but agile build, Men are typically 5’6» and 135 pounds, women 5’1» and 95 pounds. They are usually dark tan or black skinned, with black or brown hair and black eyes and have a typical lifespan of 40-65 years.

Nomads get a special +20 bonus to Mounted Combat and all Outdoor · Animal skills. +5 RR/DB against heat and cold.
All Outdoor · Animal skills involving either Horses or Camels and Mounted Combat are Everyman.

Starting Languages: Arabas (S8/W4), Desert Pidgin (S4/W4).

Jungle Elves

Race info.
These elves are most at home in the trees of the great forest, but a few live and work in the Drakespine mountains and Cerinthian Empire.

Slight of build and thin by Human standards, males tend to be 6’2» and 155 pounds, women 5’11» and 130 pounds. Elves tend to be ruddy of complexion, with the faintest hint of green in their complexion. They typically have dark hair and deep blue or emerald eyes, other hair and eye colours are common however. Facial hair is rare amongst Elves, few males are capable of growing a beard or moustache. Jungle Elves are immortal and will only die by violence or if they weary of life.

Jungle Elves need only 3 hours sleep each night and are virtually immune to disease and poisons, rarely become sick and never scar. +10 to RR/DB from heat and cold attacks. +10 bonus to base spell attacks from the bard spell lists. + 10 to Stalking and Hiding skills. They can see exceptionally well in the dark (as normal in moon or star light, 50’-100’ with other sources).
Climbing, Foraging, Hiding, Hunting, Stalking, Survival (Jungle) Tracking, Music, Play Instrument and Wood-crafting are Everyman skills.

Starting Languages: Jungle Elvish (S10/W10), Forest Speech (S8/W6).

Sand Elves

Race info.
The Sand Elves are Nomads of the South and on occasion a few find their way into the Drakespine Mountains. Many Sand Elves live and work within the Rising Sun Empire. The nomadic sand elves are not as accomplished riders as their human counterparts, preferring to use pack animals to transport goods and walk or run alongside, and as such they have great endurance. Those Sand Elves living within the Rising Sun empire tend to run small businesses or workshops.

Shorter and stockier than their forest dwelling cousins, with darker skin, black hair and eyes. The men are typically 5’10» and 155 pounds, women 5’8» and 130 pounds. Facial hair is more common amongst Sand Elves and many grow small goatees.

Sand Elves need only 3 hours sleep each night and are virtually immune to disease and poisons, rarely become sick and never scar. Sand Elves are immortal and will only die by violence or if they weary of life. +20 to RR/DB from cold or heat attacks. They can see exceptionally well in the dark (as normal in moon or star light, 50’-100’ with other sources).
Survival(Desert), Distance Running, Music and Play Instrument are Everyman skills. Swimming is restricted.

Starting Languages: Elvish (S10/W10), Desert Pidgin (S8/W6).

Dwarves

Race info.
Whilst the dwarves dominate the Drakespire mountains, they can be found in all of Allansia, many can be found in the Rising Sun Empire, and a few amongst the villages of the great forest. Due to the close physical similarities of male and female Dwarves, many non-Dwarves believe that there are no females. Dwarves make poor magicians, preferring to use magic to create permanent enchantments in items.

Short and stocky with fair to ruddy complexions, black to dark red hair and eyes, facial hair is fast growing in both males and females. Males are typically 4’9» and 150 pounds, females 4’7» and 140 pounds, with a typical lifespan of 300 years.

+20 exhaustion points, +30 RR/DB against heat and cold. Caving, Leather-crafts, Metal-crafts, Mining, Smithing, Stone-crafts and Survival(Underground) are considered Everyman. Dwarves can see 10’ in pitch blackness (non-magical) and 50’-100’ in poor lighting.

Starting Languages: Dwarvish (S8/W6), Deseryian (S6/W4).

Racial Statistic Modifications and Development Values

Ag Co Me Re SD Em In Pr Qu St
Human 0 0 0 0 +2 0 0 0 0 +2
Elf +4 0 +2 0 0 +2 0 +2 +2 0
Dwarf -2 +6 0 0 +2 -4 0 -4 -2 +2

Ess. Chan. Ment. Pois. Dis. Fear.
Human 0 0 0 0 0 0
Elf -5 -5 -5 +10 +100 0
Dwarf +40 0 +40 +20 +15 0

Body Dev. Channeling PP Essence PP Mentalism PP
Human 0·6·5·2·1 0·6·5·4·3 0·6·5·4·3 0·7·6·5·4
Elf 0·6·3·2·1 0·6·5·4·3 0·7·6·5·4 0·6·5·4·3
Dwarf 0·7·4·2·1 0·6·5·4·3 0·3·2·1·1 0·3·2·1·1



(All-T1.6): Allansian Adolescent Skill Ranks

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Armor · Light 1 1 1 1 0 0 1
Soft Leather 0 1 1 0 0 0 0
Rigid Leather 0 1 0 0 0 0 1
Armor · Medium 0 0 0 0 0 0 3
Chain 0 0 0 0 0 0 3
Athletic · Brawn 1 1 1 1 1 1 1
Athletic · Endurance 1 1 1 1 1 1 1
Swimming 1 1 1 0 3 0 1
Athletic · Gymnastics 1 1 1 1 1 1 1
Climbing 0 0 3 0 2 0 1
Alertness 2 2 2 2 6 4 4
Awareness · Searching 1 1 1 1 1 1 1
Body Development 2 2 2 2 1 1 3
Communications 1 1 1 1 2 1 1
Language ranks 8 6 4 4 10 8 6
Lore · General 3 3 3 3 3 3 3
"Own" Region Lore 3 3 3 3 3 3 3
"Own" Culture Lore 3 3 3 3 3 3 3
Outdoor · Animal 0 1 0 5 1 0 0
Riding 0 1 0 5 1 0 0
Outdoor · Environmental 0 2 5 3 5 5 2
Power Awareness 2 0 0 0 1 1 0
Science/Analytic · Basic 1 0 0 0 1 1 1
Spells · Own Realm Open 2 0 0 0 2 2 0
Subterfuge · Stealth 0 1 4 0 4 1 0
Stalking 0 1 4 0 4 1 0
Hiding 0 1 4 0 4 1 0
Tech/Trade · General 1 1 1 1 1 1 1
Urban 5 1 0 0 0 0 0
Weapon · 1-H Concussion 0 0 0 0 0 0 4
1 weapon based on culture 0 0 0 0 0 0 4
Weapon · 1-H Edged 1 1 1 1 1 2 0
1 weapon based on culture 1 1 1 1 1 2 0
Weapon · 2-Handed 0 0 0 0 0 0 0
1 weapon based on culture 0 0 0 0 0 0 0
Weapon · Missile 1 1 1 0 3 0 0
1 weapon based on culture 1 1 1 0 3 0 0
Weapon · Pole-arms 0 1 1 1 0 2 0
1 weapon based on culture 0 1 1 1 0 2 0
Weapon · Thrown 0 1 1 1 0 2 1
1 weapon based on culture 0 1 1 1 0 2 1
Hobby Ranks 14 14 14 14 12 12 14
Talent Points 55 55 50 50 30 35 35


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