Modifications: +2 DEX, +1 CHA, -1 INT, -1 STR
One of the rarest creatures on Rym are the Fey. Like elves, they are long-lived, comely creatures whose society has fallen into obscurity. Smaller than their distant elven cousins, the Fey are known for their incredible speed, childish nature, and spirited daredevil attitudes. They are rather primative, with no need for complex things or ideas. Life is an adventure, and the more thrilling, deadly, and wild the ride, the better the Fey feels. Their rapid impulses take away from judgement, however, and their small size renders them weaker than most other humanoid races.
Fey stand between four and five feet tall, have pale, very smooth skin, and vivid blue or green eyes. Hair color is generally brown or blonde, occasionally white. Fey also have tails, generally two feet long, which are highly prehensile but limited in function due to their short length. They have their own unique language, which is spoken far too quickly for non-Fey to understand, even with magical assistance. These creatures always seem to be in motion, and cannot sit still for long. They tend to be chaotic good or chaotic neutral in alignment. As might be expected, Fey have extremely high metabolisms, and must consume high quantities of sugars and complex carbohydrates to function at their normal pace. Most Fey will eat between seven and ten times per day.
Special Abilities
Fleetness: The Fey are incredibly quick, able to run as fast as any horse. Their normal movement is 24, and with a good running start, they may jump great distances (Jp 3). In combat, their sheer speed grants a -2 to initiative, -2 to AC, and a +2 to hit, but only while unarmored and unencumbered.
Adrenalin Rush: In a life or death situation, the Fey can enter a state of unbelievable speed. This can only be done once per day, for no longer than three rounds. To trigger the rush, a successful system shock roll is required. The Fey gains the benefit of a 'Haste' spell, doubling attacks and boosting movement to 48 for the duration of the rush, at the end of which a second system shock roll is made. Failure of either rolls results in three rounds of dazed incapacitation (no attacks), and the loss of 'Fleetness' benefits (above).
Modifications: +1 DEX, +1 CHA, -2 WIS
The teddybear-like lutrai are the most commonly underestimated race in all of Rym. They appear completely unthreatening, fuzzy and rounded, with no claws or other natural weapons. This soft outer appearance belies fantastic courage and an unbreakable spirit. Lutrai have the nature of clever children, an immature and simplified view of things. Their appearance makes them hard to take seriously, which they seem to prefer, as they take few things seriously themselves. Lutrai have the rather tragic flaw of lacking common sense, and have a very hard time learning from their mistakes, which constitutes their low wisdom.
Lutrai tend to be short and rounded, standing between four and four and a half feet tall. They are covered in warm, velvety brown or tan fur, and have brightly colored eyes, ranging from pale aqua to clear emerald green, to pale violet. They also have long, muscular tails that act as rudders while in the water. Their fingers and toes are webbed. Lutrai society is tribal, and quite crude by normal standards. They do not work metal, and tend to shun it. Lutrai do not have number concepts beyond sixteen, which is as high as they count on their fingers and toes. Anything above sixteen is called 'lots'. Their language is animated and very expressive, partly somatic in nature, and quite easy to learn. Lutrai are quite mischievous and playful, and tend to immitate things that impress them.
Special Abilities
Life Force: The lutrai have an unusually powerful connection to the natural world. This radiant inner energy makes them immune to level draining attacks, and gives them a +4 to save vs. all necromantic/death magic. They may not be animated as skeletons or zombies.
Aquatic Grace: Though comfortable on land, lutrai are much more at home in the water. Their swimming movement is 18, and they may hold their breath for a number of rounds equal to constitution. When in water, and unarmored, they subtract four from their armor class.
Modifications: +1d6 to STR, DEX, or INT, -2 CHA
The Machines were built by the Creators to fight the war against the gods. While the first of such mechanical beings were simply factory workers, they were easily re-designed for combat during the Oblivion War. Some machines still exist on Rym, though they are extremely rare, shunned and feared by all. These artificially intelligent veterans have most likely broken their Universal Program Matrix (UPM), and come to the understanding that the Creators are all dead. As such, they have found a wide variety of new reasons to exist, from the persuit of knowledge, to the destruction of all living things.
Some important notes about machines are as follows. They always appear alien, rarely even humanoid in any sense, but always size M. Their lifespans are theoretically indefinite. They do not tire, but enough harsh activity causes them to overheat, which is roughly the same. They must always have a neutral aspect to their alignments. Machines may upgrade themselves with attatchments that have similar properties to magic items, such as a flamethrower which is identical to a 'Wand of Fire', or a sonic cannon that acts just like a 'Horn of Blasting'. Charges are counted as ammunition. This set of technological equivalent 'magic items' is all under DM discretion, and may include additional armor plating to improve the machine's natural AC. Lastly, machines 'die' at zero HP, and may not be raised.
Special Abilities
Spell Immunity: Like undead, machines are immune to many spells, including charm, sleep, death, and all spells that influence the mind, including illusions. In short, any spell that would effect an organic being, even hold spells, blindness, and paralysis, are completely useless against machines! Raw elemental damage spells, and spells that would affect the machine indirectly, are about the only forms of magic which will harm them.
Mechanical Superiority: Machines were built to be better than living things, faster, stronger, and more intelligent. Their movement rate on land is 18, their natural AC is 4, and they never tire, sleep, or eat. Similarly, conditions such as disease, curses, poison, aging, and parasites are all unheard of among machines. Machines always gain exactly 5 HP per level, and are otherwise treated as fighters. Until modified by attachments ('magic' items), Machines inflict 1d8 damage per attack, using only built-in weapons (no WPs allowed).
Modifications: +1 STR, +1 CON, -1 DEX, -3 CHA
The Wastrels are not a true race, but more a state of being brought about by the Wasting. These soulless creatures are all that is left of those whose spirits have been crushed by the dark power of the Eater. Wastrels are gaunt, pale things similar to undead, though they retain rudimentary biological functions. Their bodies have been warped and deformed by the Wasting, resulting in physical mutations characterised by inner flaws. Their emotions have been eaten away to nothing, their purpose in life stolen, leaving behind a twisted pawn of the Eater.
These creatures can be of almost any race, but humans are the most common. The deformities brought about by the Wasting match the inner flaws of the creature it consumes. A violent criminal might develope sharp teeth and long, claw-like nails. A cowardly farmer would be reduced to a trembling scarecrow with huge eyes and no mouth. These mutations are generally more hideous if the creature was evil. Wastrels tend to remain in the same sort of communities they lived in before being consumed, though such communities are always very listless and poorly maintained.
Special Abilities
Heartless: Wastrels have no real emotions to speak of, which renders them immune to many spells and spell-like effects. In short, anything meant to cause an emotional reaction, such as 'Fear', 'Charm', 'Emotion', and so on, have absolutely no effect. This includes effects such as dragon fear. Wastrels only check morale when fighting priests or paladins.
Life Drain: The Wastrels do not eat, moreover they consume the vital energy of their environment. In groups, this will cause a slow shutdown of local ecosystems, speeding the effects of the Wasting. A Wastrel may drain 1d4 HP from any living target (not other Wastrels), once per day. Without this energy, the fell being will weaken and die of starvation.