Chimerics
Making a chimeric
Chimerics are the players choice to make a custom character, modified to be what visually appeals to them and what they enjoy. This ranges from playing as unlisted fantasy races such as harpies, half-giants, catfolk, or hobgoblins. With chimerics, you have a lot of potential to make a character unique to you that still fits within the lore. For example, you want to play a hobgoblin, you could say your character was the result of a human father with a female goblin, giving you a blend of characteristics between both that results in a hobgoblin. Or you want to play an animal-esque character, such as a catfolk. You could say that your ancestors (or your character in adulthood) choose to be life weaved to appear as you do.
Most chimerics are the result of humans mixing with other races or humans undergoing the process of life weaving, a type of magic from the steel legion. Life weaving for most races usually only offers cosmetic changes and healing, such as changing your hair, eye, and fur color. Other abilities include fixing or replacing missing limbs and bones, repairing extensive damage, or restoring the body to its natural state. In humans, they are the only race capable of being extensively changed to the point that they no longer resemble humans at all. These people and their descendants are known as chimerics, lumped in with those whom are considered natural products of interbreeding. Unlike other races, where an intermixed child is always a full blooded race of the sire, humans often meld and pick up various influences from others.
Being weaved takes time, while the safe zone has the equipment to do weaving, changing your race would take weeks to months depending on the extent of the alteration. Nobody will care if you change your hair or eye color every few days, but expect to have administrative action taken if you are a half-giant one day and a goblin the next day.
What about traditional outsider races?
In general, the lore is pretty open to the interpretation of custom races and the allowances of all manner of choices, be it from simply wanting to play something more personal to you or a race you like or simply wanting to be different. However, to maintain consistency some half-races are disallowed, them being half-elementals, dhampir, half-angel/half-demon, tiefling, aasimar, and other normally exotic races. It is often safe to assume that any creature with human level intelligence not specifically mentioned in the lore is likely hostile and not open to peaceful relations as a whole. Individuals might, but not as a group, to cover potentially intelligent races like giants or otherwise.
Fae are one of the exceptions to standard chimeric lore and outsider ruling, as they are often humans who go through weaving to show their devotion to Ravendara. While true fae could be considered inherently magical or supernatural those whom players would be able to play as would be little more than chimerics themselves with a greater devotion to their specific god.
I don't want to be a chimeric, I want to be a snowflake!
The rules stated here in this paragraph are considered hard rules as we want to have a consistent and quality lore instead of the free for all some other servers allow, as such we will enforce lore standards as required. We are generally pretty open to new ideas, but do be aware if you making something obviously conflicting with the lore you will be forced to change it.
If you wish to play a race that was never human you must adhere to these rules:
- It must not use a name or be a direct copy of a race that already exists in someone else's fiction unless it is a generic race. I.E. Khajiits would be against the rules, but a generic catfolk would not.
- You cannot play anything quadrupedal, no animals characters, it has to be humanoid in shape.
- You cannot play a dragon, part dragon, dragon-blooded, dragon descended, half dragon, or dragon born. If you wish to play something draconic, kobold and salamander exist. If neither appeal, you have no alternative so play something else.
- You cannot play an elf, half-elf, or anything derived from elves. Elves are inherently murderous and monstrous creatures who'd eagerly gut themselves rather than so much as think of a lesser race in any other light than a slave.
- You cannot play an elemental, demon, angel, or half/quarter/descended of any of these races. Angels, demons, and elementals are extensions of the three gods will. Half races of these are thus extremely rare and often exceedingly powerful as a result. Some races have stable and reoccurring elemental deviations, such as the kaxxis with ifrit. These are your only options.
- You cannot play as an undead/half undead creature, for much the same reason you cannot play an elf. All undead are either mindless murder machines or the extremely rare intelligent and hyper dangerous greater undead.
- Giants exist but you cannot play as one, they are simply too large to be reasonable everyday characters. Ergo, the tallest large race allowed is 9 ft. Giants average around 20 ft. You can, however, be a half-giant. Giants are often violent with small folk and even the peaceful one's will actively avoid any village larger than two hundred people.
- Your character race should not reference an existing country from Earth. I.E. a virginia opossum should just be opossum, a mojave rattlesnake will just be a rattlesnake. This includes the description, not just the race name.
- Your race does not have a kingdom, it does not exist beyond a few scattered villages, it has so little power and influence that most people have never heard of you, let alone take you as a serious contender in anything. You cannot bypass this by saying your people are just hiding and actually their super mega death machines are so powerful and blah blah blah. Chances are your village pays taxes to an existing empire and thus considered a part of that empire, as most frontier villages are.
- Your character must be from this world, born into this world, in this timeline. You cannot be from the future, a different dimension, or alternate reality.
- Your character is a regular person, you might be notable to the small town/village you are from, you might be somewhat unique, but you are far from special. Nobody in your custom lore has ever become a lord and nobody cares about them as a result.
Common Chimerics
Due to the prevalence of humans mixing with established races, some chimerics are culturally known and given names. These chimerics are often the result of a first-generation human mixing with another race. Unlike the norm of the sire/father being the only factor with determining race, human mothers and fathers can produce chimerics. In some circumstances even a heavily weaved human may produce a pure human or a child from the listed variants below. As with all chimerics, this only shows common trends and is not set in stone. Citizenship for chimerics almost always defaults to the Onokrin due to being considered human unless otherwise noted. For the sake of mirroring roleplay with mechanics, a suggested stat build is listed as a minimum value you should take in your stat choices, this DOES NOT give you bonus stats at all, its only a suggestion on what stats you should take if you want to roleplay as these specific chimerics.
- Half-Orc: A very common variant of human and orc mixture. Half orcs have greater strength than their human parentage but less so than their orc family. Because of how similar orcs and humans are on most levels besides physical, half orcs are often indistinguishable from their parents. The most common trait are less pronounced points to their ears, non-red eye colors, and lighter shades of green/brown/gray skin. Tusks vary, some have them and some do not, but they are often smaller than a regular orc. Robustness 10, Toughness 10, Cognition 10.
- Hobgoblin: The result of a goblin and human mixing. Hobgoblins are taller than goblins but shorter than humans and usually have pale yellow skin or reddish skin colors. Goblin fangs, eye colors, and pointed ears and claws are common. Though not as innately gifted as their goblin parent with tools they show a combination of human adaptability with goblin ingenuity. 30 Mechanical.
- Flind: The result of a gnoll/human mix. Flinds are absolute pariahs, both among humans and gnolls. Humans and orcs look down on them for often being the products of rape and thus being a representation of barbaric savagery despite the flind themself being entirely blameless for their circumstances. Gnolls have a mixed sense of feelings towards flinds, on one hand recognizing that flinds are smarter and thus often useful tools while also noting their physical weakness and lack of gnoll endurance making them weak. Some gnolls find flinds to be a source of pride, as it shows a barbaric level of domination, these particular gnolls are often given large bounties by the Onokrin as a result. Regardless of how a gnolls looks towards flinds, they are treated as slaves and are rarely capable of becoming anything more. 15 toughness, 5 mechanical, 5 biology, 5 cognition.
- Faun: Human/deerfolk mixture. Fauns are often deerfolk from the waist down, with strong cervine legs complete with hooves, cervine eyes, and may or may not have antlers. In an unusual display of laws interpretated as written, fauns are not considered second class citizens within the steel legion as deerfolk are and instead likened to lesser yokai or simply foreigners based on birth and circumstance. 15 biology, 15 vigilance.
- Satyr: The result of a human/kaxxis mixture. Satyrs have carpine lower halves, goat-like eyes, and curled ram-like horns. Satyrs are often accepted by the kaxxis despite their mixed blooded nature, the general norm being that any human who paired with a kaxxis was obviously worthy of it. Satyr are not as natural with psionics that kaxxis are but thanks to being much bigger an having the same scaled up strength and toughness are highly valued as warriors. 10 robustness, 10 toughness, 10 vitality.
- Goliath: A mix of ogre and human. As humans and ogres look very similar in many regards many mistake goliaths as merely ogres on the shorter side. Unfortunately for goliaths they lack both the adaptability of their human parents and the innate magical sense that ogres do but in return they are immensely physically powerful to an astounding degree. 30 robustness, 30 toughness.
- Huldra: A troll and human mix. Huldras always have lion-like tails, curled ram horns, large feet, and lean on the tall side. Like trolls and humans, every other trait can vary but the aforementioned qualities are always present. While incapable of regenerating like their troll parent, huldras mirror their human parents intellect. 20 vitality, 20 cognition.
- Holstaur: A minotaur human hybrid. Holstaur lean on the taller side like their minotaur parent but are still notably short. Physically they appear as a minotaur below the waist and human above save for a set of minotaur-like horns and ears. Like minotaurs they are physically strong but otherwise do not have any really notable traits. Because of their minotaur blood, Holstaur are treated like any minotaur is within the steel legion, making them citizens outright despite foreign heritage. This affords them the entirely unique position of duel citizenship with the empire and legion. 15 toughness, 15 robustness.
- Lago: A human-lagus mix. Lago often appear in two common forms, the first and most common simply being a human with bunny-like ears and sometimes bunny paws/hands. The other, less common variant that may appear is a more jackalope type lago, which are marked by antlers and fangs. Lago lack the adaptability of their human ancestry but do often develop psionic abilities thanks to their expansive intellect. 30 cognition.
- Vulf: A garm/human mix. Vulf are extremely rare as garm are a rare race to begin with. Vulfs are somewhat monstrous in appearance, looking like humans with claws, fangs, wolf tail, and wolf-like eyes but usually not having fur. They tend to appear slender, almost lanky, and have incredible durability both magically and physically. 30 vitality, 30 spirit.
- Rooks: A human/rodentfolk mix. While generally accepted both by humans and rodentfolk, rooks are given the short end of the stick due to their physical appearance. Rooks look like completely hairless rodentfolk with human eyes and short stubby muzzles. The large incisors, rodent ears, and muzzled face is uncanny without fur and is often incredibly off putting to most. While considered by most to be physically unattractive, as many lack any hair on them besides their head, rooks are at least treated as equals. No stat adjustments.
Special
- Humans and salamanders, due to salamanders already having half human parentage, always results in either a pure human or a pure salamander, even if the human sire/mother is heavily weaved.
- For a reason not quite known, humans mixing with either kobolds or dogbolds always result in a pure-blooded member of either race, following the usual rules of only the sire mattering for race.
- Dorf: Any mixture of dwarf and any other race. Dwarves are extremely rare as a result of an empire destroying war with the ogre kingdoms. For a reason currently unknown dwarves cannot mix with other races normally, as some did attempt to save their race by siring children with other races. The end result are offspring insultingly called 'dorfs' as they lack any functional qualities that dwarves are known for, being extremely stupid, obnoxious, and incapable of thinking beyond the current moment while also being physically pathetic in every regard. To most remaining dwarves, dorfs are considered the omen of Xaal, the sign that their race is in its twilight and will soon die off entirely. -30 to all stats.
OOC Note
All species derived from human fantasy staples are always chimerics, though they may have their own histories and towns or villages. Species derived from an animal/completely unique may either be a chimeric (life weaved human) or a minor/unknown race (see above for creation rules). All races, be they independent chimerics or minor races, should follow the rules on this page. This is a high role-play environment and thus people are restricted to these rules to adhere to a believable and cohesive story and prevent lore/logic breaks. In general, if it appears human to some degree it should be a chimeric unless it is obviously alien. Harpies, hobgoblins, bug bears, furbolgs are all examples of custom chimerics. Illithids, giants, centaurs, and naga are all examples far too foreign and bizarre to be chimerics.