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Races

Here is a quick overview of the base races of Underworld. Each of the individual races in Underworld grants their own advantages and disadvantages. These can range from being able to withstand poisons to having a vulnerability to sunlight and anything in between!

 

In order to play certain races it may be necessary to meet the appropriate "racial characteristics" (detailed below in blue). This can include prosthetic racial features such as Elf ears, or a Dwarf’s beard. Before you choose a race that requires makeup and/or prosthetics such as beards, ears, and horns, ensure that you are not allergic to makeup and are willing to wear it for a whole weekend at a time.

See the Races section of the Core Rulebook for more information on each race.

Savar'Aving

The Savar’Aving are a matriarchal race of cat-people who resemble humanoid hunting cats. Their society is ruled by women and views male Savar’Aving as second-class citizens. It is rare to find a dominant male Savar’Aving who is free and even more rare for him to survive for long. The Savar’Aving are a strong, proud race with deep ties to nature. They have recently suffered a catastrophic plague of necromantic origin that killed many of their people and then turned them into Undead. The few Savar’Aving that survive today struggle to put to rest their Undead sisters and attempt to rebuild their once great society. The Savar’Aving were originally known simply as the Savar, but those who survived the plague began to call themselves Savar’Aving to remind themselves that, no matter what fate throws at them, they will triumph.

Their distinguishing characteristics are make-up appropriate for the type of cat being played, and possibly the use of a prosthetic feline nose if make-up is sub-par or your subspecies is similar looking to another race. Completely black cats may not be played.

Gargylen

The Gargylen are a sentient race of half-construct, half-living gargoyles. Originally slaves, they have since broken free from the oppressive yoke of their mage creators. This construct race has proven that they have free will and are sentient. They have also developed a method of reproduction. Very little is known about them, and they have no recognized territory or homeland. A Gargylen’s skin is stone grey and often hardened, making them less susceptible to conventional weapons. All Gargylen are horned and although some have wings, they are all flightless. They are an enigma, and questions surround their purpose or moral standings. Most seem to possess an instinctual need to protect the innocent, although this is certainly not the case with all Gargylen. Gargylen characters will be no older than 30 when they come into game. Gargylen babies mature into adults in six months.

Grey skin with large horns protruding from the forehead. Note: wings are optional, but will not allow flight.

Mountain Dwarves

Mountain Dwarves are famed miners and smiths, though they may specialize in any number of trades. All dwarves sport a full beard and, although they are generally shorter than humans, they are on average stockier and hairier.

All Mountain Dwarves have a full beard at least 6 inches in length, adorned with gems and/or jewelry, regardless of whether they are male or female. If a Dwarf’s beard is ever cut, it will grow back within a few minutes.

Dark Elves (Drael'Thalan)

Dark Elves are an underground dwelling race that is sensitive to sunlight. Because of this, Dark Elves shun the surface world during daylight hours and often live underground. The Dark Elves are mistrusted by the other races, mainly because of their dark reputation for deception and murder, as well as their natural aptitude with Alchemy.

Short pointed ears with black tips. Grey makeup covering the eyes that extends to the temples. Black veins around the outer edges of the eyes and extending from around the mouth, outwards along the cheeks and downwards towards the neck. Optional: Veins down the neck, black lipstick.

High Elves (Deminis'Thalan)

High Elves are a long-lived race that make their home primarily in cities. All High Elves are graceful, artistic and magically inclined. Although wise, they are perceived by other races as arrogant and rude.

Short pointed ears.

Wild Elves (Olagot'Thalan)

Wild Elves do their best to co-exist with nature, believing that the beasts and land are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. Examples of this would be mining expeditions, industrial forestry or commercial fishing. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside of it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes.

Short pointed ears. Tribal tattoos on the face.

Wood Fae

Distant cousins to the Faerie Folk, Wood Fae are rumoured to have been born of magic within the forests of the world. This may account for many of the Wood Fae having an affinity to natural creatures. Quite contrary to their faerie folk cousins, the Wood Fae have an extreme dislike for all forms of charms and will go to nearly any length to oppose mind-altering spells or effects. They are not only averse to practicing Charming Magics themselves but are even able to remove Charming effects from others. They are for the most part very carefree and friendly. They generally live a polyamorous lifestyle, though they rarely keep one mate for more than 10 years.

Long pointed ears, and small horns that grow out of their foreheads.

Orcs

Orcs, or “Green-Skins” as they are commonly called, are a fierce and combative goblinoid race. Orcs normally organize themselves into tribes and clans that consist of ogres, kobolds and other goblinoid races. Orcs appreciate strength and skill in combat above all things. They are less intelligent than a human is, but generally stronger and more disciplined.

Green skin (varying tones).

Ajaunti (Aja)

An extravagant, passionate and amicable people, the Ajaunti (“Aja” for short) are a nomadic and colourful race. Where and when the Aja culture came to be is a mystery. Full of life, love and celebration, the Aja place high value in songs, dancing, and storytelling. Life never stops moving, so the Aja never stop moving either. Wanderers by choice and welcoming of strangers, Aja “clans” slowly criss-cross the continent in large caravans, following the weather and the winds of fate. The Ajaunti are always willing to share their wine, campfires and wisdom with any willing to join them.

As an Ajaunti, it is required for the player to speak with a thick middle European accent and dress with a flamboyant & extravagant fashion sense.

Einher (Northmen)

A semi-nomadic Northern people, the Einher are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may disrespect them or their kin. As such, they tend to avoid disrespecting others, unless they are looking for a fight. For an Einher it is important to know the difference between a friendly jab at someone and the sort of thing that blood will be shed for. The Einher have an irrational fear of fog, whether magical or natural. They will suffer from the effects of paranoia and/or hallucination if confronted by fog. The thicker it is, the worse the effects. This fear is strictly roleplayed. The Einher detest Ice Elves. Throughout their history, the Ice Elves have attempted to force the worship of Pandora upon them, causing much bad blood between the two civilizations.

Einher must wear two or more of the following: furs, kilts, and braided hair.

Hoblings

A typically small, peaceful people with furry feet and hands, bushy eyebrows, and fuzzy sideburns, Hoblings, in general, are a peace and comfort-loving race. Most are horrified by violence and are easily scared off by the slightest danger. However, there are still a great many that find themselves in awe of the world and travel it attempting to learn about (and experience) everything. They are fun-loving and mischievous, enjoying anything that is exciting despite whatever possible danger there may be. These are the Hoblings most often encountered by the other races, since they travel the world over. These Hoblings are often considered an annoyance by other races, but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. All these Hoblings really wish to do is have fun and enjoy life to its fullest.

Large fuzzy sideburns and eyebrows. Furry hands and feet are optional but encouraged.

Humans

Humans are the most populous of the sentient, civilized races. They range widely in appearance, culture and diversity.

Humans do not have any required racial characteristics.

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