Trinity, as a setting, is a vast place, ranging across the inner portion of the Philomenic system. From the Earth-like Adnez to the iron- and radiation-laden Ganymede, life - it seems - finds a way.
Each race typically has at least one class listed as favor, and some have more. When you create a character, you choose one of your race's listed favored classes.
The races are listed below, categorized by their native planet, along with a short description.
Adnez is an incredibly varied world, with a long and storied history. The climates and creatures those lands can support allow for incredible differences, even on the same planet. As such, Adnez is home to a wide variety of intelligent creatures.
- A versatile race, humans can be found nearly anywhere that can support life. Relatively short-lived, humans are renowned for being able to take up any profession and excel in it.
- A race of sentient machines, the first artilects were built by Ada Fralizte during the 4th century CR. Since then, they have proliferated slowly across the Philomenic system. Artilects are relatively common wherever Technology is present.
- Descended from rats and similar rodents that managed to survive the Ageless Winter, Burmecian history is fraught with danger, and they have a particular hated for dragons of all kinds. Burmecians are known for their extraordinary leaping abilities, having founded the art of lancing.
- Standing slightly shorter than humans, clavats hail from the continent of Distarin. In the distant past, they were a warlike race, until the Saint Konoe Ishikaru united them. Known for being strongly family-oriented and having a hint of latent psionic talent, clavats are hard to rattle and tend to be very focused beings.
- Living beneath the mountains for as long as anyone can remember, the dwarves have been a constant, persistent force in the background of Trinity. Rarely coming to the fore, dwarves instead influence neighboring cultures immensely, their mathematically-oriented minds leading others to forward the fields of architecture and engineering.
- Arrogant and typically ancient, the elven race has seen much of Trinity history. Well-versed in the ways of Magic, elves often find themselves tangled up in the affairs of younger races, where they - typically - try to take charge and ensure that disasters are averted. Elves are known for their ability to hold a grudge.
- Born in areas saturated with Magic, or born of two Espers, they often lose most of the traits of their parents and instead become living beings made of Magic itself. Able to turn their lifeforce into magical effects - and sometimes, able to absorb Magic - espers are well-known for being more adept with Magic than any other race that walks Trinity.
- Traders of information, gnomes are sensitive to the Blue, the memory of the world itself. Able teachers, merchants, and researchers, gnomes often seclude themselves from the world, preferring instead quiet lives of research and study, though some are at least partially responsible for some of the greater technological wonders of the world, such as the flying city of Urilaulri and the construction of the Analytic Network.
- Originally a race of barely-sentient primitives on the continent of Lotharien, goblins were enslaved during the reign of Anabstercorian, to be used primarily as grunt labor. As with most other races on the continent, however, the goblins eventually developed innate psionic abilities; due to how rapidly they breed, goblins became among the most psionically-powerful among the Lotharie peoples, and were instrumental in the downfall of the alhoon.
- A race of scavengers and hoarders, gremlins were discovered by the dwarves during the Ronkan Empire. Adaptable and with keen intelligence, gremlins rapidly attempted to integrate themselves into society, though most find their lack of understanding of privacy and social etiquette prevents them from escaping the ghettos to which their kind naturally tends toward. Gremlins have an almost-racial barely-friendly animosity with moogles, with whom they typically vie for jobs.
- The descendents of dragons, the gria are most of what remain the legacy of the true dragons of Trinity. Sporting wings and tails of the color of their progenitor, gria are strong, proud, and haughty, often finding work as bodyguards and gladiators.
- Wanderers of the world, halflings are short of stature, but braver than their appearance would suggest. Renowned for being able to take any field of study and put it to near-immediate applicable use in their travels, halflings are a pragmatic but optimistic people, and often pick up a variety of skills.
- In ages past, the Void sought to wage war on all of creation itself. To do so, it fashioned creatures as a mockery of those of the world, and these became the isci. Intrinsically tied to the Void, the isci are a disturbed people, quiet but often incredibly determined, and those that manage to survive to adulthood are either incredibly stoic or incredibly fanatical.
- A secretive, shadowy people, the lunari arose in a dense forest where the canopy blocks the sun almost everywhere; as such, they became adapted to eternal darkness. This affinity for shadow eventually led to a philosophical trend towards nihilism among their people, and they are known for adapting the Void's power for unusual ends.
- Descended from rabbits, moogles - also called mogri - hail from Distarin, where they were found by clavats and introduced to the notions of civilization. With an intrinsic tie to the rhythms of elemental energy in the world, but a curiosity that immediately led to them seeking to understand technology, moogles often move, speak, and think at a frenetic pace.
- In the savage peaks of Sarteri, a race of would-be prey rose up and instead became predators. More bestial than humanoid, orcs are barely capable of language and civilization, and their own culture has barely become more than that of animals. Their incredibly versatile genetics allow them to interbreed with almost any known species, and some varieties of orc have taken to more intellectual pursuits.
- Cousins to the clavats, the selkies are a seafaring race, hailing from the Skipstone Isles off the coast of Sarteri. Selkies take to sailing as fish take to water, and selkies are notorious pirates, but at sea and in space. However, as not all selkies are pirates, they are tolerated, as those that "go legit" often have exotic goods for sale that would otherwise be impossible to acquire.
- Natives to the jungles and lowlands of Ashkar, the trolls have persisted in lands that most find inhospitable for a very long time. Engaging in unsavory practices - namely cannibalism - a great many found trolls at least somewhat abhorrent, but since their introduction to society and a prolonged war with the elves long ago, the trolls have since abandoned most of their repulsive cultural norms.
- Shrouded in mystery, the vesuvans universally hail from the Vesuvan Archipelago off of the coast of Ashkar. A people of reflections, vesuvans are able to change their shape, mimicking that of others. Partially composed of memory itself, vesuvans are able to sustain themselves simply by learning new information.
- Natives to the forests of Chaliraz, the vulpines are a small race of fox-folk, and have strong cultural attachments to nature. Strongly curious with a trickster streak, vulpines often come across as whimsical to other peoples, with a reputation for flighty and eccentric behavior.
- One of the first sentient races on Adnez, the yuanaga are serpentine creatures high attuned to the flow of natural energy in the world. Preferring advisory roles to younger races, yuanaga are a relative rarity in the world, most preferring to keep to their citadels where they keep watch over their sleeping brethren, who had gone into hibernation during the Ageless Winter millenia ago.
- Dwelling within the coral reefs scattered across the world, the zora are an aquatic people, living beneath the waves for nearly as long as anyone can remember. Their ability to transition between living beneath the waves and functioning in land-based societies has led them to become a versatile people, exploring many avenues of thought.
A harsh world, the skies of Ganymede are thick with dark clouds and lightning storms. The ground here is almost entirely hard rock, save for a few locations where the rock gives way to enormous ferrous plates, almost smooth as glass. The core of this world is and has always been broken, oozing forth the electric-blue radioactive magma known as "phazon." Life, however, finds a way, and several races have managed to arise on this nearly-barren world. For whatever reason, Ganymede is also home to the most races that are not native to the plane of Trinity: some believe that the radiation of this world acts as some kind of beacon for interdimensional travel.
- Travelers from another plane, the draenei speak of their sojourn to escape the clutches of an ancient evil that exists in worlds far distant from Trinity. Immensely tied to their faith, the draenei each seem to have acquired an ancient spark of divinity, a tiny touch of the Divine that resides within their souls.
- A race of insectoid humanoids, the dromites are a distant off-shoot of the Tyranids, brought to Ganymede during the Zerg Invasion. Originally intended to serve as the template for their forces on Ganymede, when the Tyranids retreated, they left these creatures on Ganymede, who over time became the dromites. Strongly communal, dromites are - essentially - to Ganymede what humans are to Adnez, being nearly everywhere.
- Dwelling deep within the lava tubes that form a labyrinthine network beneath the surface, the gorons are a race of lithovores, feeding upon the rocks and metals of the land. Composed primarily of rock themselves, they are able to survive in the harshest of environments.
Past the asteroid belt and the dark world of Shadow, Arcturas was once a world similar to Adnez. However, ages ago, the peoples of that world came under siege during the Zerg Invasion, the first time the Tyranids attempted to claim the Philomenic System for themselves. Thanks to the efforts of the peoples of Arcturas, the Tyranids were turned back, but not without the near-destruction of their homeworld: the continents of Arcturas now float above an ocean world, amidst banks of fog that never cease.
- While technically originally from Arcturas, the thran are from an alternate timeline, in which their plan to save their world failed, and the Tyranids overran the worlds of Trinity. Adapted to hard vacuum and lower gravities, the thran became obsessed with time travel, seeking a way to undo what had occurred. Their quest eventually led them to discovering this timeline, and they have since escaped their home time.
Everything past this line can be safely ignored.
- Adnez Natives
- Ganymede Natives
- Arcturan Natives
- Unknown Origin
Well these are just all wrong, so ignore them.
Starting ages are divided into three categories: simple, moderate, and complex. It is divided in this manner because listing all of the 50+ classes on this table would take far too much space.
The simple category is the category that would normally consist of the barbarian, rogue, sorcerer, and similar classes.
The moderate category is the category that would normally consist of the bard, fighter, paladin, ranger, and similar classes.
The complex category is the category that would normally consist of the cleric, druid, monk, wizard, and similar classes.
Starting Ages Race Adulthood Simple Moderate Complex Human 15 years +1d4 +1d6 +2d6 Artilect 0 years +1d4 +1d4 +1d4 Changeling 15 years +1d4 +1d6 +2d6 Clavat 14 years +1d4 +1d6 +2d6 Cogling 0 years +1d6 +1d6 +1d6 Dwarf 40 years +3d6 +5d6 +7d6 Dwelf 75 years +(2d10+1) +(3d10+3) +(4d10+6) Elf 110 years +4d6 +6d6 +10d6 Elfling 65 years +(3d4+2) +(4d6+2) +7d6 Esper 20 years +2d6 +4d6 +6d6 Gnome 40 years +4d6 +6d6 +9d6 Goblin 8 years +1d4 +1d6 +1d8 Gremlin 8 years +1d4 +1d6 +1d8 Half-Elf 20 years +1d6 +2d6 +3d6 Half-Orc 14 years +1d4 +1d6 +2d6 Halfling 20 years +2d4 +3d6 +4d6 Idilarin Kobold Lunari Moogle 10 years +1d4 +1d6 +2d6 Orc 10 years +1d4 +1d6 +1d8 Sedan Selkie 14 years +1d4 +1d6 +2d6 Shifter 20 years +1d6 +1d8 +2d8 Thri-Kreen 6 years +1d4 +1d4 +1d4 Vulpine 8 years +1d4 +1d6 +1d8 Ancelar 100 years +3d6 +6d6 +9d6 Draenei Menehune Plasmoid Tau 110 years +4d6 +6d6 +10d6 Zzithrani 2 years +1 +1d2 +1d4 Aasimar Githyanki 15 years +1d4 +1d6 +2d6 Tiefling Adu'ja 150 years +3d10 +5d10 +7d10
Aging Effects Middle Max Race Age Old Venerable Age Human 35 years 53 years 70 years +2d20 years Artilect -- -- -- -- Changeling Clavat 40 years 60 years 80 years +3d10 years Cogling -- -- -- -- Dwarf 125 years 188 years 250 years +2d% years Dwelf Elf 175 years 263 years 350 years +4d% years Elfling Esper 100 years 150 years 200 years +3d% years Gnome 100 years 150 years 200 years +3d% years Goblin 20 years 30 years 40 years +2d8 years Gremlin 20 years 30 years 40 years +2d8 years Half-Elf 62 years 93 years 125 years +3d20 years Half-Orc 30 years 45 years 60 years +2d10 years Halfling 50 years 75 years 100 years +5d20 years Idilarin Kobold Lunari Moogle 30 years 45 years 60 years +2d10 years Orc Sedan Selkie 40 years 60 years 80 years +3d10 years Shifter Thri-Kreen Vulpine 20 years 30 years 40 years +2d8 years Ancelar 175 years 263 years 350 years +4d% years Draenei Menehune Plasmoid Tau Zzithrani Aasimar Githyanki Tiefling Adu'ja 300 years 450 years 600 years +6d% years
Height and Weight
Height and Weight Base Height Base Weight Race Height Modifier Weight Modifier Human Male 4' 10" +2d10 120 lb. x(2d4) lb. Female 4' 5" +2d10 85 lb. x(2d4) lb. Artilect 6' +2d6 250 lb. x(2d6) lb. Changeling 5' 1" +2d4 115 lb. x(2d4) lb. Clavat Male 3' 2" +2d4 70 lb. x(1d2) lb. Female 3' 0" +2d4 50 lb. x(1d2) lb. Cogling 3' +2d4 50 lb. x(1d4) lb. Dwarf Male 3' 9" +2d4 130 lb. x(2d6) lb. Female 3' 7" +2d4 100 lb. x(2d6) lb. Dwelf Elf Male 4' 5" +2d6 85 lb. x(1d6) lb. Female 4' 5" +2d6 80 lb. x(1d6) lb. Elfling Esper Gnome Male 3' 0" +2d4 40 lb. x1 lb. Female 2' 10" +2d4 35 lb. x1 lb. Goblin Gremlin Male 2' 8" +2d4 20 lb. x1 lb. Female 2' 6" +2d4 18 lb. x1 lb. Half-Elf Male 4' 7" +2d8 100 lb. x(2d4) lb. Female 4' 5" +2d8 80 lb. x(2d4) lb. Half-Orc Male 4' 10" +2d12 150 lb. x(2d6) lb. Female 4' 5" +2d12 110 lb. x(2d6) lb. Halfling Male 2' 8" +2d4 30 lb. x1 lb. Female 2' 6" +2d4 25 lb. x1 lb. Idilarin Kobold Lunari Moogle Male 2' 6" +2d4 30 lb. x1 lb. Female 2' 4" +2d4 20 lb. x1 lb. Orc Sedan Selkie Male 3' 10" +2d4 80 lb. x1d4 lb. Female 3' 6" +2d4 65 lb. x1d4 lb. Shifter Male 4' 7" +2d8 100 lb. x(2d4) lb. Female 4' 5" +2d8 85 lb. x(2d4) lb. Thri-Kreen Male 5' 2" +2d10 135 lb. x(2d6) lb. Female 4' 6" +2d10 100 lb. x(2d6) lb. Vulpine Ancelar Male 6' +2d12 130 lb. x(2d6) lb. Female 5' 10" +2d12 110 lb. x(2d6) lb. Draenei Menehune Plasmoid Tau Zzithrani Aasimar Githyanki Male 5' 3" +2d10 120 lb. x(2d4) lb. Female 5' 2" +2d10 85 lb. x(2d4) lb. Tiefling Adu'ja 4' 10" +2d10 140 lb. x(2d6) lb.