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Published by racewaltersart, 2021-06-02 22:55:02

Utopia Core Book RD4 (Unf)

Rough draft 4 unfinished

Utopia Core Book

Table of Contents

Character Creation...................................... 3
Setting Up................................................ 3
Species..................................................... 3
Human................................................. 4
Automaton........................................... 6
Dwarf ................................................... 8
Cyborg.................................................12
Sectling ...............................................16
Oxtus.................................................. 22
Occulant............................................. 28
Canium .............................................. 34
Mammon ........................................... 42
Elf....................................................... 48
Cambion ............................................ 54
Goliath ............................................... 60
Therianthrope.................................... 66
Dracoling ........................................... 72
Beastial .............................................. 78
Leveling Up ........................................... 84
Talents ............................................... 84
Specialist Talents............................... 93
Actions ............................................... 94

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Character Creation Once your species has been decided, add the
necessary buffs to your traits, according to
When creating a character, several aspects the species description. As well, fill the
of the character must be customized as you Gifted bubble next to any traits that it is
choose. This includes the character’s gifted in.
species, subspecies, and which traits your
character shares its strengths and Fill in your Current Stamina and Maximum
weaknesses. Stamina based on your species’ starting
stamina, then do the same for your Surface
The way you craft your character will set a Health Points (SHP) and Deep Health
path for your future endeavors. It’s possible Points (DHP). As well, set your Dodge
to stray from this path, but it serves as a Rating and Block rating accordingly.
strong foundation for your journey.
Now you are free to add to your subtrait
Setting Up scores: you have a pool of 8 points to spend.
You may spend a point to add 1 to a trait
On your character sheet, there is a section score of your choice except Fortitude and
including three sublevels and an overall Resolve. Those two traits must remain at 4.
level. As well, each sublevel has a box for A subtrait score cannot go above its
Spendable Points (SP). Your Social, Combat, maximum of 7 unless you are gifted in that
and Mental levels each start at 1. As well, subtrait, in which the maximum is 10. This
you have 1 Spendable Point for each of those maximum may increase later, depending on
levels. Your overall level is the sum of the the talents you pick.
other types, which should be 3.
The last part of your stats includes some
Next up, each of your subtraits should be 1 math; scribe in all your modifiers based on
excluding Fortitude and Resolve, which each subtrait score as well as your trait
start at 4. As well, each Defense score scores. Each trait is equal to the sum of the
should be 1. attached subtraits (Your Strength score is
equal to your Fortitude score plus your
Species Power score). The modifier is equal to the
trait score minus 4 (A score of 1 equals a -3
The species you decide will comprise the modifier, a score of 4 equals a +0 modifier,
bulk of your character. Your species not only and a score of 7 equals a +3 modifier).
depicts some bonuses to traits as well as Lastly, double the modifier for any subtraits
what your character is gifted in, but it also that you are gifted in. The minimum
grants you two extra talent trees to pick modifier for a gifted subtrait is +0.
from as you progress. More than that, your
starting health total and starting stamina is When starting, you may choose your
described by it. starting gear. You have the following to
choose from:

Choose a species for your character. The • 2 Weak Healing Potions, 2
descriptions, lineage, and more facts about Emergency Kits, 16 Silver Pieces, or
each species can be found in the Species 16,000 U-Credits
History and Description document. As well,
each species (excluding Humans and • A Dagger, Club, Maul, Heavy Maul,
Automatons) has a list of subspecies, which 1 Silver Piece, or 1,000 U-Credits
offer their own talent tree, as well as a trait
buff. • A Light Crossbow, Heavy Coat,
Breastplate, 8 Silver Pieces, or
8,000 U-Credits

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Human

Base Stats
2d4 Block Rating, 2d8 Dodge Rating
10 Stamina, 10 SHP/DHP
Bonus Traits
You gain +2 to any subtrait other than
Fortitude or Resolve and +1 to 3 other
subtraits other than Fortitude or Resolve.
Languages
You know any 2 languages.
Location
Humans are sparse and not often found,
relatively rare by nature due to thousands
upon thousands of altering projects and the
humans’ recessive genes. They can be found
all over Uto and Pia, though their
populations are sparse and meshed within
other cultures and societies.
Lifespan and Genetics
Humans have highly malleable genetics in
comparison to most other humanoids,
making them optimal targets for testing.
They live on average to the age of 100,
though upwards of 250 years with modern
medicine.
Background
Humans were some of the first Pian species,
on par chronologically with elves and
dwarves. Their genetic nature makes them
common subjects to species-creation and
magical testing, such as so the beastials,
therianthropes, caniums, mammons, and
more. Less than two percent of the Utopian
population consists of humans.

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Automaton

Base Stats
2d4 Block Rating, 2d8 Dodge Rating
10 Stamina, 10 SHP/DHP
Bonus Traits
You gain +2 to any subtrait other than
Fortitude or Resolve and are gifted in any 2
subtraits other than Fortitude or Resolve.
You are considered a construct and do not
need to breathe or eat, and you cannot be
inflicted with Fatigue or Unconsciousness.
Rather than resting, you may enter a state of
self-repair in which you cannot take any
actions. You regain 1 SHP per turn while in
this state.
You cannot take the Deep Breath action;
rather, you may spend 2 turn actions to
convert 1 kilogram of organic material into a
Biocell. You may spend 1 turn action and
consume a Biocell to regain 1 stamina.
Languages
You know Utopian and any other language.

Background
Automatons are artificial lifeforms, either a
vessel able to capacitate a living soul or one
with enough programmed intelligence to
pilot one. Their abilities, shape, and sizes
vary greatly based on the way they were
created, though often they take a humanoid
shape. Creatures as such come in the forms
of androids, golems, robots, and several
others.

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Dwarf sprout amongst Pia, crystal dwarves became
hostile and cultish.
Base Stats
3d4 Block Rating, 1d8 Dodge Rating
8 Stamina, 12 SHP/DHP

Bonus Traits
You gain +2 to Memory and +1 to Power.
You are gifted in Power.

You can see in complete darkness is if it
were dimly lit.

Languages
You know Utopian and Elvish.

Location
Dwarves riddle the populations of Uto and
Pia, found in many different diverse regions.
They are well-adapted to many
environments and thrive as such, though
many live more content lives underground.
Many societies have adapted to welcome
dwarves, given they are natural-born
laborers and specialized tradesmen.

Lifespan and Genetics
Dwarves are highly resistant to medicine
and drug, their genes resistant to mutation.
Many dwarves share similar, common
features such as dark hair and brown eyes,
as their recessive genes are rare to come by
and often smothered by those that are
dominant. They live on average to the age of
200, though upwards of 300 years with
modern medicine.

Background
Much like their genetics, dwarves are
extremely stubborn by nature. They dive
deep into the profession they find
themselves in at youth and often stay in that
position until pardoned by death.

Dwarves share ancestry with humans,
though after taking to the underground,
their features, both physical and otherwise,
changed drastically. The most ancient
species of dwarves, crystal dwarves, were
strong miners and exceptionally durable
creatures. Though, as civilization began to

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Iron Dwarf
Bonus Traits
You gain +2 to Awareness.
Defining Attributes
Iron dwarves, the second oldest and second
youngest of the dwarven species, were the
founders of the magical arts. Prior to their
mastery, mana was used in some chaotic
forms, though never to any level of control.
Ancient iron dwarves created the Art of
Demolition, Art of Bolts, Art of
Enchantments, and Art of Blasts, carving a
path for future spell casters, allowing new
minds into the world of Magecraft and
thusly changing ancient Pia for the newer
generations.
These dwarves spent most of their lives in
extreme conditions, generally centered
around mountains, whether that be at the
peak or deep within its base. They adapted
over centuries to poor air conditions, harsh
climates, and the whims of nature.

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Copper Dwarf
Bonus Traits
You gain +2 to Engineering.
Defining Attributes
Copper dwarves, the youngest of the
dwarven species, were once iron dwarves.
After the Hellion first broke Pian orbit,
these dwarves adapted to the odd conditions
of space and the lacking gravity of Uto prior
to its colonization.
Over years and years of desperate
innovation to survive Uto’s lacking
commodities, copper dwarves became
master tinkerers and craftsmen. What was
once a means of survival later became a
deep-rooted art.

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Cyborg

Base Stats
2d4 Block Rating, 2d8 Dodge Rating
10 Stamina, 10 SHP/DHP
Bonus Traits
You gain +2 to Engineering and +1 to
Memory. You are gifted in Power.
Languages
You know Utopian and any other language.
Location
Cyborgs are found most often on Uto, given
the technology and companies are more
available to create them.
Lifespan and Genetics
More often than not, cyborgs outlive their
human counterparts, given they are
supplemented with sound technology.
Cyborgs live on average to the age of 200,
upwards of 500 years with sound
technology and medicine. A select few have
surpassed this lifespan, though.
Background
Cyborgs are created for one of two purposes:
to maintain the life of a human, or to
increase a human’s physical capabilities
beyond its genetic destiny. In order to be
considered a true cyborg, a human must be
reliant on the imbued technology to survive,
thusly without its machine parts, it would
die. Humans are the only recorded creature
to be transformed into a cyborg due to their
highly mutable genetics.

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Biotech Cyborg
Bonus Traits
You gain +2 to Language.
Defining Attributes
Biotech cyborgs are half-humans
mechanically imbued for the sole reason of
survival. An explosion in the population of
biotech cyborgs occurred after the war
between Uto and Pia, where many humans
were maimed or eviscerated and the only
means of survival was through machine
parts.
Cyborgs augmented this way have become
knowledgeable in self-preservation,
increasing their own lifespans, decreasing
the speed of aging, and finding new ways
heal themselves, either through biology or
engineering.

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Cybertech Cyborg
Bonus Traits
You gain +2 to Power.
Defining Attributes
Iron dwarves,

• Machine half is voluntary, usually
for improving one’s physical
abilities.

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Sectling anything organic removes their ability to
feel disgust.
Base Stats
1d4 Block Rating, 3d8 Dodge Rating As well, these creatures live in a matriarchy
12 Stamina, 6 SHP/DHP and naturally abide by one. Recorded
evidence has not proven the true biological
Bonus Traits succession of a single sex’s talents, though
You gain +2 to Engineering, +1 to male sectlings are treated and accepted as
Awareness, and +1 to Dexterity. You are inferior in sectling culture.
gifted in Engineering.

You cannot equip chest or back items,
though both slots may be augmented.

Languages
You know Utopian, Sectling, and True
Sectling.

Location
Sectlings can be found predominately in the
Hive District of Uto, the birthplace of the
sectlings. This district is broken into 4
precincts, one for each type of sectling. Each
has a queen, and the highest governing body
of the entire district is a human woman
titled Mother, the original creator and
designer of the sectlings.

Lifespan and Genetics
Sectlings were the second successful branch
of the New Life Project, and the first
successful project on Uto.

Sectlings live rather short lives in
comparison to their genetic cousins,
humans; on average, they live to only 60
years old, upwards to 150 years with
modern medicine. They were birthed from
modified human embryos, creating nearly
immutable genetics.

Sectlings can breed only with other sectlings
that share a same subspecies.

Background
Sectlings, by nature, have social customs
that most other sentient creatures find odd.
They use antennae patterns to show radical
emotion such as compassion and hatred,
and their innate ability to digest just about

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Moth Sectling
Bonus Traits
You gain +2 to Stunt.
You have 2 meters of air travel. You may
spend an interrupt action to start or stop
flying, holding an airborne position. If you
are flying at the beginning of a turn, you
lose 3 stamina.
Defining Attributes
Iron dwarves,

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Wasp Sectling
Bonus Traits
You gain +2 to Dexterity.
You have 3 meters of air travel. You may
spend an interrupt action to start or stop
flying, holding an airborne position. If you
are flying at the beginning of a turn, you
lose 5 stamina.
Defining Attributes
Iron dwarves,
• Extremely volatile, vicious, and

naturally violent.

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Roach Sectling
Bonus Traits
You gain +2 to Memory.
You have 4 functional limbs that may be
used as hands rather than 2. You may equip
and use a number of weapons at once
requiring a sum of 4 hands or less.
Defining Attributes
Roach sectlings are highly defensive and
nearly immutable. From roaches, these
creatures have gained extreme resistance to
temperature and radiation, making them
ideal survivors of radical events.
Unlike other sectlings, roach sectlings were
the only subspecies that produced the
remaining insect legs to a point of usability.

As proficient engineers, roach sectlings
have concocted some of the most
powerful armor used by the sectlings,
based solely on their own biology. As
well, these creatures have constructed
many powerful weapons, designed with
their own defenses in mind.

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Ant Sectling

Bonus Traits
You gain +2 to Power.
Your carry capacity is tripled.
Defining Attributes
Iron dwarves,

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Oxtus Oxtii do not have genders, and only regal
oxtii can reproduce and do so asexually.
Base Stats Another oxtus can attach spores to a regal
2d4 Block Rating, 2d8 Dodge Rating oxtus, influencing what seeds will be
10 Stamina, 10 SHP/DHP produced upon its next reproduction cycle.
Oxtus seeds are strewn across the ground,
Bonus Traits quickly manifesting into living oxtii youth
You gain +2 to Portrayal and +1 to Memory. over less than a year. Some regal oxtii care
You are gifted in Portrayal. for their young, though there are no
consistent patterns.
You cannot physically speak. You may speak
to specific creatures within 10 meters of you Background
mentally, given there is no physical The oxtus population has a dense verbal
obstacles between you and the creature. history, though none of its claims have been
Creatures can speak back to you given you considered provable yet. The reason for
have spoken to them at least once. their planet’s extinction has never been
given, and some strong minds claim the
You can read and understand the thoughts oxtii, “too convenient,” as their biological
of creature’s you have spoken mentally to, structure resembles that of lifeforms on Pia
given they are thinking with some level of too well to be a natural forming ecosystem
verbality. in a solar system so close with no
intervention from others.
Languages
You know Utopian and Oxtus. Even though Oxtane has never been seen,
the solar system they reside in has been.
Location Some floating debris and damage show
Oxtii claim their original residence on the signs of what may have been a livable
planet of Oxtane, a planet in a neighboring planet, but this conclusion is far from
solar system that was destroyed post their proven.
departure. They can be found wandering
through both Uto and Pia, and their rapid
reproduction allows dense populations.

Lifespan and Genetics
Oxtus biology resembles plants and fungi on
Pia, allowing them to use a more advanced
photosynthesis called hyperphotosynthesis.
As well, they take advantage of internal
spores that they can eject from their body,
allowing them to communicate mentally
with creatures that the spores attach to.
These spores may also serve other functions,
such as natural aphrodisiacs, though not
enough research has been done to prove this
idea.

No oxtus has been recorded to die from
natural causes, so their lifespan has not
been confirmed yet. The longest living so far
is over 300 years old.

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Regal Oxtus
Bonus Traits
You gain +2 to Appeal.
Defining Attributes
The regal oxtus is considered the most
appealing of the oxtii, an idea spawned from
being the only subspecies to be able to
reproduce, and allegedly from the use of
emotion-altering spores.
Little is known about the spore capabilities
of the regal oxtus, though speculations say
that it may only work on other oxtii for the
purpose of reproduction, while others claim
it works on any creatures of sentience.

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Brazen Oxtus
Bonus Traits
You gain +2 to Engineering.
Defining Attributes
Iron dwarves,
• Passive by nature, but extremely

physically capable.

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Astute Oxtus
Bonus Traits
You gain +2 to Brazen.
You have 2 functional heads. You have 2
head slots and 2 neck slots.
Your head, neck, and chest slots cannot be
augmented.
Defining Attributes
Iron dwarves,
• Has 2 heads and thusly 2 head slots and

2 neck slots, though neither head slot
nor neck slot may be augmented. As
well, their chest slots cannot be
augmented either.

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Occulant has been hidden away since the earliest days
of Uto’s colonization.
Base Stats
1d4 Block Rating, 2d8 Dodge Rating Background
14 Stamina, 8 SHP/DHP Occulants were created through
modification of live human adults during
Bonus Traits the war between Uto and Pia.
You gain +2 to Awareness and +1 to
Memory. You are gifted in Awareness.

You cannot physically speak. You may speak
to specific creatures within 10 meters of you
mentally, given there is no physical
obstacles between you and the creature.
Creatures can speak back to you given you
allow them to.

You can read and understand the thoughts
of other creatures, given they are thinking
with some level of verbality, though
creatures probed this way are aware that
something is probing their thoughts.

Languages
You know Utopian and any other language.

Location
Occulants are found most often on Uto,
though some of the oldest occulants still
reside on Pia, often in hiding or in disguise
due to their creation being outlawed. These
creatures are no longer considered illegal,
though their hermit nature persists,
nonetheless.

Lifespan and Genetics
Occulants were created before the
colonization of Uto in an effort of war.
Naturally, they were made to be highly
capable warriors, durable and everlasting.
Though, later renderings of them
introduced more mental capabilities over
physical.

Occulants are sterile, and thusly cannot
reproduce, creating a finite population.
Although, occulants do not show any signs
of age and no occulant has been recorded
dying of natural causes. With some deeply
hidden records, it is possible to transform a
human into an occulant, though the process

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Alpha Occulant
Bonus Traits
You gain +2 to Power.
Defining Attributes
Iron dwarves,
• The first successful occulant project,

adept in combat and warfare.

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Gamma Occulant
Bonus Traits
You gain +2 to Portrayal.
Defining Attributes
Iron dwarves,
• The second successful occulant project,

built rather as conditioned hunters and
assassins.

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Omega Occulant
Bonus Traits
You gain +2 to Engineering.
Defining Attributes
Iron dwarves,
• The final recorded successful occulant

project, formed towards solely intellect.

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Forgotten Occulant
Bonus Traits
You gain +2 to Language.
Defining Attributes
Forgotten occulants were the product of a
rogue branch of researchers originally
working on the New Life Project. Rather
than creating physically capable soldiers,
the forgotten occulants were taught the
cryptic arts of magic.
Upon discovery, these creatures were
quickly outlawed by primal Utian governing
bodies, though that law was lifted when the
dust of war was settled. Most forgotten
occulants continue in hiding until this day.

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Canium given their stark contrasting natures. The
chaotic tendencies of the mammons make
Base Stats poor acquaintance with the orderly behavior
2d4 Block Rating, 2d8 Dodge Rating of the caniums.
10 Stamina, 10 SHP/DHP
Caniums are highly intelligent and strong-
Bonus Traits willed creatures, which adversely makes
You gain +2 to Awareness and +1 to Speed. them extremely hard to train or convince in
You are gifted in Awareness. later years of life. Their moral compasses
are set in at youth and are nearly
Languages unchangeable later.
You know Utopian and Canium.

Location
Caniums are found predominately in the
Hunde District on Uto, the area of creation
of the caniums. The Hunde District has a
well-structured traveling army, so caniums
may be found in other areas of Uto.
Additionally, individual caniums have been
known to travel to Pia, though their Pian
residence is sparse.

Lifespan and Genetics
Caniums were the last successful branch of
the New Life Project, modifying human
embryos with domestic breeds of canine.

Canium lifespan is greatly shortened in
comparison to humans, living an average of
50 years. Although, they are susceptible to
drug and medicine, thusly their lifespans
can increase to upwards of 300 years with
modern medicine.

Caniums are capable of breeding with both
humans and other caniums of any
subspecies. When breeding with a human, a
canium pup is ensured.

Background
Caniums are historically good at working in
groups, making an organized army second
nature to them. Their military ranks depict
the judiciary stance and hierarchy. No wars
have broken out against the Hunde District,
though the caniums exist in natural order
even without conflict.

Some minor conflicts have historically rose
between the caniums and the mammons,

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Mastiff Canium

Bonus Traits
You gain +2 to Power.
Defining Attributes
Mastiff caniums were the first of their like.
Their canium traits are radically strong,
making them increasingly social, extremely
stubborn, and undyingly loyal to their
compatriots.
The mastiff caniums were born and trained
into rescue, taking on skills in combat
restoration and medicine. In the Hunde
military, they serve not only as the front-
line warriors, but also as the medical
engineers for their fellow soldiers.
The highest-ranking member of the Hunde
district, Bernard, was the first successful
creation of the canium project. Due to many
branches of the New Life Project bringing
new insights on genetic modification,
experiments bore overwhelming success.
Bernard founded the laws of Hunde District,
paving a path of strong morals and durable
work ethic amongst the other caniums.
Bernard also created the Hunde military,
bringing the hardest workers to the top and
positioning caniums based on their
biological capabilities. With their varied
biology and fierce minds, the Hunde
military became one of the strongest warrior
groups on Uto, later even enlisting contracts
with the Utian government in the case of
attack.

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Terrier Canium
Bonus Traits
You gain +2 to Appeal.
Defining Attributes
Iron dwarves,

• One of the smallest, little over a
meter tall.

• Due to their lack of physical
capabilities, they turned to the
arcane as their preferred methods of
combat, specifically illusionism.

• Highly social, generally very
appealing and persuasive.

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Hound Canium
Bonus Traits
You gain +2 to Dexterity.
Defining Attributes
Iron dwarves,

• Vary in size drastically, ranging from
1 meter to barely over 2 meters tall.

• Highly adept at combat and
tracking, the most common form of
soldier.

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Shepherd Canium
Bonus Traits
You gain +2 to Stunt.
Defining Attributes
Iron dwarves,

• Generally around 1.5 meters,
upwards of 2 meters tall.

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Retriever Canium
Bonus Traits
You gain +2 to Engineering.
Defining Attributes
Iron dwarves,

• Generally about 2 meters tall.
• Naturally the smartest of the

caniums. Not only able to build,
craft, and plan, but also extremely
good and finding and tracking just
about anything.

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Mammon

Base Stats
1d4 Block Rating, 3d8 Dodge Rating
12 Stamina, 8 SHP/DHP
Bonus Traits
You gain +2 to Engineering and +1 to
Dexterity. You are gifted in Dexterity.
Languages
You know Utopian and Mammon.
Location
Mammons are found mostly in the Lua Lua
District on Uto, though they are known to
travel through, if not create hidden
passageways. With this, they can be found
all over Uto individually, rarely on Pia.
Lifespan and Genetics
Mammons were the third successful branch
of the New Life Project, modifying human
embryos with rodents.
Mammons are capable of breeding with
both humans and mammons that share a
subspecies. When breeding with a human, a
mammon pup is ensured.
Background
Mammons live in structured chaos, with
little rule and law enforcement in the Lua
Lua District. The area is completely
underground, making Utian surveillance
difficult.
Due to contrasting natures, the mammons
and caniums are often in conflict with each
other. Not often are caniums invited into the
Lua Lua District, not often are mammons
invited into the Hunde District.

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Rat Mammon
Bonus Traits
You gain +2 to Portrayal.
Defining Attributes
Iron dwarves,
• The rogues of mammons, quick and

tricky.

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Hare Mammon

Bonus Traits
You gain +2 to Speed.
Defining Attributes
Iron dwarves,

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Beaver Mammon
Bonus Traits
You gain +2 to Stunt.
Your water travel is equal to your Stunt
score.
Defining Attributes
Iron dwarves,

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Mole Mammon
Bonus Traits
You gain +2 to Memory.
You have 1 meter of subterranean travel.
You have disfavor on tests made to resist
being inflicted with Blindness or Deafness.
Defining Attributes
Iron dwarves,

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Elf new magical arts: the Art of Illusion, the Art
of Divination, the Art of Mutation, and the
Base Stats Art of Necromancy.
2d4 Block Rating, 2d8 Dodge Rating
12 Stamina, 8 SHP/DHP

Bonus Traits
You gain +2 to Speed and +1 to Portrayal.
You are gifted in Portrayal.

Languages
You know Utopian and Elvish.

Location
Elves are found almost exclusively, though
scattered around, on Pia and are one of the
most ancient species to live there.

Lifespan and Genetics
Elves live to 500 years old on average,
upwards of 1,000 years with proper
medicine and healing.

Elves are very selective with breeding,
though their genetics may pass between the
subspecies. Their genetics are finely evolved
and thusly nearly immutable.

Solar elves and lunar elves are able to breed
with each other, though offspring is
uncommon this way. In the off chance,
twilight elves are born, which are able to
breed with any other elf.

Background
Elves are ancient egotistical creature,
prideful and powerful in their actions. Most
current elves are highly specialized in single
skills, such as combat or hunting, and boast
their attribute to no end.

Prior to the birth of the first twilight elf, the
two original subspecies fought a social war
of superiority. After the first interbred elf
was birthed, twilight elves became the new
target. Their odd markings create a pattern
on their skin and was a subject of mocking
in general elvish society.

In standard elvish nature, the twilight elves
took this as fuel to become the most
powerful spell casters to date, founding four

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Utopia Core Book
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Utopia Core Book

Solar Elf

Bonus Traits
You gain +2 to Stunt.
Defining Attributes
Iron dwarves,
• Great natural gladiators

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