(REQUIRES SPECIAL PERMISSION TO PLAY)
There are many more races in Wulfgard - but they are not so conventional or accepted. Playing any of these races is extremely dangerous because your kind are not readily accepted by the societies of Men, Elves, or Dwarves. Special permission from the admin is required before you are allowed to choose any of these races. To acquire this special permission, you must post your request in the Special Permission help thread, where it will be reviewed (see the thread itself for more details). This also applies to any magically inclined individuals (especially Gifted), who are not listed as a separate race; for more info on playing a mage or someone else with magic, see the Magic thread.
The following is a list of "monster" races available through special permission. They will be divided into two categories: those capable of hiding among the societies of Men, Elves, and Dwarves, and those incapable of doing so.
"Disguised" Monster Races
The following is a list of monster races capable of assuming human, elf, or dwarf disguises, either through illusionary magic or shapeshifting. They are, however, still considered monsters, and will be killed on sight if their true nature is ever discovered. Playing one of these races is still extremely dangerous.
If you have any questions regarding the societies willing to accept any of these races for what they truly are, please post in the Errant Q&A thread.
Werewolves are among the most feared monsters in all the realms: they are individuals who undergo dramatic transformations into a beast under the light of the moon. They must live a life of secrecy; if any society founds out what they are, they will be hunted and killed or, if they are extremely lucky, cast out.
Lycanthropy can only be applied to Humans, Elves, and Dwarves with no other lineage (no demon blood, no troll blood, etc.). To list werewolf as your race, put Werewolf ([Human/Elf/Dwarf subrace]) in your Race section. For instance, Werewolf (Nordling) or Werewolf (Light Elf).
Werewolves transform into monsters under the influence of the moon or, on rarer occasions, their emotions. Depending on the moon phase, a werewolf will make a Spirit check at night vs. transforming. The larger the moon, the harder it is to succeed the check. If the werewolf is touched by direct moonlight, the check must be rerolled and it also becomes much harder to succeed. Werewolves are always more likely to transform at nighttime; even if they succeed their initial Spirit check(s), they may still have to roll another Spirit check vs. transforming if something heightens their emotions.
Werewolves can exhibit a wide range of transformations, ranging from little more than claws, fangs, and wolfish eyes; to a wolf-man form; to a fully transformed wolf beast-man; or almost anything in-between. On nights when the moon is not as bright, they will undergo a less dramatic transformation. If the moon is relatively bright and they critically fail their Spirit check, they may fully transform.
On the night(s) of a full moon, a werewolf will always fully transform.
Werewolves are sensitive to silver. Silver does double damage and negates their regenerative abilities.
Werewolves receive +2 to Strength, Constitution, and Agility, and +3 to Perception when in human form.
Werewolves have extremely powerful regenerative abilities. They slowly regenerate their HP, even during a fight.
When transformed, werewolves completely lose control over their actions, and control of their character will transfer to the DM for the duration of the transformation. The player will be consulted on the personality of the character's werewolf form.
When transformed to a lesser degree, werewolves receive +5 to all physical stats (Strength, Constitution, Agility, Perception).
When fully transformed, werewolves become some of the most dangerous monsters in the realm. They receive +10 to all physical stats (Strength, Constitution, Agility, Perception).
Werewolves have no distinguishing physical characteristics in human, elf, or dwarf form, though they do often have somewhat brighter eyes than their ordinary counterparts. There is not a way to immediately discover a person's lycanthropy via their appearance.
A NOTE ON NON-HUMAN WEREWOLVES:
Elven and Dwarven werewolves do not look very different from human werewolves in size or shape. Fully transformed dwarf werewolves are generally a bit shorter than humans and elves, but they are nonetheless still at least six feet tall and have longer limbs than an ordinary dwarf; essentially, they are not "dwarf sized." Generally speaking, humans are the largest werewolves, but elves and dwarves are not considerably smaller. Also, there are no distinguishing characteristics between different races of werewolves while they are in their werewolf forms.
Vampires are individuals cursed by demonic magic to be undead bat-monsters that can only survive if they drink the blood of the living (although, rumor has it, there are other types of vampires, such as those that shapeshift into rats). Much like werewolves, vampires must live a life of secrecy - but they also cannot stray far from civilization and the lifeblood that they require to survive. If any society finds out what they are, they will be hunted and killed or, if they are extremely lucky, cast out.
Vampirism can only be applied to Humans, Elves, and Dwarves with no other lineage (no demon blood, no troll blood, etc.). To list vampire as your race, put Vampire ([Human/Elf/Dwarf subrace]) in your Race section. For instance, Vampire (Achaean) or Vampire (Light Elf).
Vampires require lifeblood in order to survive. This blood must come from a living humanoid or a very recently killed corpse, or else it will weaken the vampire and lower their blood level. The blood of animals will raise their blood level to an extreme and make them more likely to become feral.
Blood level will be kept track of on your stat sheet, along with your HP (further instructions will be given to vampire players). Blood level ordinarily ranges from 0 to 10. Over time, a vampire will steadily lose blood as it is used up. 5 is the perfect blood level, at which point a vampire will look completely human (or elven or dwarven, depending on their race).
If their blood begins to drop below 5, they will look more corpse-like, until they eventually enter a state of hibernation until they are awoken by someone administering them lifeblood.
If their blood increases above 5, they will look more bat-like, until they eventually enter a feral, uncontrollable state of madness and become stuck in their man-bat form until their blood level drops. During this time, they will be under control of the DM. The higher the blood level, the more likely they are to turn feral (based on a Spirit check). When feral, a vampire will make Spirit checks each round in order to try and regain control. When their blood is above 9, however, no saves are made and the vampire has no way to regain control until their blood level drops.
Vampires are sensitive to silver, holy objects/items/water/etc., and these things do double damage to them and negate their regenerative abilities. They cannot cross running water, as it burns them like acid. A very important note is that vampires cannot be touched by sunlight, or they will burn and die permanently.
Vampires receive no stat bonuses while in their human form except for +2 Perception due to their enhanced hearing.
Vampires have some psychic abilities that they can use to influence the minds of others, though this has no effect on animals, and it has a considerably negated effect on lycanthropes and beastfolk. The governing stat of their psychic abilities is Spirit.
Vampires can transform into an ordinary vampire bat, or a vampire man-bat form at will, in addition to their human (or elf or dwarf, depending on your race) form. The transformations are painless. Unless they are feral, they have full control of themselves in their man-bat form. When in their man-bat form, vampires receive +2 Strength, +6 Agility, +3 Constitution, and +5 Perception.
A NOTE ON NON-HUMAN VAMPIRES:
Much like werewolves, there are no distinguishing differences between vampires of other races. Dwarven vampires will turn into large man-bat forms (although not quite as large as a human or elf, with humans generally being the largest), rather than "dwarf-sized" ones. Also, there are no characteristics in their animal form(s) to distinguish a vampire of one race from another.
Demon-kin are those tainted by demonic blood - they are technically half-demons, but their demon blood exerts so much power that most demon-kin become little more than demons, themselves.
Demon-kin live a complicated existence - they must constantly fight against their evil urges, often called the Taint. Each demon-kin has different demonic urges brought on by their tainted, evil blood. Most demon-kin to not even attempt to fight these urges. By giving in, they become lesser demons; not as powerful as fully-blooded demons, but any traces of non-demonic blood seem to disappear.
Taint level will be kept track of on your stat sheet, along with your HP (further instructions will be given to demon-kin players). Taint level ordinarily ranges from 0 to 10. Demon-kin must make frequent Spirit saving throws against their demonic urges (it can be easier or more difficult depending on certain situations) - if they fail, they must act on the urge. By acting on it, this increases the level of their Taint.
At 0 Taint, a demon-kin will look as normal as they can ever manage. As the Taint increases, their demonic features will become more prominent, and their urges will become even harder to resist. If their Taint reaches 10, they turn completely demonic, and they must make extremely difficult Spirit checks to begin their path to redemption - and a return to a more human appearance.
To list demon-kin as your race, put Demon-kin ([Human/Elf/Dwarf subrace]/[Demon type]) in your Race section, and be sure to specify what kind of demon-kin you are. For instance, Demon-kin (Achaean/Demon of Pain) or Demon-kin (Light Elf/Erinyes).
As a demon-kin, your human (or elf or dwarf) disguise is illusion magic, not true shapeshifting. Therefore, your true form could be revealed by something as simple as an unexpected pain, or by giving in to your demonic urges.
Holy symbols may burn you depending on your Taint level, and you may not use divine magic.
Demon-kin have innate demonic magic, but using it greatly increases the demon-kin's Taint.
Demon-kin do not receive any stat bonuses or penalties.
Demon-kin will receive some unique abilities based upon their subrace. Open the spoiler tag for a full list of demon-kin types:
"Non-disguised" Monster Races
The following is a list of playable races that are generally considered "monsters" by the societies of Men and are unwelcome there. More often than not, they will be killed on sight.
That does not, of course, mean that these creatures do not each have their own societies. Bear in mind, however, that if you play as one of these creatures, you are unwelcome in the civilizations of Men, and - generally speaking - the civilizations of Elves and Dwarves, as well.
If you pick one of these races, you may have access to societies that other races may not otherwise access - but you will NOT have access to the societies of Men. Please see each separate race entry for details.
There is no way to work around this and readily access human societies. A beastman cannot easily disguise him/herself and wander around in a human city. Some beastfolk may be accepted in small, fringe settlements, but only for brief appearances and if they do not enter the village itself. This is under very rare circumstances. However, that beastfolk has an entire society of his/her own with which to interact.
If you have any questions regarding the nature of these races and what playing one of them involves, please post them in the Errant Q&A thread.
Again, just because you are not allowed in human society doesn't mean you don't have civilization(s) to interact with and quests to run. Depending on what society or societies accept you, you will have a different gameplay experience in terms of locations to which you can travel (only a few monster settlements are marked on the map), but this does not mean your gameplay will be hindered in any way. There is a variety of quests and NPC companions available to all civilizations. You do not have to be able to enter human society in order to roleplay.
Therefore, the following is a list of monsters that cannot disguise themselves and enter human society.
Beastfolk, or animal-men, are considered monsters by most human, elf, or dwarf civilizations, though there are a few elves who frequently mingle with them.
Beastfolk are all very physically powerful. Each type of beastman receives different attribute bonuses/negations. Also, they are considered monsters, and are generally considered “kill on sight.”
All beastfolk receive double damage from silver weapons, and silver burns them on contact.
There are a wide variety of beastfolk races, which are listed below (as usual, consult the Wulfgard wiki for more information on each; if you are searching for a specific one that is not listed here, again, please PM me). The animal half of the beastman is listed afterwards for simplicity, but please see their wiki articles for more information on their appearances and, potentially, unique abilities.
Please keep in mind that the world has long since forgotten the days of the Shifters, and this includes the vast majority of beastfolk civilizations. Player characters should not have any awareness of the true history of the beastfolk or knowledge of the Shifters at all.
Also, please note that - as specified in the Societies section - beastfolk and humans do not interact on a friendly level and, in fact, they rarely interact with humans at all. Most beastfolk live their entire lives without even seeing a human (just as most humans live their entire lives without seeing a beastman), and they certainly don't always have humans on their mind.
If you make a beastman character, please don't try to tie them into human society. There are countless beastfolk societies (some very large) that you should use instead.
Full List of Beastfolk Subraces:
Unlike other subraces list, this one is very long, so it's in a spoiler tag! Please open the spoiler tag to see the list (which also contains the individual attribute bonuses each beastman subrace receives).
Dryads are a primordial magical race of tree shapeshifters. They live primarily in Achaea and often do not show themselves to civilization, though a few also live in the wilderness of Northirm. They are considered extremely strange by humans and are treated with great suspicion - while they are not attacked on sight, they are also not allowed to freely roam and mingle in human societies. All Dryads receive +2 Spirit and -1 Perception. You may not be a mixture of two Dryad subraces.
Drysad - (more info)
Epimeliad - (more info)
Meliad - (more info)
Oread - (more info)
Chaos Races are the monster races created by the giants. They are very physically powerful but largely rather unintelligent, and they are all feared for being destructive and chaotic monsters (which they are, by nature). Each Chaos race is a mockery of a different "noble" race, and they reach receive different stat bonuses and penalties. None of them are socially acceptable in human, dwarf, or elf civilizations, they are hunted actively by all these races and particularly certain groups such as the Venatori.
Orc - Orcs receive +2 Strength and Constitution, -1 Intelligence and Spirit - (more info)
Ogre - Ogres receive +7 Strength and Constitution, -3 Intelligence and -3 Agility - (more info)
Hobgoblin - Hobgoblins receive +2 Agility and Perception, -1 Intelligence and Spirit - (more info)
Goblin - Goblins receive +2 Constitution and Perception, -1 Intelligence and Spirit - (more info)
Chaos Beasts - Chaos Beasts receive +6 Strength and Constitution, -1 Intelligence, and -4 Spirit - (more info)
Dragon-kin, in this case, does not refer to all the strange creatures that some mortals associate with dragons, such as basilisks and cockatrices. Here, dragon-kin refers to dragon cross-breeds. These are all EXTREMELY rare.
Dragon/man - These dragon-men are tall and noble, with large wings, dragon heads, and scaled bodies. They gain +4 Strength, +5 Constitution, +2 Agility, +2 Perception, +2 Intelligence, and +2 Spirit.
Dragon/elf - These dragon-elves stand taller than their elven kin, and they have large wings and dragon heads with pointed ears, their lean bodies covered in scales. They gain +2 Strength, +2 Constitution, +5 Agility, +4 Perception, +2 Intelligence, and +2 Spirit.
Vargs are enormous, magical wolves that are highly intelligent and capable of speech. They are often almost as large as horses. Their eyes vary from bright, unusual colors to solid-colored, lacking in pupils. More often than not, they live in packs, though some may lead solitary lives. Vargs cannot shapeshift into any other forms or disguise themselves in any way. Vargs receive +6 Strength, +6 Constitution, +6 Agility, +6 Perception, and +2 Spirit.
A revenant is an undead created by a necromancer, their soul bound to a dead body - either their own or someone else's. Revenants can regenerate their corpse form by devouring the flesh of the living, but their flesh will remain rotten and dead-looking, if it returns at all (they cannot achieve an ordinary human appearance like vampires). Revenants vary in appearance, ranging from corpses covered in rotten flesh, to corpses of muscle, to skeletons.
They always have pale, glowing eyes that may vary slightly in color. Generally, a revenant is bound to serve the necromancer who created them, or else bound to serve in some other way. In order for a revenant to be free of that bond, they must have incredible willpower.
If you sign up as a revenant, you are an undead, and thus cannot walk during daylight or you will be burned and destroyed in the sun. You also take double damage from holy artifacts and items, and cannot cross running water, which will burn you like acid. You MUST explain in your bio how and why your revenant is not bound to someone or some oath of service.
You may not sign up as a spectral revenant.
Pixies are highly mysterious creatures. Technically, they are Shifter-kin and thus are sensitive to silver, but their history has long since passed out of common knowledge (even among pixies themselves). Pixies are extremely magical in nature, though not all are Gifted, but they have some Arcane magic infused into their very beings - this magic allows them to shrink to a tiny size (perhaps around 3" in height) or grow to a relatively human size (though they are rarely much taller than 5'). Pixies have insect wings and - sometimes - antennae, but they are otherwise largely human in appearance... or, at least, most pixies are. Pixies receive +6 Agility, +4 Spirit, +1 Perception, -2 Strength, and -2 Constitution.
You are a mixture of one of the primary races (human, elf, or dwarf) and a monstrous race (barring demon-kin and dragon-kin, which are listed separately). You may define the exact races/sub-races of your parents, but you receive no stat bonuses or penalties unless otherwise stated. These are just a few examples, but they are not all of the combinations available. If you have a particular half-blood in mind that is not on the list, post it in the Errant Q&A thread.