The rankings of the following races are meant to indicate how difficult a particular race is to play as well as the likelihood of having an application for said race be approved.
Less experienced role-players are advised to start with a common race at least to begin with.
Races not appearing on the list may be approved on a case by case basis, though full racial information must be submitted on the character card.
Races with bracketed marks after them (*) have further lore information at the bottom of this notecard.
Cross breeds of humanoid races are possible, particularly among the Common Races. Each application for a cross breed will be considered based on the background submitted.
--Common Races--
Humans
Elves
Drow
Orcs
Fae (Seelie/Unseelie)
Trolls
Dwarves
Halflings
Basic Undead (excludes Vampires and Lichs, see below)
--Uncommon Races--
Werewolves (*)
Vampires (*)
Centaur
Faun
Lichs
Ogres
Satyr
Mers
Dryads
Naga
--Rare Races--
(character cards for Rare Races must explain the limits of the characters powers in such a way as to keep them in line with other heroic characters)
Demons
Angels
Dragons
Giants
Astrals
Elementals
--Lore Notes--
These rules are for creatures in Shadows of Letum's lore.
Vampires - These creatures have a wide array of different abilities and characteristics, but there are a few that hold true to all vampires in Letum. All vampires drink blood, they must do so on a regular basis whether this is role-played directly or not.
A vampire's bite alone is not enough to turn a person, to be turned a person must be drained completely of blood and then deliberately given some of the vampires blood in exchange. If this happens the character will die and be reborn the following night as a vampire (this requires a character change submission to the admins). Players not wishing to become a vampire or of a race who cannot cross over simply die and are returned to life in the normal way.
Vampires are burned by direct sunlight and fire, they will avoid direct contact with both by any means necessary. Vampires are not affected by divine symbols (crosses etc) but rather by the faith of a person wielding them.
A vampire may return to mortal life, resuming their original race and appearance. However to do so requires a gruelling quest of self change on the part of the character (ask an admin for specific details).
Werewolves - This species falls into two broad categories, when two werewolves mate their children will also be wolves, though the will not change forms until they hit puberty, these are referred to as Garou. This is also possible if a werewolf mates with a non-werewolf partner, though in that case there is a 50% chance the child will be normal.
The other variety of werewolf is referred to as a Lycan, technically lycanthropy is a disease and not a race at all. It is passed from a werewolf of any type to another via biting, though it is a deliberate action and a simple bite will not suffice. The victim of such a bite will be unable to heal the wound until the next full moon at which point they will turn into a werewolf. This method of changing over is so violent the victim almost always becomes wild and uncontrollable, these are the monsters behind the horror stories told late at night.
When a character is bitten and contracts lycanthropy, a cure may be administered by a powerful healer if they can collect the necessary ingredients (speak to an admin for a list and instructions) a character who rejects the change or is of a race or class that cannot change simply dies and may be resurrected as normal. Lycanthropy itself is also reversible though after the first change it requires far more skill and potent magics (for more information ask an admin).
Garou are often more balanced creatures, their lives and social structure most akin to a pack of wolves. Lycans are often the monsters of legends, losing control to their inner beast. Some Lycans do learn to control themselves and become a part of Garou society, it is not impossible though difficult to resist the urges of the moon and the beast.
Less experienced role-players are advised to start with a common race at least to begin with.
Races not appearing on the list may be approved on a case by case basis, though full racial information must be submitted on the character card.
Races with bracketed marks after them (*) have further lore information at the bottom of this notecard.
Cross breeds of humanoid races are possible, particularly among the Common Races. Each application for a cross breed will be considered based on the background submitted.
--Common Races--
Humans
Elves
Drow
Orcs
Fae (Seelie/Unseelie)
Trolls
Dwarves
Halflings
Basic Undead (excludes Vampires and Lichs, see below)
--Uncommon Races--
Werewolves (*)
Vampires (*)
Centaur
Faun
Lichs
Ogres
Satyr
Mers
Dryads
Naga
--Rare Races--
(character cards for Rare Races must explain the limits of the characters powers in such a way as to keep them in line with other heroic characters)
Demons
Angels
Dragons
Giants
Astrals
Elementals
--Lore Notes--
These rules are for creatures in Shadows of Letum's lore.
Vampires - These creatures have a wide array of different abilities and characteristics, but there are a few that hold true to all vampires in Letum. All vampires drink blood, they must do so on a regular basis whether this is role-played directly or not.
A vampire's bite alone is not enough to turn a person, to be turned a person must be drained completely of blood and then deliberately given some of the vampires blood in exchange. If this happens the character will die and be reborn the following night as a vampire (this requires a character change submission to the admins). Players not wishing to become a vampire or of a race who cannot cross over simply die and are returned to life in the normal way.
Vampires are burned by direct sunlight and fire, they will avoid direct contact with both by any means necessary. Vampires are not affected by divine symbols (crosses etc) but rather by the faith of a person wielding them.
A vampire may return to mortal life, resuming their original race and appearance. However to do so requires a gruelling quest of self change on the part of the character (ask an admin for specific details).
Werewolves - This species falls into two broad categories, when two werewolves mate their children will also be wolves, though the will not change forms until they hit puberty, these are referred to as Garou. This is also possible if a werewolf mates with a non-werewolf partner, though in that case there is a 50% chance the child will be normal.
The other variety of werewolf is referred to as a Lycan, technically lycanthropy is a disease and not a race at all. It is passed from a werewolf of any type to another via biting, though it is a deliberate action and a simple bite will not suffice. The victim of such a bite will be unable to heal the wound until the next full moon at which point they will turn into a werewolf. This method of changing over is so violent the victim almost always becomes wild and uncontrollable, these are the monsters behind the horror stories told late at night.
When a character is bitten and contracts lycanthropy, a cure may be administered by a powerful healer if they can collect the necessary ingredients (speak to an admin for a list and instructions) a character who rejects the change or is of a race or class that cannot change simply dies and may be resurrected as normal. Lycanthropy itself is also reversible though after the first change it requires far more skill and potent magics (for more information ask an admin).
Garou are often more balanced creatures, their lives and social structure most akin to a pack of wolves. Lycans are often the monsters of legends, losing control to their inner beast. Some Lycans do learn to control themselves and become a part of Garou society, it is not impossible though difficult to resist the urges of the moon and the beast.