Races#
I've poured for every kind of folk Sedia has. The dwarves pay, the goblins don't, and the quicklings are gone before I've finished counting the change.
What your race decides
Your race sets your starting ability scores, natural armor class and unarmed attack, which genders you can be, and how tall, heavy and old you can get. It doesn’t limit your class. Any race can take any class, though some start a lot closer to it than others.
Choosing a race#
Fourteen peoples of Sedia are open to players, grouped below by when they came into the world. Two more, the avaries and the daemunai, are what a hero can become once their legend is big enough for a god to notice. Each card shows a race’s two best starting scores and its natural armor class; the race’s page has the rest.
The elder races#
Age of Peace, about 26,000 BB
Made in the long peace, when the gods still walked Urd and there were no humans to share it with.
Stone and blood#
Age of Peace, about 21,000 BB
Dwarves and orcs came into the world in the same age, five thousand years after the elves.
The under-races#
About 1,000 BB
The last peoples made before the Breaking. The older races still call them under-races, and say it to their faces.
Since the Breaking#
0 TB onward
Humans arrived at the start of the Breaking and the half-races within a century of them. Halflings first turn up during the War of Souls. Nobody agrees where quicklings came from, the quicklings least of all.
The ascended#
Earned, not born
No one is born an avarie or a daemune. A hero becomes one by taking up a god’s power, and they keep the scores they earned getting there.
Side by side#
Every race’s starting scores in one place, with its best two marked. A score can climb 5 above where your race starts it, and further in your class’s two stats, so the race you pick decides where each score ends up.
| Race | STR | DEX | CON | INT | WIS | CHA | LUC | AC | Unarmed | Height | Lifespan |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Elf | 9 | 12 | 9 | 11 | 11 | 9 | 8 | 8 | 1d4 | 4-5 ft | 100-750 |
| Pixie | 8 | 12 | 8 | 11 | 12 | 11 | 8 | 5 | 1d4 | 1-2 ft | 15-80 |
| Sprite | 8 | 12 | 9 | 12 | 11 | 10 | 8 | 5 | 1d4 | 1-2 ft | 15-80 |
| Dwarf | 12 | 8 | 12 | 9 | 11 | 9 | 9 | 15 | 1d4 | 3-5 ft | 20-350 |
| Orc | 12 | 8 | 12 | 11 | 8 | 9 | 10 | 15 | 1d4 | 5-7 ft | 18-60 |
| Gnome | 11 | 9 | 10 | 11 | 9 | 9 | 11 | 12 | 1d4 | 2-4 ft | 20-400 |
| Goblin | 8 | 8 | 12 | 12 | 9 | 12 | 9 | 13 | 1d4 | 2-4 ft | 18-100 |
| Kobold | 10 | 12 | 10 | 8 | 9 | 12 | 11 | 12 | 1d4 | 3-4 ft | 6-30 |
| Troll | 11 | 12 | 11 | 11 | 9 | 8 | 8 | 14 | 1d4 | 5-8 ft | 30-220 |
| Human | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 1d4 | 4-6 ft | 18-90 |
| Half-Elf | 10 | 12 | 9 | 10 | 10 | 10 | 9 | 9 | 1d4 | 4-5 ft | 20-180 |
| Half-Orc | 12 | 9 | 12 | 10 | 8 | 9 | 10 | 12 | 1d4 | 5-6 ft | 18-70 |
| Halfling | 9 | 11 | 9 | 10 | 10 | 10 | 11 | 11 | 1d4 | 2-3 ft | 20-250 |
| Quickling | 8 | 14 | 9 | 8 | 8 | 12 | 11 | 7 | 1d4 | 2-3 ft | 3-35 |
Find your race#
Pick the scores your character will live on, and the races that start strongest in them come first.
Genders#
Most races have men and women. Pixies are all women and sprites are all men, which is why a pixie’s children are pixies or sprites and nothing else.
Neutral means having no sex. The avaries and daemunai are all neutral, since their gods make them rather than any parent, and so are the celestials and infernals of the old ages. A few gnomes, half-elves, halflings and quicklings are born neutral too. Each race page lists the genders it has and how common each one is.
Whispers on the road#
Not every people of Urd is accounted for. This is what travelers are saying, and some of it is even true.
- Giants
- Nobody has seen one since the War of Souls, but there's talk that the high elves, the royalty of the wood elves, have made friends with them.
- Dryads
- Tall, and lately seen fighting as blademasters. Every sighting comes from in or around Mandak's Legion.
- Sea nymphs
- Said to be trading with the humans of the port city Crecia. The harbor masters won't say whether it's true, which most people take as a yes.
- Lizardlings
- Found only among the ruins of a forgotten age of dragon riders, when draconian magic ruled the world.
- Dragons
- As clever as any sentient race and hidden away across Urd, waiting for the Age of Man to end.
- Wyrms
- Colossal things in the Plains of Endless Despair. They were dragons once, before the magic of the War of Souls made them into something else.
Hooks, not races
None of these can be played, and whether any of them is true is up to you. Any one of them is a campaign if a player goes looking.
Beyond the living#
Death isn’t always the end of a body in Sedia. Every being has an existence status, and what happens to it after it dies depends on its archetype.
| Status | What it means |
|---|---|
| Living | Born into existence and still alive. Every player character starts here. |
| Dead | Had life and lost it. A corpse that something else moves around, like a necromancer’s puppet, is still dead: it’s an empty shell that knows nothing. |
| Undead | Died, then came back into its own corpse and took control of it again. |
| Incorporeal | Never had a body to lose. These came into existence already outside of life. |
An archetype is the kind of being a creature is. Your character is standard: living and whole. When a standard creature dies it’s dead and the character’s story ends, unless your storyteller decides otherwise. A raised corpse can come back as a zombie, a soul that won’t let go can linger as a spirit, and bones stripped bare can rise as a skeleton. The rest of the archetypes are things players meet, never become.
All 15 archetypes
| Archetype | Description |
|---|---|
| Standard | Standard creatures are living. Standard creatures may not be animated, assembled or enslaved. |
| Zombie | Zombie creatures are undead. Zombies may be animated but not enslaved. Zombies were a product of the war of souls. |
| Skeletal | Skeletal creatures are undead. Skeletons may be animated but not enslaved. They were created as an experiment by an unknown liche; there are few still remaining today. They cannot be assembled. |
| Spirit | Spirit creatures are incorporeal. Spirits may not attack or be attacked. They can’t be animated but may be enslaved. Spirits are made naturally by beings who die that aren’t yet satisfied with death, said by some that they linger in hopes of resurrection. They cannot be assembled. |
| Phantom | Phantoms are incorporeal. Phantoms can only be attacked by magic and cannot be animated or enslaved. Phantoms are made by the spirits of nature themselves and are difficult to be rid of because of their sub-elemental magical essence. They cannot be assembled. |
| Wraith | Wraiths are undead. Wraiths can only be attacked by magic; they may be animated but not enslaved. Wraiths are said to be the abomination of the tainted power of dekkashraen as he killed ettephemone and are the strongest evil beings known today. They cannot be assembled. |
| Spectral | Spectral creatures are incorporeal. Spectrals are immune to magic and can’t be animated but can be enslaved. Spectrals are said to be unnatural spirits that have animated objects due to their severe attachment and refusal to give up existence after being ripped from their bodies by necromantic magic. They cannot be assembled. |
| Horror | Horrors are incorporeal. Horrors are immune to all attacks, but will leave once all players are awake. Horrors cannot be animated, assembled, or enslaved. Horrors are spirits that invade ones dreams and can’t be destroyed. Horrors consume the souls of those who they kill within sleep. Horrors are always malevolent. |
| Bugbear | Bugbears are living. Bugbears imitate all attacks, can’t be animated or enslaved. Bugbears are creatures that change form drastically when fighting, imitating their foes’ attacks with unnatural magic said to be created by the draconians. They can be assembled. |
| Apparition | Apparitions are incorporeal. Apparitions disappear on first contact, can’t be animated or enslaved. Apparitions are more-or-less figments of their victims’ imaginations and don’t exist in any form. Apparitions cannot harm or be harmed. |
| Beast | Beasts are living wild animals and creatures. Beasts can be tamed but not animated, assembled or enslaved. They rely on instinct rather than intelligence. |
| Deity | Deities are divine beings of immense power. They cannot be attacked, animated, assembled or enslaved. Deities shape the world through their will and are immortal by nature. |
| Elemental | Elementals are beings of pure elemental energy. They can be enslaved through magical bindings but not animated or assembled. Elementals are manifestations of natural forces. |
| Humanoid | Humanoid creatures are living, sentient folk of the mortal races: townsfolk, warriors, outlaws and tribesmen. Humanoids may not be animated, assembled or enslaved. |
| Archon | Archons are living mortals of note, the hand-authored figures a story turns on. They take and deal damage as standard creatures do. Archons may not be animated, assembled or enslaved. |
Coming back
Whether a character who has turned into another archetype can ever go back, and what it costs them, is your call. Make it cost something.
Peoples you can’t play#
These are in the world for the creatures and characters your storyteller runs. Some can talk and most can’t, and none of them is a choice at character creation. Creatures has the ones you’ll fight.
| Race | What they are |
|---|---|
| Beast | Beasts are non-sentient animals and creatures driven by instinct rather than reason. |
| Construct | Constructs are things made rather than born: golems, clockwork and animated armor, given motion by craft or magic. |
| Divine | The divine are gods and their avatars, beings of worship whose power shapes the fabric of the world. |
| Elemental | Elementals are beings of living stone, water, flame or wind, bound to the element that gives them form. |
| Non-Sentient | Non-sentient creatures are animals and beasts driven by instinct rather than reason. They cannot speak or use complex tools. |
| Spirit | Spirits are the lingering souls of the dead and the presences of old places, with little of the body left to them. |
| Undead | The undead are the dead raised again: skeletons, wraiths and drowned corpses that do not rest. |

