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races, meteor tales, human, elf, sarcanta, serenian, fay, sirakrat, brutgor, medai, dwarf, gargoyle

Core Races


Overview
All the races were created by the great Sentinel. They were fashioned from different elements, and each race possesses distinct strengths and weaknesses. Unlike monsters, the races of the world are sentient beings crafted by design. There are 5 Core Races for player characters to choose from in this book, but more can be found in other books.


Regarding Races
Races will determine a character’s physiology, attributes, and some generic aspects of their personality. However, traditions, languages, and other cultural elements, although often connected with a race, are better defined by a character’s nationality and social environment. These Races are the Core Races of Vitallia, the prime world of Meteor Tales, and so, you will be provided with some stereotypical features of the races and their backgrounds.


Variety
Players can select from numerous races. However, a well-crafted adventure typically features a majority of basic races, with a small minority of more diverse and exotic ones, to maintain unity and a cohesive atmosphere within your game.


Tribes
As you explore the various Races, you may encounter references to other Tribes or sub-races. These distinctions do not entail separate abilities or distinct lore within this book. Instead, they are mentioned to highlight the subtle genetic variations among different groups. Other books may allow different abilities for different Tribes of each Race.


Culture & Legacy
Each race has access to a special ability called Legacy. These abilities are innate and can be utilized, channeled, or remain active at all times. Legacy abilities are deeply intertwined with the nature, lore, and Attributes of each race, providing characters with advantages in various situations, particularly when facing other races.


Unlocking Legacies
In this book, every character inherits only some Legacy Abilities. However, characters can potentially access additional abilities linked to their origins by selecting from a list found in the Book of Masters. This allows characters to invest Skill Points as they level up, unlocking more related Legacies and enabling the development of characters who are more closely aligned with their kin and eager to explore the full potential of their racial strengths. For further information,  please consult the Book of Masters.


Humans


Humans are known, as conquerors and pioneers. Their ambition exceeds any limits and their devotion to specific fields often helps them excel among other races.


History

Humans were among the first children of the Sentinel to wield magic and understand its properties. They shaped the Battle of the Gods by summoning a greater God into the world, but their task did not occur as planned.


Lore

Humans created the Books of First Magic and recorded spells that matched the power of Gods. They led the First Quest, an initiative meant to end the Battle of the Gods during the First Age. Humanity is the dominant species in Vitallia in population, number of kingdoms, and overall power.


Tribes

The Human tribes exhibit slight variations in appearance and cultural characteristics. Naranors, the most common type of Human in Vitallia, typically have light skin with black or brown hair. Solivors, who reside in the southern regions, boast dark skin with black or blonde hair and are renowned for their devout religiosity. Krans, known for their nomadic lifestyle, can have either dark or light skin with black or red hair. Lastly, Nayar, the rarest type of Human in the land, typically possess light skin with either black or blonde hair.


Naranor Human


Legacy

  • 1. Quick Knowledge: Humans have Quick Knowledge which increases their development by rolling +1D10 every time they gain Experience Points regardless of method.


Medai


Medai are alien creatures that entered Vitallia through another dimension. They are a nomadic people whose form derives from an ancient curse.


History

Medai lived in the plane of Pantheon before entering Vitallia. They are considered a new race and their numbers are limited and spread throughout Vitallia. It is rumored that they had been cursed by an overlord in Pantheon and ever since they have living snakes on their head instead of hair.


Lore

Medai are a nomadic people. They travel between worlds to survive. They have snakes instead of hair. These snakes function as antennas and increase their perception greatly.


Tribes

It is unknown how many Medai Tribes exist. However, it seems that only two have entered Vitallia. Medra have viper snakes on their heads, green skin, and yellow eyes and are able merchants and travelers. Melidra have mamba snakes on their head, white skin, and black eyes and usually find work as mercenaries or gladiators.


Medra Medai

Legacy
  • 1. Cold Blood: Medai are Cold Blooded Creatures with natural Immunity to Poison.

  • 2. Serpent Hair: Medai have Serpent Hair that allows them various functions as well as increased perception.

  • Serpent Strike is an Action that deals Damage & Paralysis upon Critical due to partial petrification caused by the snakes’ poison.

  • (Risk: 1, Critical Range: 19/12/10).

  • Serpent Shield is an Active ability that deals the same attack as Serpent Strike automatically when the character is attacked by a melee weapon of 1 Range. (Does not require a reserved Action).


Sirakrat


Sirakrat are a newly formed race. Not long ago, they were common Humans, until they were taught the way of Kadash, a technique that allows them to draw power by self-inflicting pain, the power that allows oneself to transcend human limits. 


History

The Sirakrat followed the Gods of the Sacred Blood to cleanse the Unholy Kingdoms after the Battle of the Four Daughters.


Lore

Sirakrat gain strength by inflicting pain upon themselves. These marks are displayed as badges of honor. They live in barren lands and the way of Kadash allows them to sustain themselves without daily consumption of food or water. Sirakrat value sacrifice over everything. They use blood as their official currency in their kingdoms and often wield a thin blade named Karat that resembles a large needle.


Tribes

There are only two Sirakrat tribes and both of them live in the barren lands of the west. Moh are the most common type of Sirakrat. They have White Skin and often travel outside their kingdoms on holy quests. Saru have Yellow Skin, they usually live outside of organized settlements and are known to consume human flesh and blood as their primary source of food.


Moh Sirakrat

Legacy

  • 1. Kadash: Sirakrat can perform an Action called Kadash to gain 1D20 extra Grit Points during combat by self-inflicting pain. The Action can be used once per combat and will last for the whole sequence.

  • 2. Abstemious: Sirakrat are Abstemious, they do not suffer from the Starved Condition unless a full week passes without consuming any rations.


Fay


Fay, are creatures born of trees. They are the newest race to exist in Vitallia, just recently created by the Sentinel. They live in hollows of trees and are as wild as free. 


History

Fay were born in Exotia through trees in a time when the Sentinel was under attack by outer forces. All Fay creatures were innately tasked to aid their creator.


Lore

Fay share various similarities with Elves but are wilder and fiercer, more animal than human if provoked. They are often guided by sentient trees that function as Shepherds for their tribe. Fay can also  imitate the sounds of birds and animals as regular speech.


Tribes

Fay Tribes differ in color and some social characteristics. Sylvan Fay have brown skin and brown or black hair and are very wild, much like animals. They hardly stray far from their homes and react very aggressively against anything industrial or unnatural. Edgan Fay have white skin and white, blonde or red hair and travel more and thus, are more likely to socialize with other races if approached correctly. They are adventurous and curious about the rest of the world.


Edgan Fay

Legacy

  • 1. Syl: Fay can control animals within their Perception at will via a special Action called Syl  (2 Risk, which remains active while sustained, the Action needs to overcome the creature’s Vigor).


  • 2. Small Size: Fay are Small-Sized and thus, are harder to hit due to their size. Ranged Attacks suffer -1 Grit Level dynamically.


  • 3. Improved Dodge: Fay can Dodge by using 1 Action instead of 2 due to their size and speed.


Brutgor


Brutgors are giant-blooded barbarians that take what they wish by force. They follow the omens of their shamans and live by raiding nearby settlements. They are a warrior race that should never be underestimated when it comes to battle, regardless of their primitive nature.


History

Brutgors fought a tribe of Giants  and claimed the land around mount Armorgrand, a dry land filled with volcanoes and vast deserts.


Lore

Brutgors are considered the most feared warriors among the Races of Vitallia due to their natural fierceness and way of life. They seldom wear armor due to superstition and the large size of their bodies. Brutgors have kings but their shamans are considered to be their spiritual leaders and most respected individuals in their communities. They fear spirits and other similar supernatural entities.


Tribes

Brutgor Tribes differ in color and behavior. Gaor have red skin and black hair and are more bonded with the traditions of their race. Udak have black skin and black or white hair and often travel to become mercenaries.


Gaor Brutgor

Legacy

  • 1. Giant’s Blood: Brutgors can wield two-handed weapons with one hand.

  • 2. Berserker: Brutgors become Berserk under Fear related effects regardless of nature. Their Rage can also be activated at will by using 1 Action.

  • 3. Voracious: Brutgors require 2 Rations daily due to their size.


Gargoyle


Gargoyles are creatures capable of flight and even turning to stone. They possess physical strength and a rich history of research, knowledge, and the development of magic.


History

Gargoyles were created by the Sentinel. They have established a secluded kingdom concealed by tall walls, where access to outsiders is limited or prohibited without authorization.


Lore

Gargoyles collectively took up a mission to guard the magical barrier surrounding the western continent. They extensively studied and recorded magic in books, contributing to the spread of magical knowledge in other kingdoms.


Tribes

Gargoyles consist of two tribes with varying skin and hair colors. Draihips Gargoyles have red skin and red or white hair, often mistaken for demons due to their skin color. This led the Draihips to live secluded lives without straying far from their homelands. Gora Gargoyles have gray skin and black or white hair and tend to travel the world in search of knowledge.


Gora Gargoyle

Legacy
  • 1. Flight: Gargoyles can Fly when in Prime or Reduced Grit.

  • 2. Stoneborn: Gargoyles are Immune to Petrification effects and can turn to Stone by using an Action. They can remain in stone form for as long as they wish but returning to their original form requires 1D10 Hours.


Serenian



Serenians are a persecuted human tribe that has evolved through mutation, inheriting attributes from both humans and vampires as a result of their captivity during a war between the two races.


History

Originally known as the Shattered, Serenians endured captivity and suffering at the hands of a vampire army, resulting in significant losses before ultimately regaining their freedom.


Lore

Functioning much like humans in most respects, Serenians nonetheless exhibit certain intolerances due to their anemic nature, though they do not possess the typical strengths or weaknesses associated with vampires. Led by Istar Avalian, an officer of Lothen, Serenians established a kingdom post-Great War. Originally known as Avalians, they later became the Shattered, residing in Avalia, a human protectorate near Lothen. Serenians have a tradition of breeding Vampire Hunters, a legacy of their tumultuous history.


Tribes

Serenians are divided into two distinct tribes, the pure-blooded Avalians, characterized by black hair and white skin, who are typically more adventurous and inclined to travel; and the hybrid Shatar, distinguished by white hair and skin, who tend to be more reserved and cautious in nature.


Shatar Serenian

Legacy

1. Wallcrawling: Serenians have Wallcrawling and can climb any surface with regular movement when in Prime Grit. 

2. Moonvision: Serenians also possess Moonvision that offers them perfect eyesight in the dark, while outdoors, without compromising their Grit.



Dwarf



Dwarves are renowned as skilled craftsmen and miners. They form tight-knit communities, holding steadfast to their traditions and religion. With a deep fondness for minerals, gold, and intricate contraptions, Dwarves boast a longstanding tradition of craftsmanship dating back to their earliest generations. 


History

Dwarves are descendants of the Sentinel, led by Kargor the Smith to the northern island of Esgolithon, where they established the heart of their kingdom beneath a towering mountain.


Lore

Dwarven axes are called Deym and are considered one of the most balanced and durable weapons ever made. Dwarves were trusted with the Runik Stone by Kargor the Smith, a legendary item that grants resilience to magic. Dwarves initiated the most known magic hunting order in Vitallia, the Runik Knights in 1108 AC.


Tribes

Dwarven Tribes exhibit slight variations. The Durat, with their white skin and black hair, predominantly dwell on the surface, driven by a thirst for exploration. Conversely, the Karga, with gray skin and red or blonde hair, reside underground, rarely venturing far from their ancestral homes.


Karga Dwarf

Legacy
  • 1. Runik Blood: Dwarves have Runik Blood that provides them with 5 Points of Magic Absorption from Damage dealt by spells.

  • 2. High Craft: Dwarves also have High Craft that allows them to reduce time requirements for any Craft Skill by 50%.


Elf



Elves are creatures blessed with longevity. They are graceful, attuned to nature, and characterized by elegance and virtue. Elves are tall and slim and beautiful and vary in color of skin and hair according to their bloodline. They are skilled in crafts and music and prefer the company of animals to people and enjoy solitude and nature. 


History

Elves are children of the Sentinel. They followed the elven queen Laira to the eastern continent across the Siria sea, after the Battle of the Gods. 


Lore

Elven bows are called Mente and have the best accuracy and longest range from any other bow known to history. Music was created by elves and brought to the rest of the world by a Human who traveled to the elven lands to visit his elven lover. Most elven men died during the Battle of the Four Daughters in 1990 AC in Exotia.


Tribes

Elves differ according to their bloodlines. This is usually seen on their hair and skin color. Sentin Elves have white skin and yellow Hair and live in forests and places rich in nature. Alaur Elves have white skin and blue hair and also live in forests and close to the ocean. Fyr Elves have gray skin and white hair and are physically stronger than most elves. They usually build their settlements around areas with caves. Maor Elves have black skin and white or red hair and they prefer to live in underground settlements. Aquats have cyan skin and blue hair and live underwater or in settlements built near the ocean. Finally, Sarhad elves have red skin and red hair and live in deserts or dry areas and are usually nomads.


Sentin Elf

Legacy


  • 1. Sharp Vision: Elves have Sharp Vision that protects them against Grit penalties caused by Dim Light or Fog.

  • 2. Steady Step: Elves have Steady Step which allows them Regular Movement over difficult terrains.


Sarcanta



Sarcanta descent from dragons. They are genderless creatures that hatch from dragon eggs and share many draconic attributes as well. They hoard gold and live in mines and look down on most other races and creatures. 


History

Sarcanta were born of dragons who arrived in Vitallia from another dimension. Their population is limited and their survival as species depends on the existence of dragons. They occupied an island called Miasel and seldom stray to the Mainland except for the promise of gold.


Lore

Sarcanta rest on piled gold to receive healing benefits. They fashion a huge, two handed falchion named Reya that has particles of gold embedded on its edge. Like dragons, Sarcanta share a love for gold and minerals and even magic. They vary in color, depending on their origin and have a breath weapon similar to their dragon ancestors.


Tribes

Sarcanta tribes differ on skin color and innate abilities. Ragra Sarcanta have Red skin and breathe Fire. Crax Sarcanta have white skin and breathe Ice while Thara Sarcanta have Blue skin and breathe Thunder.


Thara Sarcanta

Legacy
  • 1. Dragonform: Sarcanta have Scales that offer them 1 Point of Absorption and Claws that can be used as natural weapons (Critical 20/-/-). 

  • 2. Breath Weapon: Sarcanta have a Breath Weapon that varies according to their color and requires 1 Action (Range: Self, Radius: 3 Cone, Critical: 17/11/10, Risk: 5).


  • Red Sarcanta breathe Fire (Fire Damage & Burn on Critical).

  • Blue Sarcanta breathe Thunder (Thunder Damage & Shock on Critical).

  • White Sarcanta breathe Ice (Ice Damage & Freeze on Critical).

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