Color image of a Glibben head from the Terres Rising game

Races of Ashriya

It is a time of new beginnings. The wretched drought that plunged the world of Ashriya into chaos and torment has now been over for many decades. The time of wandering and scrounging has since ended, and a new era of civilization and colonization has begun.

This is the story of Crossroads, a centrally located, town on the verge of a population explosion. However, with all good things, problems and evils lurk around the corner. Hostile towns threaten an imperialistic takeover. Tribal savages roam the land looking for food and other trophies of their vanquished victims. Rumors and legends tell of a great evil that will hunt down large parties that travel in the woods in the dark of night. Your adventure is to begin here. Welcome to Terres Rising: Crossroads.

You are to be a part of the expansion of Crossroads. What will you choose to be? Will you be the merchant who sets up shop and barters with the town for the goods you purvey? Perhaps you will be a mage, channeling the magic of the land and manipulating them for your advantage. Maybe you will choose to be a gallant fighter, protecting the town or protecting your own interests. The choice is up to you.

The races of Ashriya are myriad indeed. Exactly how they came to be so genetically diverse is unknown since much of recorded history was destroyed during the Great Drought. The hardships of that time have brought the majority of the races together in a way which seems strange considering their differences. Following are descriptions of all of the civilized races which have been studied to date. Part of the knowledge lost during the Great Drought includes that which lies beyond the small towns, which are the foundation of our known world.

The Playable Races of Ashriya are: Humans, Elves, The Haroc, The Undead, The Krosan, The Wyldlings, The Ritika, The Dagon, and The Mystics.

Humans

Scholars believe the humans were once the most common race in all of Ashriya. The basis for this belief is that huge numbers of them died during the Great Drought. Without the physical stamina to survive, the humans became reliant on the other races of Ashriya. A propensity towards farming stayed with them through the hard years and they were prized for their skill at raising food in extremely difficult conditions. By breeding more quickly than other races, the humans have become the most populace of all races.

Most humans have returned to farming as the water has come back to the land. They are respected for their abilities with the land and various crafts, but they themselves will admit that the other races are far superior in combat, wizardry and psionic ability.

HUMAN:
3 BP, 3 AP, 5 MA
Bonuses:
+5 Skill Points

Elves

The elven people of Ashriya are similar to their human neighbors in many ways. Physically, they are as frail as the humans and appear much the same, but their ears come to points at their upper edges. Much of the elven population passed on during the Dry Years, but the elves did not have the human knack for farming and needed to find their own way to cease to be a burden upon the other races and become accepted.

The elven intellect raced to find an answer and found that they could not only make themselves valuable to the rest of the world, but also find considerable wealth for themselves. They set up caravans for travel, storing up water and traveling long distances to trade valuable commodities from one town to another. With a strong foundation of wealth, the elves have managed to continue the tradition of mercantilism into the new age.

ELF:
2 BP, 4 AP, 5 MA
Free Purchases:
1 Skilled Profession
Make-up:
Ear tips

The Haroc

Color image of the Haroc race

Oops, humans are so soft
— Arkron Trakal, veteran Haroc fighter

To all outward appearances, one of the most threatening races of Ashriya is the Haroc, who have the aspect of stone about them. However, those who live with a Haroc find them to be some of the kindest of souls in all the lands. They are hardy and strong with a trusting nature, but beware a Haroc betrayed!

The Haroc have the ability to call earth and stone to them to create a protective armor. When this "stone armor" is weakened, they will sit and meditate to repair the damage which has been done. They also use a similar skill to harden their bodies and make them very close to immovable. In this statue form, it takes at least 8 normal men to move a Haroc, which can make dealing with a stubborn Haroc very difficult. Most people just give them what they want.

HAROC:
6 BP, 2 AP, 5 MA
Free Purchases:
Base 4 Strength (does not count toward max); Stun; Resist Pain; Brute Strength Header; Endurance Skills Header
Bonuses:
Stone Armor: logistically identical to Flesh Armor Psycometabolic skill, but in-game, is made of stone, and can only be reset by 5 minutes of meditation; Statue Form: takes no effect from almost anything. Haroc cannot move, nor speak. Haroc can only be moved by double the Haroc's strength. Requires an audible 10 count to enter and exit Statue Form, "Statue Form 1, Statue Form 2, etc."; Immune to Contact (but not Crushing Contact)
Detriment:
4SP Stealth Header; 6SP Channel Magic; 6SP each Magic sub-header; 10SP Psionic Affinity; 10SP each Psionic sub-header
Penalties:
5 SP read/write
Make-up:
Stone colored and textured makeup on exposed skin. To use stone armor, must also wear stone armor phys rep, which looks like rock

The Undead

Color image of the three Undead races

It is unknown how the Undead established themselves as a race upon Ashriya. At some point during the Dry Days, the race stepped away from their purely evil, twisted brethren and became a sociable people. But even then, the Undead were not particularly accepted by the other races. Many complained about the "evil" nature of any undead, while others were just offended by the stench of rotting corpses walking through their streets.

During the Great Drought, with no need for water, sleep or protection from heat, the Undead became one of the most powerful forces for helping to restore civilization to Ashriya. However, recently, the Undead City of the Necropolis fell, and since then most undead are considered evil, and shunned, or even killed on sight, by most of society.

GHOULS:
5 BP, 1 AP, 5 MA
Free Purchases:
Unarmed Combat Claws 36" max; Base 2 Strength (does not count towards max, only at night); Eagle Eye (only at night); Resist Disease; Resist Toxin; Brute Force Header; Endurance Skills Header
Bonuses:
Drain Essence; +2 AP at night; Second Wind up to ten times per night without expending AP
Detriment:
Minus 1 body during the day; 10SP Psionic Affinity; 10SP Channel Magic; 6SP Finesse Header; 6SP Stealth Header; 10SP First Aid
Make-up:
Roughly half the face is to be covered in red make-up (to give the impression of exposed muscle)
LYCHES:
2 BP, 5 AP, 3 MA
Free Purchases:
Undead Surgery (first aid not necessary);Willpower; Resist Disease; Resist Toxin; Eagle Eye (only at night); Channel Magic; Necromancy Spells Header
Bonuses:
5 minute bleed out; Drain Essence
Detriment:
10SP Brute Strength Header; 6SP Finesse Header; 3SP Weapon Styles Header; 4SP Endurance Header; 4SP Projectile Header; 1SP Heavy Weapons Header; 6SP First Aid; Minus 1 BP during the day
Make-up:
White face paint with red and black highlights (to give the impression of skull). All exposed flesh is to look decaying
VAMPYRE:
3 BP, 3 AP, 5 MA
Free Purchases:
Undead Surgery; Willpower; Second Wind (only at night); Resist Disease; Resist Toxin; Eagle Eye (only at night); Psionic Affinity Header; Clairsentience; Telepathy
Bonuses:
5 minute bleed out; Drain Essence
Detriment:
10SP Channel Magic; 6SP First Aid; 6SP Psychokinesis Sub-Header ; Minus 1 BP during the day
Make-up:
White face paint and fangs

The Krosan

Color image of the Krosan race

The Krosan are a highly excitable race. They live on the edge and throw themselves voraciously into whatever activity they become involved in. Many have particularly strange personality quirks, such as speaking in the third person, or referring to themselves in the plural. Although, they look similar to the other races of Ashriya in body shape, they have distinctive black tendrils of flesh which grow out of various places on their body and re-entering in other places. The Krosan were well adapted for the time of the Drought. It is unknown whether they evolved this way or they had always existed as such, but they were able to survive much longer periods with less or no water than the majority of the population. They are well respected for their abilities in combat, though most are wary of their unstable behavior.

KROSAN:
4 BP, 4 AP, 5 MA
Free Purchases:
Resist Toxin; Base 2 Strength (does not count toward max); Acrobatics; Dodge; Finesse Skills Header; Brute Strength Header
Bonuses:
Quick Learner: At the end of an event, the amount of essence turned in by a Krosan character is doubled and may be used to earn up to 4 SP; Can learn Adrenaline Surge without learning header; Can buy Repair Armor skill for 4SP without buying the header
Detriment:
10SP Channel Magic; 10SP each Magic Sub-Header; 10SP Psionic Affinity; 3SP Projectile Header; 6SP to buy any sub-headers within Artisan Class
Penalties:
Shortened lifespan; Must eat a "Krosan Stick", at least once per reset. (Phys rep, supplied by player, can be a pixie stick, a red licorice stick, or a 12 oz energy drink.) All Krosan characters will be given "punch cards" by Staff. Every reset, a Krosan must eat their Krosan stick in front of a Staff Member, who will mark off the punch card. Failure to eat a Krosan stick during a a given reset will yield dire IG results. All characters must have IG item tags for each Krosan stick that is obtained IG. The IG item tag is separate and different from the OOG punch card
Make-up:
Black tendrils connecting one part of the body to another (Example: neck to shoulder, forearm to upper arm, etc.), Black make-up accentuating tendrils

The Wyldlings

Color image of the silouette of a Wyldling

Until recently, the Wyldlings were thought to be creatures of myth and children's tales. When the Drought began, the Wyldlings were forced out of their forest homes to seek what small sources of water they could find. Feral in nature, they were mistrusting of the rest of the population, but some of the kinder folk took them in and made them feel more comfortable amongst the rest. Wyldlings are vicious when roused to combat and will seldom back down once they have set their eyes on a particular combatant.

Though their body shape vaguely resembles that of the other races, the Wyldlings are also close in form to the wild animals of Ashriya. Their hands have evolved into a cross between claws and hands, which makes it difficult for them to use "civilized tools" like utensils and musical instruments and almost impossible to use weapons. However, the claws can inflict sufficient damage on their own, and the speed of the Wyldlings suit them as the ideal predator.

Although they have integrated themselves amongst the other races, they still have a pack mentality and are fiercely loyal to those with whom they travel. They are often known to howl or grunt at other Wyldlings in a meaningful way, but the reasons for this are unknown to any but their own kind.

WYLDLING:
6 BP, 3 AP, 1 MA
Free Purchases:
Base 3 Strength (does not count toward max); Acrobatics; Brute Strength Header; Stealth Combat Header; Endurance Skills Header; Clairsentience (do not need Psionic Affinity to take clairsentience)
Bonuses:
Unarmed Combat Claws 36" max; Advanced Unarmed Header (allows Wyldlings to purchase skills that will permit Wyldlings to use special combat skills with unarmed combat.
Detriment:
6SP Channel Magic; 10SP each Magic Sub-Header; 10SP Psionic Affinity; 10SP for each Psionic sub-header (except Clairsentience)
Penalties:
4SP Read/write and cannot use writing implements; 6SP for each Artisan Skill; no weapons
Make-up:
Look animalistic. Get creative and you'll get more positive attention. Teeth should only be realistic-looking fangs or tusks, if used. Try to avoid teeth that need to be removed for common actions like eating or talking

The Ritika

Color image of a Ritika looking as a root

Anything you can make, I can make better, or if I can't make it better, I bet I can break it.
— Familiar taunt among Ritika children (and some adults)

The Ritika are a race of unbridled curiosity. They need to know, they need to improve, and they need to test. Physically, they appear to be made of metals of various types, though it is highly unlikely their flesh is actually metal. Ritika have an insatiable curiosity about all things mechanical or complex. Traps, locks, alchemical recipes and weapons with complicated machinations are their specialties. Rarely will a Ritika involve itself with magic, claiming that anything done with magic can be done better with science. On rare occasions, a Ritika will incorporate ritual magic into one of its creations, but at great risk to its reputation.

Most Ritika seem to fall into one of three personality types, those who like to build, those who like to break, and those who want to be good at everything. Most focus on a certain type of functionality. They will focus on improving defensive abilities or offensive abilities of items that they are working on. They all take very different approaches to try to be the best at what they do and are competitive with each other in a very friendly way. Many Ritika like to travel with a puzzle, trapped box, or some other challenge, and when they encounter another Ritika, there is often a race to see who can solve the other's puzzle first. The sooner you complete another's puzzle, the more esteemed you are in their eyes.

RITIKA:
4 BP, 2 AP, 5 MA
Free Purchases:
Repair Armor; Pick Locks; Remove Traps; Artisan, Mechanic, Craftsman, and Alchemy Lore headers; One purchase of Craft or Alchemy; +1 production point for each purchase of a production skill
Bonuses:
Repair Armor x 3 (base :30 for every minute of normal armor repair.
Detriment:
4SP Channel Magic, x5 of base SP for spells
Make-up:
Metallic make-up on all exposed skin

The Dagon

Color image of the Dagon

The power is in you.
— Dagon training mantra

The Dagon are a very lawful people whose skin develops artistic renderings which focus their power. The Dagon manifest their power through their mastery of both mind and weapon. By bringing both the physical and mental together, they have managed to become the most skillful warriors in all of Ashriya.

The Dagon believe firmly in the supremacy of law and order. During the chaos of the Dry Years, the Dagon fought fiercely to return order to lands which had turned chaotic with fear and loss of hope. Many Dagon died in riots, while they fought to control the populace. Others left civilization in small, groups with which they could find peace. In the post-drought years, many of these small groups returned to the cities and towns and became the basis for militia and town guards. Though some Dagon are found with mercenary groups or wandering tribes, they generally will be with others of their own kind as they make a most effective fighting force this way.

DAGON:
3 BP, 4 AP, 0 MA
Free Purchases:
Contact; Willpower; Psionic Affinity; Psi Powers (choice of 2 headers); Sword Class; Endurance Skills Header
Bonuses:
Psi Meditation (reset Flesh Armor with five minutes of undisturbed meditation); Sword Contact (Establish contact through sword with successful hit).
Detriment:
10SP Channel Magic; 4SP each magic sub-header; Prefer only bladed weapons, cannot use shields
Make-up:
Multiple tattoos on exposed and unexposed, but possibly visible skin

The Mystics

Color image of three of the Mystic tribes

What is magic, you ask me? What isn't?
— Mystic retort to Ritika quip

Clearly the most skilled mages in all of Ashriya are the Mystics. These people have similar physical characteristics to the elves, though they are paler and many have a glittery, magical quality to them. Though physically not well adapted to live out the Great Drought, the Mystics were able to use their skill with magic to make themselves extremely useful to those other races who could provide for them. It is rumored that some Mystic ritualists were even able to create food and water for their friends though that may only be a myth.

Many consider the Mystics to be aloof, while others find them to be extremely outgoing and friendly. They are clearly individuals without a single mentality. Even amongst their own race, they are recognized by their choice of magical specialization. The Romalla study Defensive magics, the Devar study Battle magic, the Ekcart study Mental magic, the Hara study Healing magic, the Fwip study Discord magic, the Namore study Necromancy, and the Tarik are students of all forms of magic.

The Arid Days destroyed whatever social structure the Mystics may have had as they were spread out amongst the struggling civilizations. Still, the Mystics recognize one another as kindred spirits and will often go out of their way to be sociable to other Mystics who specialize in the same school of magic as themselves.

MYSTIC:
2 BP, 6 AP, 3 MA
Free Purchases:
Magic Shield; Magic Blast; Channel Magic
Bonuses:
Ritual Focus x 2; Specialized casters cast as + 2 level within their specialization; Tarik cast as +1 level; Detect Magic actually an innate ability which requires 1 AP and requires no incant. Mystics can just "feel" if something is magical. It is more difficult to do this than cast a simple spell, hence, it costs more AP. Any Mystic can also purchase the spell to reduce the cost of use
Detriment:
Tarik must spend 6 SP and get all spell schools; 10SP for Brute Strength Header; 4SP for Finesse Skills Header; 5SP Weapon Styles Header; 6SP Endurance Skills Header; 5SP Heavy Weapons Header
Penalties:
Will only wear small amounts of metal as armor. Studs may be used in their leather and delicate metal may be used in coifs
Make-up:
White make-up, ear tips, and body glitter