Choose your race

Many fantasy races exist in Arthos. Some of them are highly magical in nature, while others are more mundane. Each race includes automatic and purchased advantages, as well as any disadvantages that members of the race share. Players also represent their race through makeup, prosthetics, props, or a combination. More information on each race can be found in the Core Rulebook.

Take a look at the common races here to start brainstorming about your first character!

Wood Fae Ranger

Mountain Dwarves

Mountain Dwarves are famed miners and smiths, though they may specialize in any number of trades. All dwarves sport a full beard and, although they are generally shorter than humans, they are on average stockier and hairier.

Savar'Aving

The Savar’Aving are a matriarchal race of cat-people who resemble humanoid hunting cats. They are a strong, proud race with deep ties to nature.

In recent history, they've suffered a catastrophic plague of necromantic origin that killed and rose many of their people as Undead. The few Savar’Aving that survive today struggle to put to rest their Undead sisters and dream of rebuilding their once great society.

Orc

Orcs, or “Green-Skins” as they are commonly called, are a fierce and combative goblinoid race. Orcs normally organize themselves into tribes and clans that consist of ogres, kobolds and other goblinoid races. Orcs appreciate strength and skill in combat above all things. They are less intelligent than a human is, but generally stronger and more disciplined.

Gargylen

The Gargylen are a sentient race of half-construct, half-living gargoyles. Originally slaves, they have since broken free from the oppressive yoke of their mage creators. Very little is known about them, and they have no recognized territory or homeland. They are an enigma, and questions surround their purpose or moral standings.

Hobling

A typically small, peaceful people, Hoblings, in general, are horrified by violence and are easily scared off by the slightest danger. However, some are fun-loving and mischievous, enjoying anything that is exciting despite whatever possible danger there may be. These Hoblings are often considered an annoyance by other races, but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. All these Hoblings really wish to do is have fun and enjoy life to its fullest.

Human

Humans are the most populous of the sentient, civilized races. They range widely in appearance, culture and diversity.

Dark Elves

Dark Elves are an underground dwelling race that is sensitive to sunlight. Because of this, Dark Elves shun the surface world during daylight hours and often live underground. The Dark Elves are mistrusted by the other races, mainly because of their dark reputation for deception and murder, as well as their natural aptitude with Alchemy.

Einher

A semi-nomadic Northern people, the Einher are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may disrespect them or their kin. As such, they tend to avoid disrespecting others, unless they are looking for a fight. For an Einher it is important to know the difference between a friendly jab at someone and the sort of thing that blood will be shed for.

Wild Elves

Wild Elves do their best to co-exist with nature, believing that the beasts and land are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside of it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes.

Ajaunti (Aja)

An extravagant, passionate and amicable people, the Ajaunti (“Aja” for short) are a nomadic and colourful race.

Where and when the Aja culture came to be is a mystery. Full of life, love and celebration, the Aja place high value in songs, dancing, and storytelling. Wanderers by choice and welcoming of strangers, Aja “clans” slowly criss-cross the continent in large caravans, following the weather and the winds of fate. The Ajaunti are always willing to share their wine, campfires and wisdom with any willing to join them

High Elves

High Elves are a long-lived race that make their home primarily in cities. High Elves are known to be graceful, artistic and magically inclined. Although wise, they are often perceived to be arrogant and rude.

Wood Fae

Distant cousins to the Faerie Folk, Wood Fae are rumoured to have been born of magic within the forests of the world. Quite contrary to their faerie folk cousins, the Wood Fae often have an extreme dislike for all forms of charms and will go to nearly any length to oppose mind-altering spells or effects. They are for the most part very carefree and friendly.

Players can choose to start with one of nine classes. Each class has access to unique skills and brings a different flavour to roleplay.

Any race can be any class, allowing for a plethora of combinations. Players can be as creative as they want to be while imagining their character concept.

Choose your class

Assassin

Assassins, the exception to the rogue generality, are specialists. They specialize in stealth, and the ability to kill silently with brutal precision. Assassins are used in many ways and can be found in all walks of life. They are not always cold-blooded killers and are used by many nobles as spies and scouts.

Wytch Hunter

Wytch Hunters are a hybrid class who are specially trained to fight against one or more specific spheres of magic.

The reasons for this vary from Wytch Hunter to Wytch Hunter; sometimes it’s motivated by personal hatred, other times they’ve simply decided on this path of training. Whatever the reason the effect is the same. In order to accomplish this task they’ve combined the arts of stealth and magic in their training.

Druid

Druids are scholars who tend to be most comfortable using the Nature sphere and feel a kinship to plants and animals. There are many different types of Druids, from the guardians of the forest to those who consider themselves friends of the Fae. Often seen as the counter-part to Rangers, Druids sit on the magic side of the fence, whereas Rangers sit on the physical side. Less common in large urban areas, Druids are a natural fit in the dangerous outdoors that Underworld events typically use as backgrounds.

Nightblade

Nightblades are a hybrid of all the rogue classes, a Jack-of-all-trades. They tend to be very diverse in their studies and can always be relied upon to surprise you when you least expect it. Nightblades tend towards occupations such as forgers, smugglers, and thieves. Usually bred in the cesspool of the urban world, Nightblades live by their cunning, taking what they wish, dodging the long, but slow arm of the law.

Ranger

Rangers are warriors who prefer the wild to cities. Many Rangers are trained as guardians and scouts for their Lord’s domain. Since most of their time is spent in the wilderness, Rangers are naturals at learning woodland type skills such as archery and Alchemy. A Ranger may spend their entire career chasing poachers and rogue animals or they may be their Lord’s Master of the Hunt. They have been used in the past as long-range spies.

Mercenary

Mercenaries are pure warriors. These fighters devote their lives to the perfection of the warrior's arts such as tactics, weapon skills, wine and questionable pleasures. They have little patience for higher learning or courtly manners, preferring instead to focus on weaponry and armour and their uses. Mercenaries rarely die of old age or broken hearts.

Bard

They are musicians, storytellers, poets, Skalds and mythmakers. Bards are the creative pulse in every tavern, town and festival and their songs and stories breathe life into an otherwise drab and dreary existence. A Bard performs for the masses, uplifts the downtrodden and entertains the rich. Bards tend to shy away from combat and battle, focusing more on entertaining than fighting.

Templar

Templars are the embodiment of the scholarly warrior. These warriors have chosen to spend their time studying the scholarly arts as well as the warrior’s arts. While a Templar will never be as refined as a warrior or scholar in their respective specialties, the Templar is far more versatile and potent in their own way.

Mage

Practitioners of the arcane arts, these students of the more esoteric fields of study bring power to word and deed.

The most difficult and slowest class to follow, they gain their power slowly, but are unmatched when higher levels are achieved. You can identify a beginner in the arcane arts by their well-built running legs and a Master by their paunch, grown by long hours spent in Ritual Circles.

Human Mage

Choose your skills

At Underworld LARP, characters purchase their skills with Character Points (CP). Most skills can be purchased by any race or class, allowing players to really customize their character experience.

Some examples of skills include: weapon proficiencies, read & write, mysticism, first aid, and more. Take a look at the Core Rulebook to see what else you can choose for your character.

Characters begin with 150 CP, giving new players a chance to start with a few skills at their first game.

Einher Mystic

Ready to start your character sheet? Try out the unofficial character builder or download a character sheet.

New character sheets can be sent to howlingwildslogistics@gmail.com