The following common races are available to play, and what racial mutations (if any) are associated with them are listed. This is not exhaustive, and only those which are common knowledge are listed. Unless otherwise noted, they are easily recognised and require no special skill or knowledge to distinguish them from other common races.
Most of the common races are spirited, and players characters default to being a Spirited Creature unless created otherwise. Being spirited is a dominant trait, therefore a creature born with a spirited parent will also have a spirit except under exceptional circumstances.
To play a Spiritless (also known as Life Force Only - LFO) character, they must purchase the Spiritless Racial Mutation at character creation (see below).
Humans are the most common playable race in Lesia. Humans from the material plane are a spirited race, however in rare circumstances a human may survive losing their spirit, becoming a spiritless creature, and there are stories of some who hail from alternative planes of existence that do not have spirits.
Dwarves are spiritless humanoids, known for the hardy constitutions and straightforward, often blunt attitudes. As spiritless creatures most Dwarves must take the Spiritless Racial Mutation, however the Hill Dwarves are known to be spirited.
When Dwarves die their physical bodies turn to stone, leaving life-like statues for a corpse. Some believe the dwarves clan be identified from the type of stone left behind, but only the dwarves would know the truth of it.
Elves are spiritless humanoids, known for their agility and skill with magic. As spiritless creatures most Elves must take the Spiritless Racial Mutation, however the Plains Elves are known to be spirited.
When Elves die their physical bodies fade, their essence evaporating into the air leaving empty clothes behind.
The below is not a complete list, but includes races which, while uncommon, are found amongst the adventurers of Lesia.
As a rule of thumb, many creatures and even some Extra Planar Creatures of Minor level could make interesting player characters, however note that any inhuman abilities will need to be purchased with the Racial Mutation skill(s), and thus need to be approved by the Rules team.
Spiritless humanoids similar to Dwarves, however are large in stature.
Giantkin are Spiritless but otherwise do not usually have other racial mutations.
These feline spirited humanoids are unusual in Lesia, but have been encountered from time to time.
Catfolk often have racial Dexterity mutations.
These troublesome little humanoids are usually hostile, and encountered as Monsters, but a few have been known to side with the heroes and humans of Lesia.
Goblins sometimes have greater Dexterity.
Orcs, like goblins are usually hostile and encountered as Monsters, but a few have been known to side with the heroes and humans of Lesia.
Orcs often have racial Strength or Body mutations.
These spiritless humanoids are very excitable, often distracted by shiny or pretty objects. They have a legendarily short attention span, and high pitched rapid speech.
Kender are Spiritless but otherwise do not usually have other racial mutations.
The list is not complete and other abilities can be chosen such as an affinity for fire, where the character will take reduced damage from fire or fire based spells but Ice and Cold has additional effects. Any ability not provided below must be approved by the Rules team before a player may use such a character. A player may use a previously approved Racial Mutation Skill provided they also seek approval from the Rules team.
Each Player may only a limited number of characters with Racial Mutations. Although they may have other characters of non-standard race, they may not have more than one with a Racial Mutation. Players may have 3 separate characters each using one of the below slots, or choose to use all 3 slots on one character - they may use the slots as they wish, but the slots are only freed when the character dies or is retired (with the exception of the Spiritless mutation, which becomes free when the character exceeds 300 points).
1 Character with the Spiritless Mutation below 300 points
1 Immortal Character
1 Character with other Racial Mutation skills
It is possible to buy multiple racial mutation slots on the same character provided they fit the same theme for the race. For example an Orc character might purchase mutations that make them both stronger and tougher than humans. A given character may have more than one Racial Mutation, but each must be purchase as separate skills.
There are three forms of Racial Mutation, characters may be built using a combination of the below:
Basic Mutations (B) - the character selects 1-4 mutations from the standard list at character creation only. This is the most common form of Racial Mutation and is available "off the shelf" simply by specifying appropriate choices at character creation.
Special Race (Sp) - the character uses 1-4 racial mutation skill slots at character creation to create one or several non-standard mutations. These usually have greater benefits than the standard mutations however they also come with drawbacks, such as taking increased damage from Fire or Ice. Both benefits and drawbacks may increase or evolve over time but the points cost is paid in full at character creation. This requires discussion and approval from the Rules team, and once finalised a full description must be sent to the Battleboarder to be saved with the character.
Sliding Race (S*) - the character selects 1-4 racial mutations at character creation, and then continues to evolve at every 50 points by purchasing additional mutation slots, usually up until 250 points although some may halt earlier. This requires approval from the Rules team, and once finalised a full description must be sent to the Battleboarder to be saved with the character.
Spiritless creatures are completely immune to all Spiritual or Inherent effects, including spells, and cannot benefit nor suffer from Inherent Items. As far as Spiritual effects are concerned, the creature is simply not there, only empty space.
Playing a Spiritless Creature such as a Dwarf or an Elf will cost 5 points at character creation and a further 5 points every 50-points cap until the character gets to 300 points (total 35 points). Each player may only have one spiritless character below 300 points to show the rarity of these creatures, however this mutation does not use up the 1 Racial Mutation slot per character.
Being spiritless gives the following:
Immune to all Inherent Magic
Cannot benefit from or suffer from Inherent properties of magical items*.
Extra third damage from Focused spells
Extra third healing from Focused spells
Extra third duration on Focused spells with a durations of less than 1 encounter.
*Although spiritless creatures may not use Inherent Items, the usual limit for carrying Inherent Items still applies as it is the close proximity of the items which cause them to overload and be destroyed. However, since the magic power released is Inherent, the LFO creature might be left relatively unharmed, or perhaps not even notice depending on the items themselves.
Gives the character an extra rank of the Physical Enhancement skill ("Body") to any learned. This allows them to reach an effective level of Body 11; 10 through normal purchase + 1 for Toughness.
Gives all over PAC of +1
Gives all over PAC of 2 but will not stack with worn armour.
Gives the character an extra rank of the Dexterity Enhancement skill ("Dexterity" or "Dex") to any learned. This allows them to reach an effective level of Dex 5; 4 through normal purchase + 1 for Naturally Fast.
Gives the character an extra rank of the Strength Enhancement skill ("Strength" or "Str") to any learned. This allows them to reach an effective level of Str 5; 4 through normal purchase + 1 for Inhumanly Strong.
Gives the character natural claws which do 3 points of sharp damage. The character can specialise and master their use as if they were Blade 1 daggers. The player should invest in suitable PHYSREPs and must be trained and safe in their proper use.
The character is supernaturally resilient and almost impossible to kill. If killed by normal adventuring means then the character can come back alive after a few days and with full retention of memories, although with a loss of a number of skill points and all their equipment. Each Immortal character has one weakness, one kind of Death which would end them permanently. For example, an immortal inspired by the Highlander film would be permanently killed by decapitation.
Playing an Immortal character will cost 5 points at character creation and a further 5 points every 50-points cap until the character gets to 300 points (total 35 points). Each player may only have one Immortal character at a time, however this mutation does not use up the 1 Racial Mutation slot per character.
For example an Immortal Catkin with Enhanced Dexterity would be both a Racial Mutation and an Immortal Character for the Player, and take up both slots.