• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Realistic or Modern Playable Races

S
Created at
Index progress
Complete

Fable

₮ⱧɆ ₥Ɏ₮Ⱨ, ₮ⱧɆ ⱠɆ₲Ɇ₦Đ, ₮ⱧɆ ₣₳฿ⱠɆ
Administrator
Roleplay Availability
Roleplay Type(s)
SMALLB.png PLAYABLE RACES & LORE
Due to the allowance of many different types of races, categories have been put into place to avoid contradictory lore. While not all mythical/fantastical races may fall under these categories, many should and players should review the information to determine how their character fits into the SMITED universe. Some races are fairly open in terms of lore while others are more restrictive and feature laws, beliefs, and deities. Custom races are an option, but players need to be mindful when going this route.

Please use the threadmarks to navigate.
 
Last edited:
Bestial
SMALLB.png BESTIAL
Bestial beings are part-beast and cannot change form. Examples; Nagas, Satyrs, Minotaurs, etc.

For every 5 years after their 21st birthday, bestials only age physically 1 year.

Able to use magic.

Age Formula
(Total Age - 21) / 5 + 21 = Physical Age
(Physical Age - 21) * 5 + 21 = Total Age
 
Last edited:
Demons
SMALLB.png DEMONS
Demons are usually characterized with the following physical features; horns, fangs, pointed ears, inhuman eye colors. However, these are just the physical characteristics of one type and various demon clans may appear differently. They have a bit of a rivalry with Nephilim, mostly due to assumptions that demons are all evil and a disagreement regarding their shared deity.

For every 10 years after their 18th birthday, demons only age physically 1 year.

Able to use magic.

Age Formula
(Total Age - 18) / 10 + 18 = Physical Age
(Physical Age - 18) * 10 + 18 = Total Age


Racial Lore
Demons are ruled by an absolute monarchy, the long No’erver Dynasty which has been in power for many millennia. Their society is aristocratic with Houses that are known to covertly plan machinations in order to climb up the hierarchical ladder; subterfuge, spying, assassination, and sabotage are all commonly committed. That isn’t to say if they are caught doing it, they will escape punishment.

Houses are noble families with great wealth and power. Some of these houses are ancient, having held their position for a long time. Others are newer after earning favor from the Emperor. Houses can also fall out of favor and lose their position and all their holdings depending on factors.

Demons do not take being slighted lightly, even accidental insults may result in a challenge over one’s honor to be demanded. Not all challenges are physical though, they can also be games of wit. Sometimes restitution is enough to settle disputes instead of challenges being demanded. Should a dispute continue to not be resolved the Noble Court may settle it for those involved.

Slavery is allowed, though not as common as it used to be. Those who fight and are defeated, but not killed in combat, owe their life to the one who spared them. Slavery is basically a life debt. Generally, slaves are not mistreated or abused as having a loyal slave is much preferred over one who could plot against you.

Voreiss'i No’erver​
Emperor​
Ny'rayi No’erver​
Empress​

N'ildem No’erver​
Eldest Son - Heir​
Delek'e No’erver​
2nd Son​
Cer'iao No’erver​
3rd Son​
Ver'theri No’erver​
4th Child - Daughter​

Laws
  • The Emperor’s Word is the Highest Law.
  • Treason against the Emperor is punishable by death.
  • Dishonored members may be exiled from their Houses.
  • Slavery is permitted.
  • A slave can only be released by their master.
Deity
7UU8yOK.png
Demons and Nephilim are monotheistic and worship the same deity; Ai'unia.

The Goddess Ai'unia has dark wings, pointed elvish ears, fangs, and black horns. These physical attributes - while not shared by one race - show the connection to Ai'unia.

It is said that Ai'unia created both Demons and Nephilim, sharing aspects of herself and gifting them with magic. It is here that the lore of Ai'unia alters between Demons and Nephilim, and also part of the reason why these two races dislike each other.

Both races claim that they were the first of the two created, as being first made them closer and even more important to their deity. The Nephilim mocked the Demons for not being gifted the graceful wings. Likewise, the Demons taunted the Nephilim, calling them a weaker race.

This conflict between the two has gone on for an unknown period of time and does not show signs of ending.
 
Last edited:
Elves
SMALLB.png ELVES
There are a wide variety of elves. They usually are quick, agile, graceful, and dexterous. They appear very similar to normal humans, however their ears are generally pointed instead of rounded and can be somewhat longer as well. Examples; Woodland, Sylvan.

For every 10 years after their 20th birthday, elves only age physically 1 year.

Able to use magic.

Age Formula
(Total Age - 20) / 10 + 20 = Physical Age
(Physical Age - 20) * 10 + 20 = Total Age


Racial Lore
Elves are aristocratic and hierarchical. This means the higher a person's rank in the hierarchy, the more power, wealth, and influence that person has. There is no one ruler over all elves, rather each specific elf kingdom has their own particular monarch.

Elves dislike senseless violence. This doesn't mean they are pacifists, but rather they need what they view as a ‘just cause’. What each elf views as a just cause is subjective, though clearly there are laws in place to avoid greater conflicts. If physical conflict can be avoided, that is usually the path taken.

Some can be rather arrogant, believing their race to be higher or more important over others. However, this greatly depends on the type of elf, as there are many different kinds. It is fairly universal though that elves tend to dislike modern humans. They find them uncultured and even savage.

Sylvan Elves​
Sylvan elves were created by Cimril. They have slightly longer ears than other elven races. They also are not strictly fair in coloration and can be found with a variety of skin, eye, and hair tones.

They specialize in herbalism, creating a variety of concoctions from the flora of the world.

The current rulers are Queen Nueleth Luqen and King Josidiah Ensandoral.

Navaar Elves​
Navaar elves were created by Lezver. They are usually tan skinned with the most common hair colors being red or brown.

Due to living in hotter climates over a prolonged period of time, they have naturally become more acclimated to warmer temperatures and what an average person may find sweltering may have little effect on a Navaar Elf. As a result, Navaar elves are especially susceptible to cold.

The current King is Sinaht Keljeon.

Woodland Elves​
Woodland elves were created by Erverryn. They are usually dark haired with a fair complexion, but have been known to have darker skintones as well.

Living in the wilderness of the woods comes with the need for learning to live with the local wildlife. Woodland elves have specialized in taming and training a variety of animals.

The current rulers are Queen Almedha Adrora and King Taeral Elnan.

Vystarian Elves​
Vystarian elves were created by Syné. They are fair toned, usually having blonde or white hair, lighter eye colors, and pale skin.

The Vystarian have adapted to living in cold climates, able to withstand and even be comfortable in temperatures that would have many shivering. This acclimation makes them more susceptible to heat.

The current ruler is Queen Kilyn Danelis.

Drow Elves​
Drow elves were created by Jitris. They are dark skinned, usually shades of grey or black, white-haired, and red eyed.

The current ruler is unknown.
This is not a playable race.

Laws
  • Thou shall not slight those above thy station.
  • Those of a higher position are expected to help those below them.
  • Needless or unjustified harm to others is a crime.
Deity
Duej3ii.png
Sylviis is written as the Goddess of all Elves. However, she is not directly responsible for their creation.

Sylviis created demi-gods; the Gleisi. Like Sylviis, they had grace, beauty, and elongated pointed ears. Sylviis made only twenty-one Gleisi who resided with her in the Qasque Garden.

Some chose to leave the garden, curious about the mortal realm, but doing so cursed them with mortality. In a need to leave something of themselves to perpetuate, they created the elven races in their image, using their own life force to do so.

None of the mortal Gleisi survived this process, only leaving perfect alabaster statues in their place. However, they had gifted their creations with their own knowledge; language, survival, arts, and much more.

The elves took their creators and safely guarded their immortalized bodies, worshiping and thanking them for their sacrifice, gifts, as well as their creation.

Demi-Deities (Gleisi)
Click to expand a section.
Cimril​
gp3x9jl.png
Cimril is the creator of the Sylvan elves, named after Sylviis. Cimril loved her creator, but had been seduced by her curiosity about the world outside of the Garden.
Lezver​
hJmCevu.png
Lezver is the creator of Navaar elves, who prefer hotter climates and have been known to reside in the desert. Lezver took mortality in stride, deciding regretting the decision was futile.
Erverryn​
DiGNPCY.png
Erverryn is the creator of the Woodland elves. She found comfort in the wilds of the mortal realm after learning she could never return to the Qasque Garden. She accepted her fate of becoming mortal, creating the Woodland Elves so that she might live on in another form, another life.
Syné​
tOhS1R9.png
Syné is the creator of the Vystarian elves. She had wandered far north, finding beauty in the coldness there, something that had never existed within the Garden.
Jitris​
JjiGhEc.png
Jitris is the creator of the Drow. Jitris was convinced by the others who wanted to go to the mortal realm to join them. Against his better judgement, he tagged along. Finding himself no longer immortal, he grew bitter towards those who had pushed him to leave the Garden, and a hatred towards Sylviis who had abandoned them in the mortal realm to die.
 
Last edited:
Magicians
SMALLB.png MAGICIANS
Don’t confuse these magicians with those that put on magical acts. Mortals who are magically gifted are grouped together as Magicians as being called a sorcerer, sorceress, witch, warlock, or even a wizard can be viewed negatively. Sages - while also Magicians - focus more on the scholarly side of magic; spell research and creation.

Magicians are all mortal, this means they age the same rate as normal humans. The only thing that separates them from normal humans is the fact that they can use magic.

Able to use magic.

Racial Lore
Magicians have always lived secretly among normal humans, even eventually forming a secret society known as The Syndicate. Most magicians are part of The Syndicate. Official members benefit from perks, such as access to the Shadow Archives, a library where mage scholars research and create spells, as well as collect ancient magical artifacts. Members are granted the magical equivalent of an ‘ID card’ in the form of a tattoo with The Syndicate’s Seal.

Not every Magician is required to be a member, though they are required to register with The Syndicate so that the Shadow Archives have all Magicians on record. This is part of an agreement with SMITED.

Members can be expelled from The Syndicate, should the Mystics decide to do so. Generally, being expelled simply means no longer having the protections of being a member. However, more serious cases may involve punishment beyond just being expelled, such as imprisonment and having their magic sealed.

The more powerful Magicians - granted the title of Mystic - control this secret society. When the first Mystics created The Syndicate, it was to stop a group of Magicians know as The Hollow Infinity from their goal of subjugating normal mortals.

The Hollow Infinity use what most refer to as Dark Arts, the most commonly practiced being Necromancy and Blood Magic. The Syndicate managed to stop The Hollow Infinity, capturing or killing most of its members and forbidding the practice of Necromancy and Blood Magic.

The Mystics - if there is ever a need - may summon the members of The Syndicate. Most cases they ask for volunteers, but they may choose to assign certain tasks in special cases.

Laws
  • Necromancy is forbidden.
  • Blood Magic is forbidden.
  • Stealing the magical power of another being is forbidden.
  • Use of Magical Arts to influence or remove a person’s free will is forbidden.
  • Only true members of The Syndicate are allowed into the Shadow Archives.
  • All Magicians must allow The Syndicate to register their Magician status for record purposes.
Philosopher's Stone
qPtObTc.jpg
Magician’s do not credit or use a deity to explain their existence. Instead, they believe in a legendary item known as the Philosopher's Stone.

While much of the lore surrounding this crystal is based around alchemy, that is only due to a resurgence in interest during the 1700’s when human alchemists discovered texts mentioning it and the powers it was capable of, much to the annoyance of the Magicians.

The stone has existed long before alchemical interest, though its origins are shrouded in mystery even to the magicians themselves.

What is known, is that an expedition of mortals had discovered the crystal, though their written accounts never reveal where. Three members of this expedition discovered its power to grant magical abilities and became the first Magicians. They experimented with the crystal, granting nearly the entire group they had come with magic as well.

The three decided to not return to their home, knowing that should the stone fall into the wrong hands it could impact the world negatively. Thus they created their own city; Cythytos. The city blossomed from the magic of the Philosopher's Stone.

The historical texts end there, with only speculated theories from magicians over what happened to the first magicians. One theory is that the first three managed to transcend into godhood. Another suggests that something happened between the first magicians that resulted in the downfall of the city.

The Stone’s location is unknown, but continued to be highly sought.
 
Last edited:
Merfolk
SMALLB.png MERFOLK
Beings that can have the upper-body of a human and a lower body of an aquatic creature. When on dry land, their lower half changes into human legs, and when exposed to water their lower half changes into their aquatic form.

Merfolk are not gifted with magical abilities. However, they can obviously breath under water with no issues.

For every 3 years after their 18th birthday, merfolk only age physically 1 year.

IMPORTANT! Currently Merfolk are UNABLE to use magic.

Age Formula
(Total Age - 18) / 3 + 18 = Physical Age
(Physical Age - 18) * 3 + 18 = Total Age


Racial Lore
Merfolk no longer reside in the waters of the world. Due to pollution and sonar, where they once lived has essentially become uninhabitable. These days they tend to live very similarly to humans with lifestyle accommodations due to their racial requirements.

Deity
RUyRxdY.png
Neres was the deity of the Merfolk. Due to having to live so long in human society and losing their traditions and culture over time, not much is known about his lore.
 
Last edited:
Nephilim
SMALLB.png NEPHILIM
Nephilim get their racial name due to being capable of flight with magically produced wings making some view them as ‘angelic.’

For every 10 years after their 18th birthday, nephilim only age physically 1 year.

Able to use magic.

Age Formula
(Total Age - 18) / 10 + 18 = Physical Age
(Physical Age - 18) * 10 + 18 = Total Age


Racial Lore
Nephilim have a governing body known as the Chamber of Magistrates. Those who are selected for this position - usually chosen by the current Magistrates - have complete control over their race. They write the laws and enforce them as judge, jury, and if needed, executioners. There are only ever twelve Magistrates at any given time.

All other Nephilim fall under the guidance and command of the Magistrates. Should one be called upon by the Chamber, they are expected to fulfill their duty. Those who refuse to obey the Chamber doctrines are declared as ‘Fallen’ and exiled, forbidden from ever setting foot in any Nephilim territory.

Fallen, if found by a loyal Nephilim, are generally arrested and face punishment decided by the Chamber. Some of these punishments are light; such as if a Fallen swears to a magical Oath known as “The Honor Binding.” Other punishments include life imprisonment and even death depending on what a Fallen is found guilty of.

The Honor Binding Oath is a magical oath that when taken means that should those who go against the Chamber are executed immediately by the oath itself.

Laws
  • The Chamber and its doctrines are to be obeyed.
  • Magistrates are to be respected.
  • Disloyal Nephilim shall be disgraced, disavowed, and forthright be known as Fallen.
  • Fallen must be brought to justice upon discovery and delivered to the Chamber.

Deity
7UU8yOK.png
Demons and Nephilim are monotheistic and worship the same deity; Ai'unia.

The Goddess Ai'unia has dark wings, pointed elvish ears, fangs, and black horns. These physical attributes - while not shared by one race - show the connection to Ai'unia.

It is said that Ai'unia created both Demons and Nephilim, sharing aspects of herself and gifting them with magic. It is here that the lore of Ai'unia alters between Demons and Nephilim, and also part of the reason why these two races dislike each other.

Both races claim that they were the first of the two created, as being first made them closer and even more important to their deity. The Nephilim mocked the Demons for not being gifted the graceful wings. Likewise, the Demons taunted the Nephilim, calling them a weaker race.

This conflict between the two has gone on for an unknown period of time and does not show signs of ending.
 
Last edited:
Shifters
SMALLB.png SHIFTERS
Shifters are humanoid beings that can ‘shift’ to another form. Shifters do not suffer from a separate ‘bestial’ personality (aka the mental beast within) unless they suffer from a mental disorder (which isn't allowed). This means there should be no 'inner beast' dialog. Shifters can only slightly increase their mass, with the largest size that their mass can change to would be the same as a Belgian Draft Horse. Shifters also do transform at least once a month; weres during a full moon and kin during a new moon.

Shifters age at a normal mortal rate up until their 21st birthday, then it slows down. Then for every 5 human years, shifters only age physically 1 year.

Able to use magic.

Age Formula
(Total Age - 21) / 5 + 21 = Physical Age
(Physical Age - 21) * 5 + 21 = Total Age


Were
Beings capable of transforming from human to animal form, or something in between. They can only change into non-mythical creatures. Examples; Werewolves, Weretiger, Werellama.

Weres are not able to use magical abilities. Instead they have enhanced senses and physical characteristics that make them stronger and faster than mundanes. They also must shift at least once a month, during a full moon.

Kin
Beings capable of transforming from human to animal form, or something in between. They can only change into mythical creatures. Examples; Dragonkin, Unicornkin, Pegasuskin.

Kin are able to use racial magical abilities, which are based upon which mythical creature a Kin may shift into. Like Weres, they also have enhanced senses and physical characteristics that make them stronger and faster than mundanes. They also must shift at least once a month, during a new moon.
 
Last edited:
Vampires
SMALLB.png VAMPIRES
Vampires are beings that survive off the blood or energy of others and are harmed by exposure to sunlight. They don't combust into flames, rather they suffer as though they have a severe sun allergy. If out in the sun for too long, it can kill them. They cannot shapeshift as they themselves are not shifters. However, they are stronger, quicker, and heal faster than mortals. They are also not unholy beings, thus religious/light abilities have no effect.

Once a mortal becomes a vampire, they stop aging. Half-human vampires are possible, though are rare occurrence.

Able to use magic.

Racial Lore
Vampires in this modern age are governed by the Vampire Council. The council is comprised of the most powerful and eldest vampires. The Vampire Council then assigns governing positions of a territory, who are then responsible for the vampires they govern.

Vampires feed and survive off of human blood, though they tend to prefer the blood of supernatural races over human. However, each vampire has their own preference. They do not spontaneously combust in sunlight (or sparkle), rather they have a severe allergic reaction. If exposed to natural or artificial sunlight for too long it will result in death. Religious relics and symbols as well as other superstitions and lore actually do not affect vampires.

The most accepted history and origin story of the vampire race states that Lilith was the first vampire to exist. The name Lilith may not be the true name of their progenitor, but it is a name that has stuck throughout the millennia. As a result, Lilith is revered as a deity or at least a sacred idol. Different sects believe different things about Lilith, but they all agree that she was the very first.

Laws
  • Feeding from another vampire resulting in death is illegal.
  • Hunts must be inconspicuous.
  • Only consenting adults may be turned.
  • Makers are responsible for their progeny, unless the progeny has been officially declared and on record as being 'released.'
  • Any vampires under the physical age of 18 and turned after 1910 are illegal and will be mercifully killed and their makers sentenced to death.
  • Turning children is an abhorrent act. Vampire children are to be killed on sight and their maker's sentenced to death.
Deity
eLe5biw.png
Lilith is the first vampire. Over time, she became worshiped as a deity.

Nothing is known about her, not even her true name. Her history and story is lost with only a few mentions of her from ancient texts.

The Sanguinists, a sect that revere Lilith as a goddess, believe that one day Lilith will return. When she returns, the sky will rain blood and the earth will shudder. Lilith will restore the power the vampires have lost over time and the mundanes will worship vampires as their masters.

The Sanguinists are an extremist group, viewed more as a cult. Most vampires simply believe that she was the original vampire and leave it at that. This results in Sanguinists secretly gathering to avoid persecution by the Vampire Council.
 
Last edited:
Half-Humans
SMALLB.png HALF-HUMANS
Half-human/half-supernatural do exist and are allowed. Due to being half-human, they age more quickly than their supernatural side. They are also weaker than someone who is a full-blooded supernatural race.

Half-Human/Half-Shifter
Half-human shifters cannot fully transform into a pure bestial form and instead retain humanoid proportions but animal features when they do shift.

(Total Age - 21) / 2.5 + 21 = Physical Age
(Physical Age - 21) * 2.5 + 21 = Total Age


Half-Human/Half-Vampire (Dhampir)
While being half-human removes the pesky issues of problems with sunlight, there is still a desire to consume blood, though they can eat human food to survive. While vampires do not age, humans still do and so half-vampires will still age, though more slowly than normal mortals.

(Total Age - 21) / 10 + 21 = Physical Age
(Physical Age - 21) * 10 + 21 = Total Age


Half-Human/Half-Merfolk
Half-humans here cannot fully change into a merfolk form, though they can hold their breath a long time underwater (45 minutes) and their legs show colorful scales when wet. Because of being half-human, they don’t have the issue of drying out, though they do still love to be in water.

(Total Age - 18) / 1.5 + 18 = Physical Age
(Physical Age - 18) * 1.5 + 18 = Total Age


Half-Human/Half-Elf
Half-human/half-elf characters do retain the dominant physical feature of pointed ears, however they aren’t nearly as pronounced.

(Total Age - 20) / 5 + 20 = Physical Age
(Physical Age - 20) * 5 + 20 = Total Age


Half-Human/Half-Demon
Half-human/Half-demons can still have demonic physical characteristics, just to a lesser degree than a full demon. They can still use minor magical abilities.

(Total Age - 18) / 5 + 18 = Physical Age
(Physical Age - 18) * 5 + 18 = Total Age


Half-Human/Half-Nephilim
Half-human/Half-Nephilim don’t appear much different than a normal human. While they can still use minor magical abilities, they cannot fly like a full Nephilim, but rather ‘levitate’ or ‘glide.’

(Total Age - 18) / 5 + 18 = Physical Age
(Physical Age - 18) * 5 + 18 = Total Age


Racial Lore
Generally, half-humans are disliked by pure-blooded races, some discriminate against them more than others. Half-Humans still have to follow the laws of their supernatural side. This means a Half-Nephilim/Half-Human character falls under The Chamber’s laws.

The reason for Half-Humans having to adhere to these racial laws is due to SMITED pressuring races to take responsibility for those that share the same racial abilities, even if they are only half-bloods.

For those Half-Humans that do not have a racial leadership or government, it falls on SMITED to ensure they adhere to The Accords.

Laws
  • Half-Humans fall under the jurisdiction of the supernatural race they share blood with.
  • Should a Half-Human not fall under a supernatural racial jurisdiction, they fall under the jurisdiction of SMITED.
 
Custom Races
SMALLB.png CUSTOM RACES
Players do have the choice to write up a character under a race that isn't listed. Yet again though, this is a reminder that your custom race may actually fall into an existing racial category, and will have to fall under those racial restrictions. Now, with that clarified again here, there are some other things that need to be stated.
  • All custom races must use the same aging formula. It just keeps players from creating similar races, but having them age at different rates.
    • An exception to this is if you desire for your custom race to age at a normal human mortal rate.
  • This is an urban fantasy setting, not sci-fi. So no aliens, robots, androids, cyborgs, etc.
  • If your character can use magic, they have to register with The Syndicate and must abide by Syndicate Laws.
  • It is important to be cautious with your character's backstory. Character's who have lore that contradicts the established lore will not be permitted.
  • Half-Human versions of your race can exist.
  • Do not use this as some loophole to create a hybrid character. Hybrids are strictly prohibited.
  • You can post your racial lore here.
Custom Race Age
For every 3 years after their 18th birthday, they only age physically 1 year.

(Total Age - 18) / 3 + 18 = Physical Age
(Physical Age - 18) * 3 + 18 = Total Age


Half-Human/Half-Custom
For every 1.5 years after their 18th birthday, they only age physically 1 year.

(Total Age - 18) / 1.5 + 18 = Physical Age
(Physical Age - 18) * 1.5 + 18 = Total Age
 
Last edited:

Users who are viewing this thread

Back
Top