• Height: 2’10" to 3’6" (Small), 5’0" to 5’10" (Medium)
  • Weight: 40 to 65 lb (Small), 70 to 90 lb (Medium)
  • +2 Wis, Dex or Cha
  • Skills: +2 Insight, Streetwise
  • Speed 6
  • Small or Medium size
  • Normal vision
  • Heightened Awareness – You roll twice for Insight and Perception checks, keeping the higher result.
  • Flock Mentality – Adjacent allies gain flanking if you are flanking. Flanking bonus +1.
  • If you are small, you gain the Shifty power.
  • If you are medium, you gain the Glide power.

Minor Personal
Effect: You shift 1 square.

Move Action Personal
Effect: Fly 8 squares. If you don’t end your move on solid
ground, you float to the ground without taking falling damage.

Anavar are bipedal bird folk of various species, ranging widely in size and coloration. Commonly their heads are avian and their bodies are mostly humanoid. Some have separate wings while others have feathered arms. As a race, they are jovial and love conversation, especially those involving a good joke or good deal. They are naturally sociable, with a certain aptitude for reading others. Some anavar are impetuous, and will often leap before looking.


  • Height/Weight: As human
  • +2 Con, +2 Wis or Int
  • Skills: +2 Intimidate, Religion
  • Speed 6
  • Medium size
  • Low-light vision
  • Undead Origin – You are considered an undead creature.
  • Trance – As the eladrin’s ability.
  • +1 racial bonus attack vs. bloodied foes
  • Fearless – +5 save vs. fear effects
  • You may use Ghost Sound once an encounter.
  • Undying Resolve – When you drop to 0 HP or lower, you may use your second wind to drop to 1 HP and remain conscious instead.
  • You gain the Ghostfade power.

Encounter ✦
Immediate Reaction Personal
Trigger: You take damage.
Effect: You become insubstantial until you attack or until the end of
your next turn.

A geist is an apparition, a dead human’s spirit trapped between the prime and the ethereal. Legend says they made deals with Grov the Keeper in life, and must fulfill the bargain in the afterlife by way of servitude. Others believe they are souls refusing to part until they fulfill some sort of task, while still others believe their existence is the result of a punishment or curse.
Geist differ very subtly from humans in appearance. Usually exceptionally gaunt, pale, and sickly looking, some even carry the odor of death around them. They usually behave as they did in life, though they have no memories of that life. Most know what they are, but know nothing on how to end their unlife and move on to the peaceful death they crave. They are typically fascinated with death and work hard to learn all they can about it.

LUNACRA (Moonchild)

  • Height/Weight: As human
  • +2 Int, +2 Cha/Str
  • Skills: +2 Arcana, Religion
  • Speed 6
  • Medium size; Low-light vision
  • Dual Origin – You are considered both a human and an immortal and qualify for feats involving either as a prerequisite.
  • Group Diplomacy – You and allies within 10 squares of you gain a +1 bonus to Diplomacy checks.
  • Lunar Majesty – By day, you gain a +1 bonus to all defenses against attacks made by bloodied creatures. By night you gain a +1 bonus to damage to attacks made against bloodied creatures.
  • Lunar Resistance: Choose either radiant or necrotic. You gain resistance of that type equal to 5 + 1/2 level.
  • Clamour Dilettante: Choose a 1st level at-will attack power with the arcane or divine keyword from any class other than your own. You can use it as an encounter power.

“Moonchild” is a colloquialism for any human believed to have divine ancestry, their lineage tracing back to one or more of the Six Moons of Everhaim. They appear much as humans do, but each one is born with one or more unique birthmarks bearing any of the several symbols of the gods. These marks can be anywhere from very small and simple, such as a ring around one eye, or large and elaborate, such as a string of characters going across the back and around the arms. Some have even been seen that cover the moonchild’s entire body. Legends tell that children born with these marks are sired by the gods themselves (maybe generations in advance: prophets have interpreted ‘sired’ to mean ‘sown the seeds for’) through human hosts to act as agents of the gods’ will. While this may or may not be the case, children born this way are typically different from those around them. They are more attuned the world’s clamor, and have natural arcane acumen. They are also have a severe streak of stoicism and a stronger lean toward logical reasoning than the average human. This has been theorized that being born of the gods, a moonchild contains the past memories and experiences of other moonchildren that have existed. In some places, they are exalted and sought after as leaders; in others, they are shunned, believed to be dangerous.


  • Height: 3’0 to 4’0"
  • Weight: 40 – 75 lbs.
  • +2 Int, +2 Dex or Cha
  • Skills: +2 Bluff, Stealth
  • Speed 5
  • Small size
  • Normal vision
  • Languages: Common, Lyssic
  • Dodgy – +2 AC vs. Large or larger creatures
  • Acid/Poison resistance 5 + 1/2 level.
  • Choose either Acidic Spit or Venomous Fangs

Acidic Spit * Acid
Encounter * Ranged 5
Standard * One creature
Attack: Dex v. Reflex
Hit: 1d4 + Dex modifier acid damage.

Venomous Fangs
Encounter * Poison
Imm. Reaction * One creature
Trigger: You are hit by a melee attack
Attack: Dex v. Fortitude
Hit: The target takes ongoing 5 poison damage (save ends).

The Lyssic are an ancient, xenophobic race of serpentine humanoids barely the size of a human child. They have humanlike arms with a full set of clawed fingers on each hand. They are legless but can slither around with surprising agility. Those without hoods usually have white hair atop their heads that they typically wear long. They were once the rulers of a massive empire before the arrival of Raelo the Hammer and the founding of Corgos. Lyssic have sharp minds and have a reputation for being shrewd traders, putting profit far beyond loyalty, honor, and sometimes, even family.


  • Height: 5’0" to 6’0"
  • Weight: 100 to 170 lb.
  • +2 Str, +2 Int or Con
  • Skills: +2 Arcana, Bluff
  • Speed 6
  • Medium size
  • Normal vision
  • Language: Common, choice of one other
  • Living Construct: You are a living construct. While in your natural form, you do
    not need to eat or breathe, nor do you need to make Endurance checks to resist the effect of starvation. You do, however, need to drink. All other conditions and effects affect you normally.
  • Watery Rest: Every sixteen hours, without exception, you must revert to your natural liquid form. Doing so grants you the benefit of an extended rest. Each hour beyond sixteen you do not revert costs you a healing surge. When you run out of healing surges, you must revert. While in this state, you are fully aware of your surroundings and perceive approaching enemies and dangers as normal.
  • Shapeshifter Origin: You are considered a shapeshifter.
  • You have the Shapeshifter Disguise power.

Shapeshifter Disguise
At-Will Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, including clothing and armor, and possessions. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check +2.

Mercurials are self-aware constructs composed of a liquid alloy of mercury and residuum with a unique ability to assume a myriad of humanoid forms. Originally designed by a Risiman wizard for a variety of purposes — foundry workers, laboratory assistants, personal bodyguards. Proliferation of the units led to organization and rebellion. They live as fugitives walking among humans, meeting only in secret, if at all. Their lifespan is unknown.

Mercurials are distrusting of others and prefer to work alone, not letting anyone become close to them. They are beings of design rather than evolution and see themselves generally superior to other races. However, they normally choose not to reveal their attitudes as it would naturally lead to their discovery. Most people have never seen one, but rumors about their power and ill will towards mankind, but there is no evidence of an organized mercurial effort for conquest.


Everhaim - The Unmaking Luxperpetua