Races


Not to be confused with monsters

Player character races

Equines

Earth-ponies

Perhaps the least notable for their lack of overt special characteritiscs, earth-ponies are hardy creatures that share a special connection with nature. They are stronger, faster (on land) and tougher than their gifted kin.


Earth ponies start with 1 STR and 1 CON

Pegasi

Pegasi rule the skies with power over the very air itself. They can influence weather in a variety of ways, including cloud-walking, producing lightning storms, and manipulating air currents to grant them unparalleled speed in the sky.


Pegasi start with 1 DEX

Unicorns

Masters of the arcane, unicorns possess a natural ability to manipulate magic from just about any source. While not many of them embrace this gift to its fullest potential, those that do can bend the very fabric of space and time.


Unicorns start with 1 INT and 1 CHA.

Classical Unicorns

There are also classical unicorns that may sport cloven hooves, and possess a leonine tail. They are typically regarded as unicorn royalty, and make most of the executive decisions in Harmony.



Classical unicorns start with 2 CHA only.

Kirins

The hybrid offspring of dragon and pony, kirins are wreathed in a layer of scales, and possess the inner fire of their cold-blooded kin. Unlike other equine races, kirins also sport a mane and cloven hooves, giving them a more promitive appearance.


Kirins start with 2 STR and 2 CON but sacrifice -1 DEX and -1 INT

Avians

Griffons

Lean to muscular, griffons are intimidating creatures to behold. With aquiline eyes and a sharp beak, they possess all the majesty of an eagle, but with the hind half of a large cat, their predatory side is made evident. Despite their appearance, griffons are not predominantly aggressive, and can behave much like any other sapient creature.


Most 'regular' griffons are actually Alloy griffons


Griffons boast 3 STR and 1 DEX but sacrifice -2 CHA

Steel Cluster griffon

Griffons from Steel Cluster are more elusive than most griffons, preferring to spend most of their time hiding or lurking about.


Steel Cluster griffons start with 1 STR, 1 DEX, and 2 WIS but sacrifice -2 CHA

Iron Cluster griffon

Hyper-aggressive with a predilection towards iron tools, these soot-colored monsters of a griffon are particularly hardy, but not always very wise.


Iron Cluster griffons start with 2 STR and 2 CON but suffer -2 WIS

Canines

Diamond Dogs

Diamond Dogs are an industrious species, with a natural talent for digging and finding precious gems. Unlike the other creatures of The City, Diamond Dogs took to the end of the world in stride, adapting within The Outer Ring and establishing themselves as the only stable population on the map. While they outnumber The Dominion and Harmony 3-1, they're not dumb enough to wage war against ponies that can burn their hovels down with a mere thought.


Diamond dogs start with 2 STR and 2 DEX buf sacrifice -1 INT and -1 CHA

Special races

Special races are not available to new players, and are typically tied into the lore of Requiem itself.

Dragons

The legendary idols of The Dominion, and mighty creatures in their own right. Armed and armored in ferocity, these ever-lasting creatures now sleep to conserve their energy, awakening from their hibernation only when called to duty.


Due to their strong bloodlines, dragons get 5 on every core stat

Hippogriffs

Changelings

There were a few changelings living within the borders of The City before The Ascension, hiding amongst the commoners as they quietly fed. However, after the cataclysmic event, the creatures that remained became paranoid, depressed, and riddled with anxiety and hatred. The environment became downright inhsopitbale to the parastici changelings and, one by one, they began to die off. Only a handful remain, having found niches that allow them to survive another day.

Zebras

A major minority amongst the other equine races, zebra emmissaries happened to be visiting The City during The Ascension. Witnessing the fall of society, they hid themselves from sight and adopted the ruins of The Deadzone as their home, utilizing alchemical cocktails to weather its harmful effects. Ocassionally a zebra will wander from home on a journey, but outside of these few exceptions, they lack any presense in The City.

Bat-ponies

Vamponies

Once bitten by a chiropterror, ponies may begin experiencing ill effects within hours of being infected. Left untreated, the infection will spread and corrupt the indivisual, twisting their mind and body until they become a ravenous monster. Some ponies, however, possess the fortitude to overcome these challenges and retain their indivisuality.


There is a spell that can be used to inflict this transformation on a willing subject, but the process is much more risky and prone to failure. See more on this disease here.

Absent races

Absent races are either extinct, or so lacking in presense as to be unidentifiable in The City

Breezies

The fairies of Equestria, the only breezies present in The City during The Ascension inhabited the parks and gardens. After the end came, they were unable to find food or adapt, and died off. Their remains can occassionally be found in parks and gardens today.

The Interlopers

How they play

Being extradimentional in nature, most Interlopers are ostracized from many of the major powers, but may find refuge amonst the outcasts and The Outer Ring.

Extradimentional

Interlopers are creatures of varying builds and backgrounds, ranging from demons to aliens to talking trees. Due to The Ascendancy's Regulatory System (Or RS) creatures that pass through the dimensional barrier are largely stripped of their power and transmutated into a form more fitting The City's inhospitable environment. This means that treants may be turned into wimber wolves, elves may be turned into ponies, etc. Although it's just as likely that they may retain a modicum of their original selves. (I.e., creatures with special features may retain them, such as mechnaical wings, alien anatomy, elemental powers, etc.)

What are their stats?

Interlopers are a special case, and instead get 4 AP to customize their custom race with, but consequently suffer -1 CHA for their alien nature.