These are the remaining 5 races available at the moment. Be sure to check out the rulebook if you want to dive deeper into each of them and see their own traits and evolutions. feralingKnown as the wild men. Thought to be the children of both man and beast, sewn through sin. Their large horns, wild manes and two additional arms make them an unforgettable sight. They are primal hunters who excel at tracking down their prey. When it comes to survival, they waste not and want not. Their belief in the usage of all things leads to some people looking down on their practices, calling them barbaric. riverbornKnown as the children of the realm. Riverborn are what man would have been if birthed by the sea. They are a gilled people who have lived their lives protected by the waters they surround themselves with, making them naïve to the burdens that plague this realm. This combined with their agelessness, finds them child like in mentality, and unexperienced. They are the innocence that this realm lost in the scorch. musheyKnown as the embodiment of Aundora. The Mushey were created by the realm itself in order to combat the waste brought forth from its newfound humanity. They are a mushroom like people who feast off the refuse of other races and have learned to make once uninhabitable places full of life. They feel a sense of ownership over this realm, and tend to be very greedy, and self entitled. scorchedStuck between the essence of life, and the grasp of death. Scorched are souls that were damned to walk the realm for all eternity after Mojave made his presence known. They are the burnt images of a past life placed on our realm. Souls destined to live in the shadows of humanity and watch it all unfold again. A constant reminder of what once had been. gickThe mix between a reptile and rodent. Gicks short lifespan, and size does not match the legacy they tend to leave behind. They are known to carry on knowledge from every generation they were birthed from before them, making them extremely skilled and knowledgeable people. This pursuit of knowledge and high birthrate finds legacies of Gick living amongst all established communities.
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As of now, Realms of Aundora has 9 playable races. Here is a short description of the four in this line up as seen in order. By checking out the rulebook, you can dive deeper into these races and see their specific traits, and evolutions. keggansTitans among men, Keggans not only tower over their counterparts, but have personalities that match. They get their name from the keg in which all of them carry. Their reliance on alcohol can drastically change their demeanor and is known to grant them the ability to light their belches on fire. They are an extremely passionate people, whose size grants them immeasurable strength. avarianSome call them the evolution of the birds who once filled up the skies. Others claim them to be descendants of a higher power. Although their lineage is unknown, one thing is for certain. The Avarian race excels at causing chaos among all those who are chained to the ground. Their bird like wings, and hollow bones allow them to fly short distances, while their vanity tends to breed a poisonous mentality that sees most of their kind developing some kind of God complex. dwarfikKnown as knuckle draggers, Dwarfik are harvesters of all things, and strive when it comes to sowing the land in the realm. Named this because of their overly long arms that force their hands to drag across the land, turning them into calloused clubs. They are a simple people who assimilate their homes into the environment they have chosen to till and protect. Simple minded folk who often see themselves being the brunt of a joke or manipulated. shadridThe Shadrid are a direct consequence of the scorch, birthed from the tear that hit our realm and started the new age. They are crystalline people thought to house the essence of Mojave within them. This allows them to shift their bodies into new forms. Their kind seems to lack a purpose and finds themselves latching onto others in hopes to find their own.
The newest version of Realms of Aundora is available to the public. It is in an alpha stage, and its contents as well as the character sheet will change over time. Anything in red is considered after thoughts and might not make it into the game. Feel free to playtest the game, or just critique its writing and layout.
The rules as is consists of mainly mechanics. It has everything you would need to create a character, understand how the game works, and fight off against a couple monsters. The setting, lore, and flavor text is intentionally missing in order to have a focus on rules and what is needed to play. These sections will be added at a later date. The game is written in a basic format, and does not include any of the art I have done for the game already. You can check that out by visiting the artists page. As I continue to playtest the game, and revisit each chapter, things will begin to change. The first version of this game was 182 pages. I have cut the mechanic side down to 90. I am aiming for a final book that includes every section to be around 300. Realms of Aundora began in 2013. It is a tabletop roleplaying game utilizing d20 mechanics. Its first version was a rules heavy, extremely crunchy game that focused on tactical fighting. After playing and running tabletop games for almost 15 years, I decided to set out making my own. Little did I know that I would make a game that revolved around mechanics I didn’t use when playing. It became a passion project that focused on making combat engaging, and entertaining, keeping everyone involved during every turn. It turned into an extremely crunchy, record keeping mess that slowed the gameplay to a crawl during combat. Even though it kept players engaged, and gave weight to their choices, it felt to slow, and placed to much of a burden on those playing to keep it honest.
I then spent a couple years developing ROA’s setting, lore, races, and inner workings. This is what has lead to the first 9 playable races, and their part in this foreign world. Even though I had stepped away from the mechanical side of gameplay, my love for the world and those who inhabited it led me down a rabbit hole of creativity. I paired up with an amazing artist I found on deviantart, and saw my vision slowly come to life. It was sometime around 2017-2018 that I abandoned the project all together. Without the desire to play it and seeing the flaws in its mechanics I then began dedicating myself to understanding what I wanted out of a tabletop game. I made game after game focusing on mechanics. I dabbled with dice pools, gambling, narrative, and free form mechanics thinking I would find what I was looking for. While I probably spent to much time developing these games, navigating through their inner workings, and describing new settings and races. I learned a lot of valuable things from this process. I learned maybe a little to late that the randomness and swingability of the d20 was the fit for me, and so I set out to perfect a system that blended the randomness, with player agency, and the freedom to define exactly who you are with minimal restrictions. This leads us to early 2020. After making over 2 dozen table top games exploring all my options, I decided to try one last time. If I was going to make the game I wanted to play, I needed to revisit Aundora. With the experience I gained over the years I set out turning the game I hated to play into what I consider to be my masterpiece. The new Realms of Aundora is still run with a d20 but takes a different approach to gameplay. Modifiers are smaller. The emphasis on customization and player creativity is larger, and the shackles placed on combat have been removed, making it a freeform experience that encourages the player to experiment with their abilities. This game is set in the highest of fantasies, and my motto during its creation has always been “why not.” After all if people at the table aren’t having fun, then why are we playing. Throughout my recent playtests, this mentality has so far made the game more fun and engaging for my players. Long story short, I have finally found the game I want to make, and in truth I have been making it this whole time even if indirectly so. Soon I will begin sharing more about the game, diving deeper into its mechanics, setting, and lore. |
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April 2024
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