Racial Refresher

meirya

Artisan
EDIT 2/15/20: This is all from 2014 and is no longer relevant since 2.0 rules came out. It'll be updated eventually. Maybe.

Original post:

Hello all! Since we're on our winter break, it's a good time to have a general refresher on roleplay guidelines and requirements for the various playable races in Alliance, as well as links to the national race packets. If you do not have a local race packet yet, please email Logistics (acarthialogistics@gmail.com) to get one - they're packed full of local culture and flavor notes for the Acarthian culture variations.

If you are playing a non-human, go ahead and re-read that race packet from the rule book first, nationally second, and local third. I know that for myself, when I've re-read a race packet on a race I've been playing for years, I often find details I'd forgotten that then enrich my roleplaying. Below are highlights from the rulebook and national packets for each race (though the national packet notes are very brief so as not to spoil the racial information for people not playing that race who don't want to be exposed to the information OOG).

Additionally, please see this post for a list of primary contacts for each race. They're the best people to talk to if you have questions about your race. If you're a new player and interested in playing a non-human, I encourage you especially to talk to your race contact.

Please familiarize yourself as well with page 38 of the rulebook. Some points:
  • "Any props (such as elf ears) must be worn at all times, even under a hood or when hidden by hair. You cannot use makeup to represent biata eyebrows, high ogre and high orc teeth, or hobling sideburns. If you have a real beard and wish to play a dwarf, the beard must be braided so that it is clear you are a dwarf and not just a bearded human. (If your beard isn’t long enough to braid, then you will have to wear a fake beard over your real one.)"
  • "You must abide by your racial characteristics. You cannot write your history to be the “outsider” of your race and be the one barbarian who is a elocution professor, the one gypsy who is quiet and shy, or the one biata who hangs out in the Mages’ Guild."
  • "Nor can you be raised by another race and thus take on the characteristics of that race. A hobling raised by gypsies will still act, look, and dress like a hobling. After all, a dog raised in a house full of cats may become more tolerant to felines, but he will never meow or ask for a saucer of milk."
  • "Remember, the Alliance uses the word “race” differently from the real world meaning. Races in the game are unique species, evolving (or being created) in vastly disparate ways. They are not merely minor variants of the same creature. A biata is not a human with feathers."
Quick links for each race:
 
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Barbarians
  • Costuming (ARB, p. 40): "In order to be identifiable as a barbarian, you should talk poorly, dress in furs, and otherwise look primitive. Decorative face paint may also be applied based on the barbarian’s local customs."
    National packet: "Most Barbarians prefer to wear rough animal skins and leather, but even if they wear silks, they will create a garment that is dramatically wild in appearance."

  • Minimum roleplay requirements (ARB, p. 40): "Barbarians come from nomadic tribes and are unused to 'civilized' society. They are a very superstitious lot... Barbarians generally fear and distrust celestial magic and will dislike having celestial protective spells cast upon them... Oaths are very sacred and important things in Barbarian society... Hospitality is also highly valued among Barbarians and part of one’s honor is deter- mined by their hospitality."

  • National packet notes: "A Barbarian is an outlander in every sense of the word. The Barbarian never feels comfortable, never feels that he “belongs” anywhere, no matter where he might travel.
    "...Barbarians’ thought processes are direct and focused, which tends to make it difficult to adapt fully to outside cultures or to learn how to read (since this is a rather abstract concept.).
    "...Barbarians are unhindered by any sense of propriety or fear. They should be role-played as the ultimate paragons of confidence and pride.
    "...The Barbarian should always act uncivilized. The very concept of complex civilization is alien and incomprehensible. It is this behavior, more than the clothing, that distinguishes a Barbarian from a Human. Barbarians have little patience for complicated social niceties and protocols. They tend to speak
    plainly and directly.
 
Biata
  • Costuming (ARB, p. 40): "All biata have feathery eyebrows and often grow feathers in their hair as well. Sometimes, older biata may also grow one “claw.” This claw is decorative in nature and cannot be used as a weapon; it is merely a feathery glove with long claw-like fingernails."
    National packet: "The eyebrows have to be real feathers attached with spirit gum... must be easily visible twenty feet away. Use liquid eyeliner around your eyelids. ...Claws are for mature (and usually older) characters. ...A biata may have more than one color feather at a time, but no more than three."

  • Minimum roleplay requirements (ARB, p. 40-41): "Biata tend to be very orderly in their philosophy of life—they always act with a purpose. They will not do things “on a whim” and are always working towards some goal. Biata never see themselves as performing “bad” or “evil” acts; they feel that the things they do are necessary for a greater good.
    "Biata don’t get drunk off of alcohol. They do have a weakness though—sarr may have mint, but biata have (believe it or not) fudge... Remember that Intoxicant elixirs will work on every- one, no matter what their race.
    "Each biata carries with them at all time a small hematite stone which “records” their memories.
    "Having celestial protective spells cast upon biata causes great discomfort. Many will refuse to sleep behind Wards and will not use celestial magic items.
    "Biata live a very long time, like the stone elves from which they are descended. Biata, like stone elves, have spent years honing mental skills and as such can perform certain mental mind abilities. These abilities are all completely role-playing in nature. "

  • National packet notes: "Biata should be somewhat logical in their approach to life.
    They are extreme and, to a non-biata, eccentric in their viewpoints.
    "Biata are products of earth magics and as such are very uncomfortable around celestial magic. They should feel pain, discomfort, and extreme agitation when these spells are cast on them. How much is determined by the PC, but you must role play some discomfort... Going near a celestial circle means a biata should act as if they have had a Weakness spell cast on them or are experiencing the effects of nausea gas. To go into a celestial circle should probably make a biata go unconscious. (And no, you cannot "build up an immunity" to it.)"
 
Dark Elves
  • Costuming (ARB, p. 41): "Dark elves have jet black skin, white or silver hair, and pointed ears."

  • Minimum roleplay requirements (ARB, p. 41): "When role-playing a dark elf, you should feel uncomfortable in the bright daylight and should prefer traveling at night. ...The primary requirement for the dark elf is a dedication to honor. ...Once their word is given, or a promise made, a dark elf will stick to it to the letter. Because of this, they do not give their word lightly.
    "Dark elves are absolutely certain that their race is superior to all others, and they display absolute dedication to the protection and furthering of their race. This does not mean that dark elves treat other races unfairly—just never as equals.
    "The sun is uncomfortably bright to this race, although it does not damage them. Given a choice if they are above ground, they would rather sleep during the day and come out at night when “It’s nice out.” If someone casts a Light spell nearby, a dark elf will often find it momentarily painful to the eyes and be rather annoyed.
    "Dark elves are capable of living for great lengths of time."

  • National packet notes: "While Dark Elves are not flamboyant (which is typically seen as tasteless) they are intense. They believe passionately in things, such as honor and their race."
 
Dryads (local packet not yet available)
  • Costuming (ARB, p. 41-42): "To play a dryad, you must use makeup and costuming appropriate for the type. All must have some sort of leafy prosthetic, such as flowers in the hair or vines around the body. Makeup can be as simple or as creative as you wish, as long as it is nature-inspired. The makeup and costuming can change with the seasons; thus a barkskin dryad could be primarily gray in the winter, green in the spring and summer, and orange in the fall.

  • Minimum roleplay requirements (ARB, p. 41-42): "Spores are the youngest, living only a few mere decades. Thorns’ and Reeds’ average life-spans tend to be about a century, while Barkskins’ lifetimes are closer to those of the elves. ...Once woken, they gravitate towards forested areas. Dryads (who often refer to themselves as the “Children of Autumn”) consider all forests to be descendants of First Forest and will defend them to the last. ...They are an egalitarian people who tend to group together in small unnamed tribes. All consider one another brothers and sisters and live in remarkable harmony with each other. ...Dryads are unaware of their own oddity and will take no offense to staring, often thinking it some sort of game. They are childlike in their happy demeanor, with a tendency to be mischievous.
    "...All dryads hate the wanton destruction of their lands, but do not see a problem with the judicious use of plants for housing and food. They believe it is their duty and calling to protect their land against the forces of chaos, which would destroy it. All dryads hate necromancy and the harm it can cause to the Forest. ...Processed metal of any type generates discord within dryads and they therefore tend to shy away from metal weapons or metal armor.
    "...It must be noted that dryads are not plant wylderkin. You may not play a “pine tree dryad” or a “sunflower dryad.” Think more in terms of the natural environment the dryad comes from or the general type of plant to which the dryad has an affinity."

  • National packet notes: "Although they resemble plants in many ways, these creatures are made of flesh, blood and bone. Their skin and organs simply have organic plant material woven into the flesh itself, in
    the same way that one has hair or fingernails. ...The Dryad seem to constantly marvel at how different the
    present day is from the old times."
 
Dwarves
  • Costuming (ARB, p. 42-43): "Dwarves all have beards of which they are fiercely proud, although female dwarves sometimes prefer a long “goatee.” ...[They are] not necessarily short. Remember that all players and monsters are the same size as the person playing them."
    National packet: "... societal and guild rank is often determined by the length and intricate braiding of their beards... Dwarves on Honor Quests often keep their beards shorter than usual to remind them of their missions.
    "If you have a real beard, you must braid it so that it is clear that you are a dwarf and not a bearded human. If your beard is not long enough to braid, then you must wear a fake beard over your real one.
    "In clothing, dwarves favor earth-based colors and favor using various metals for aesthetic as well as defensive purposes. They also often incorporate their clan symbol somewhere on their person for all to see."

  • Minimum roleplay requirements (ARB, p 42-43): "Dwarves are a very proud race of fierce warriors that absolutely refuse to take any guff from anyone. ...[lifespan]up to five hundred years or so... They are meticulous about detail almost to the point of obsession. ...Dwarves greatly pride themselves in their craftsmanship, be it smithing or anything else.
    "...they are quick and decisive when it comes to any type of warfare, for to them battle is the very stuff of which glory is made—especially when it is in defense of their race, their friends, or their ideals.
    "When it comes to trolls, ogres and orcs, dwarves have a notoriously legendary intense hatred for all them and will seek them out and destroy them whenever they can... Trolls are considered to be the worst of the lot and are often shown the most malice.
    "Dwarves go out of their way to take care of their own. ...[they] make for noble steadfast allies and dreadful unrelenting enemies."

  • National packet notes: "Contrary to many popular beliefs, Dwarves are indeed capable of exhibiting a wide range of emotions, but are very reluctant to do so amongst those they have not known well for any lengthy period of time."
 
Elves (local packet will be finished during the break - thank you for your patience!)
  • Costuming (ARB, p. 43): Pointed ears.
    National packet: "Elves absolutely must have pointed ears. If a headscarf is tied over the ears, the pointed ears must still be worn underneath.This means it is not acceptable to just hide the ears and not
    apply the prosthetics with the idea that they won’t be seen. If the ears aren’t pointed, the character is not an elf."
    "For those who are not satisfied with just ears for makeup, there are other ways to enhance the inhuman appearance of elves. Colored contacts in unusual shades, hair extensions and wigs with intricate braids, subtle skin glitter, and so on, will enhance the image of most elves."

  • Minimum roleplay requirements (ARB, p. 43): "They are long-lived people. ...In general, no matter where they come from, elves consider themselves to be the most civilized race; all others are barbaric in comparison. ...Elves vary in their cultures and traditions, but not in how their bodies and minds work nor in their abilities.
    "All elves are very interested in the natural patterns of life. ...Solstices, equinoxes, phases of the moon, harvests, seasons, and the like are carefully noted by elves and given special attention in their culture. Related to this is the seemingly unflagging need of elves to celebrate. ...They are less likely to force nature to do their bidding as they are to bend and conform to nature.
    "Due to their long life-spans, elves live at a different pace than humans. They are less likely to hurry, unless it is necessary, taking the time to savor and enjoy everything that happens."

  • National packet notes: "Do not be satisfied with acting like a human with pointed ears! ...Try to consider everything on two levels; the very very long term, and the Here and Now."
 
Selunari
  • Costuming (ARB p. 44): "Selunari must wear loud colorful clothes and must speak in an appropriate accent."
    National packet: "Selunariprefer to wear flamboyantly colored loosely fitting clothing, scarves and veils, flaunting the relatively conservative conventions of other races. Jewelry jingles from ears, noses, ankles, and clothing, and noise usually accompanies an arriving Selunari."

  • Minimum roleplay requirements (ARB p. 43-44): "Every Selunari is a member of the same family, whether immediately related or not... This does not mean that all Selunaris get along with each other. ...The Selunari Code of Honor requires that a Selunari be always honest and trustworthy among members of his or her own tribe.
    "The Selunari is the only race in the game that is based (albeit loosely) on a culture that can be found in the real world. The Selunari (who prefer to be called romani) of the real world have a rich and varied culture and heritage. Accordingly, it is incumbent on all players to try to portray gypsies in a way that is not offensive to their real-world counterparts. Selunari who kidnap babies, poison drinking wells and steal for no reason other than “I am Selunari” are only playing into the worst stereotypes of this ancient and honorable people.
    "It is rare that a Selunari hides his or her emotions.
    "It is generally believed that the Selunari Curse should only be used for family affairs."

  • National packet notes: "This filial bond is not simply a learned trait resulting from being raised by Selunaris. It is a function of biology. It is an in-born instinct that every Selunari possesses, whether the Selunari is raised by other Selunarisor by the gaje (non-Selunari races). ...This also prevents Selunari from forming permanent bonds with any stable community. Selunari, perforce, are nomads and wanderers.
    "Players should also take care not to cleave too closely to the real-world customs of Romani.
 
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High Ogres
  • Costuming (ARB, p. 44): Yellow skin and protruding lower fangs.
    National packet: "High Ogres tend to wear pelts and skins of animals, but they do not have to look primitive in appearance. ...The base color [of skin] must be yellow and all flesh exposed should be colored
    yellow."
  • Minimum roleplay requirements (ARB, p. 44): "High ogres are perhaps one of the bravest of all sentient species. They live for good combat, and seek any opportunity to prove their prowess in the battlefield. They are very proud of their deeds and often brag endlessly on past victorious battles in which they’ve participated. At the same time, they often willfully try to forget their defeats..."
    "High ogres see feebleness as the ultimate curse of life."
    "There is a common misconception that high ogres are dumb. This is due to the fact that their racial intelligence makes it very difficult to comprehend scholarly skills. They find it difficult to grasp abstract concepts like the Code of Chivalry, nobility, and political intrigue. High ogres make up for this with a strange form of lateral thinking and an innate understanding for the ecology of the land.
    "Necromancy and undead are more than just taboo to a high ogre. These things just feel wrong and the presence of such abominations makes the high ogre itch and squirm in discomfort... Consequently, high ogres hate any type of undead or necromancy and will do everything in their power to destroy such beings as well as those who would use necromancy.
    "High ogres are constantly trying to prove to other high ogres their abilities in strength and combat. When approached by a high ogre they had never seen before, they are compelled to prove themselves to be the dominant high ogre.
    "High ogres have a very short life expectancy compared to other races, and they mature faster, so that your starting player may only be four years old!"
  • National packet notes: "Duels are constant among High Ogres and their tribe’s members. ...High Ogres are reserved around other races, and tend to warm up to these other creatures only after traveling with them for a time. Their regular personality is boisterous, proud, ready to face new and exciting challenges, bored with intellectual mumbo-jumbo, and when not fighting, looking for a good draft to inebriate themselves with. ...They speak a simple version of the common language, having great difficulty with words that have no meaning or are vocabulary heavy.
 
High Orcs (local packet will be finished over the break)
  • Costuming (ARB p. 44): "High orcs have green skin and protruding lower fangs or teeth."
    National packet: "All High Orcs, male and female, wear green make-up on their face and have protruding tusks. Other make-up, used to represent war paint, is optional. An example of this is the black streamers that certain clans wear across their eyes. If you choose to create a clan, you can also create your own style of war paint. Regardless, the base color of a High Orc is green and all exposed flesh should be that color."
    "If your character was raised in human culture, you would normally dress as a human, while if you were raised with High Orcs or orcs, you will probably want to wear coarse cloth, leather and fur. No High Orc except one raised to it would dress in anything fancy or impractical."

  • Minimum roleplay requirements (ARB p. 44-45): "High orcs enjoy being bossy, loud, outspoken, and picking fights. It is their nature to express their great strength and show all of those around them just how powerful they are. They tend to be rather blunt, and rarely is a member of this race shy or soft-spoken. Tactfulness is not a quality known among high orcs. ...All high orcs love battle. A high orc will prefer battle to surrender and an honest fight to an underhanded trick.
    "A high orc is not much of a forward-thinker or a schemer. Once they develop a not-too-involved plan, they usually stick to it. Also, high orcs use physical means to accomplish their goal whenever possible.
    "...Many high orcs are very superstitious. ...Curiosity is also a large part of the high orc’s nature... When one high orc meets another, generally they greet each other warmly."

  • National packet notes: "They are no less intelligent than any other race, but their culture and perceptions are such that they appear unintelligent to those who do not understand their ways. ...A High Orc reaches their full height at about two years, although their intellectual age may progress slower than that. ...The typical lifespan is about thirty to forty years, although many die before they are twenty due to their exposure to danger and combat. ...No matter how your character began, all High Orcs love battle."
 
Hoblings
  • Costuming (ARB, p. 45): "Both male and female have bushy sideburns."
    National packet: "Hoblings are recognizable immediately for their dark bushy sideburns for both male and female. ...Drawing sideburns on with make-up is not sufficient. Some players also like to attach bushy eyebrows but this is no longer required. It is your choice whether to take this extra step."

  • Minimum roleplay requirements (ARB, p. 45): "Primary among all other considerations, hoblings love comfort. ...Their love of living well means that most hoblings are businesspeople first. Living well costs money! The thought of doing something for free is appalling to them. ...Hoblings basically hate adventuring and the risks it involves, but the possibility of earning rewards or finding treasure in some long-forgotten dungeon is often just too tempting to resist. ...Since the business of hoblings is business, fair dealing is important. Hoblings who cheat or steal are shunned by their society."

  • National packet notes: "Hoblings in and of themselves are a fun loving, mischievous people — with a dedication to curiosity, adventure, and storytelling in everything they do. Hoblings love keeping traditions, superstitions, taboos, and other nostalgic practices in remembrance of the past."
 
Mystic Wood Elves
  • Costuming (ARB, p. 45): "They have elven ears but also small horns on their foreheads."

  • Minimum roleplay requirements (ARB, p. 45-46): "Mystic Wood elves are very strong believers in freedom, and as such are opposed to slavery and anything that removes free will. This does not mean that they object to the effect in and of itself. For instance, a Mystic Wood elf may not object to someone taking a Sleep effect if they requested it, or the use of a Dominate effect to free someone from a Charm... A Mystic Wood Elf may suffer under the same racial prejudices of any other character and define some creatures as “inhuman” and therefore have no problem with the use of these effects on them. It is inconceivable that any Mystic Wood elf would ever knowingly take advantage of another person against their will.
    "...Mystic Wood elves are innately curious beings, and they enjoy learning a great deal... Mystic Wood elves also tend to have a somewhat hedonistic view of life... Individual Mystic Wood elves may vary from prim to promiscuous, based upon their character concept. ...Mystic Wood elves have no official documented life span. For all intents and purposes, they seem to be immortal. ...Mystic Wood elves tend to share their possessions with others who may need them, and do not understand the preoccupation with money that other races have."

  • National packet notes: "They hate any sort of control magics, including Charm spells and Enslavement elixirs, and any sort of monster controlling ability such as Vampire Charm. They will always attempt to break any such charms they find on others. They do not believe these things are inherently evil (like most
    people consider necromancy to be); it is their use against intelligent beings that they object to. In other words, a Mystic Wood elf may have no problem whatsoever casting those particular spells on an unintelligent monster.
    "A Mystic Wood elf may even cast a Dominate on another person if serves the purpose of removing another Command (so long as the Mystic Wood elf immediately gives the order to “return to normal.”) It is the ends that are important, not the means. It is up to each player to make his or her own decision on that."
 
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Sarr
  • Costuming (ARB, p. 46): "Sarr must wear makeup and/or prosthetics to appear as one of the large hunting cats. The bottom of the nose should be dark. Whiskers, stripes or spots may be added if appropriate. If you play a black panther sarr, you must wear a prosthetic cat nose, cat ears, or other additions to make it clear to all that you are not a dark elf."

  • Minimum roleplay requirements (ARB, p. 46) : "Sarr are a race of felinoids, but should not be played as an ordinary domesticated house cat; to do so would debase oneself. Sarr will rarely purr and they do not meow. ...The sarr are a bloodthirsty people who prefer claws, swords and other edged weapons to all others. ...They are primarily carnivorous and will often eat what they have killed in battle, but many sarr also supplement their diets with fruits, vegetables, and bread. ...Though the sarr have excellent vision, they are handicapped by the fact that they are colorblind.
    "Catnip causes the senses of a sarr to intensify. ...Peppermint is a completely different substance. It will make the sarr intensely hyperactive and physical. ...Sarr are angered when other races attempt to get them to smell peppermint, because it lowers their self esteem.
    "Sarr believe only the strong will survive. Races which do not hunt are looked upon as inferior. In combat, to surrender is considered very dishonorable. ...The most insulting thing a Sarr can do in combat is offer a chance to surrender.
    "The sarr, as a race, can live for as long as eighty years. Due to their society, however, very few live past the age of forty. ...They reach physical maturity however at the tender age of six— meaning at this point, a sarr is “completely grown” and can reproduce. The sarr are considered by their own kind to be mentally mature by the age of sixteen.
    "Gnolls are the racial enemies of the sarr. No self-respecting sarr would ever trust a gnoll or even allow it to continue to live if the sarr could do something about that."

  • National packet notes: "The Sarr are anthropomorphized hunting cats. When roleplaying a Sarr, you should try to think like one of the hunting cats."
 
Stone Elves
  • Costuming (ARB, p. 46): "Stone elves have white skin, pointed ears, and black lips."
    National packet: "Stone Elves have white skin accented with darker features, such as black lips and eyebrows. They most often have black hair, but red and dark brown are not uncommon. They have pointed ears like all other Elves. They have a preference for plain colors, and they rarely, if ever, wear bright, flamboyant clothes or jewelry. ...All have white skin, black lips, and black upturned eyebrows. All flesh exposed should be white.

  • Minimum roleplay requirements (ARB, p. 46-47): "Stone elves show no emotion, and have the appearance of being eternally calm. ...On average, stone elves live to be approximately 1200 years old. Few stone elves experience the desire to leave their home community, but often the quest for knowledge takes one all over the lands. These quests can take several hundred years.

    "Stone elves, like biata, have spent years honing mental skills and as such can perform certain mental mind abilities. These abilities are all completely role-playing in nature.

  • National packet notes: "Roleplaying a Stone Elf is no easy task; in fact, it is probably the hardest race to play. It can be mentally draining to watch yourself for any sign of emotion and repress it. Frequent breaks are recommended, ones where you can talk OOG with your friends and laugh and cry and keep yourself sane."
 
Wylderkin
  • Costuming (ARB, p. 47): "Humanoids with animal-like characteristics (rat, badger, skunk, snake, etc.) ...Players are free to use their imagination in creating a wylderkin as long as makeup is worn and it is obvious that the player is not playing another player race."
    National packet: "You must make a serious attempt at resembling the creature in question,
    or your local campaign should not allow you your wylderkin abilities and may even take away your ability to play a wylderkin character. ...If people can’t immediately determine what you are by looking at you, then your costume is not adequate. ...Clothing should be rough and rudimentary, the sort of thing a recluse living in the wilds or the fringes of society might be able to obtain.

  • Minimum roleplay requirements (ARB, p. 47): "The most important part of role-playing a wylderkin is in understanding the animal type you are emulating... Although survival is a core element of wylderkin role-play, different animals survive using different tactics.
    "There are certain aspects of wylderkin that are consistent, however. Due to their solitary outcast natures, they are very uncivilized. This does not mean they are rude and obnoxious; simply that civilization is unfamiliar to them. Money seems highly artificial and social structures more complex than “I can beat you up, so do what I say” seem nonsensical.
    "Wylderkin are survivalists. Their bottom line is living from day to day, not gathering immense wealth or political power, or other things that people whose basic needs are looked after can contemplate.
    "...Wylderkin do not refer to themselves as such; instead they tend to use the suffix “kin” to whatever animal to which they are related: raccoon-kin, bear-kin, fox-kin, and so on."

  • National packet notes: "Once in a while, a wylderkin might associate him or herself with civilized people. This is often due to loneliness, or one of many survival tactics. They never quite lose their ‘backwoods’
    ways, and self-reliance remains their most cherished attribute. After all, when a person doesn’t fit in anywhere, they have to be ready to look after themselves at all times.
    "What you can’t do with makeup or costuming can often be done with physical roleplay (an unusually stiff walk, odd physical mannerisms, etc), a unique accent (a songbird who “whistles” half their words), and a general sense of acting in a “not quite human” mentality (the dogkin who completely forgets the plan and starts yelling incoherent jabber when the sarr comes in the tavern).
    "The more you act and look like the animal you are emulating, the more fun the character is to play and the more fun others have in playing with you. Trying to be too low-key and ‘normal’ in the human sense is a terrible waste of a roleplay opportunity."
 
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The local packet for wylderkin is better than the national thing or the main book. Nobody currently playing a wylderkin in our game actually likes the national materials...and as far as I have been told from multiple long time players of Alliance, we have a bizarrely huge concentration of kin. I think our local style has something to do with that.

I would really like to see our local racial packets (all of them) made more readily available as inspiration for new players.
 
I am rather fond of our local packets as well! There's a lot of extra flavor there, local culture, and local history. However, the rulebook is the minimal requirement, and then the national packet is the next level. The local packet is important too, IMHO, but builds on the rulebook and national packets rather than supplanting them. Per the Alliance owner:

Mike Ventrella said:
Each chapter will have its own separate local culture packets. There may even be more than one for each race. (In HQ's Ashbury chapter, for instance, there are different elven packets based on where your elf is from.) The local culture packets are the ones that have the real secrets that those not of that race wouldn't know, so the chapters will not be posting these publicly -- you'll have to ask for them.

Nothing in the local culture packets should contradict anything in these national packets -- we want a dwarf to act like a dwarf no matter where he travels.

We definitely want new players to have access to the local Alliance Denver packet for the race they're playing! It's part of why I explained how to acquire the local packets in the original post. I'll add an extra note to the Facebook post too, and make sure it's in the Resources section of the post pinned in the Facebook group. Thank you!
 
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This is really useful... also I'm kinda glad that we only have access to the local racial packets for the races we're actually playing. There's a lot of flavor in them that comes out in play. Stuff you may not be aware of due to it being contained in a different race's local packet.
 
Except humans. They don't get to be cool.
 
There's a huge amount of detailed information about the predominantly human culture of Acarthia that is not mentioned in the Players Guide. That sort of stuff comes up in conversation in-game all the time, actually. Humans are very cool.

Trace
 
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