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Pride and cunning

Snakeman

Small, scaled humanoids with narrow pupils and long fangs, building warrens and towers to call their own.

The adventurer’s field guide

Snakeman scorecard

Attribute aptitudes

Higher aptitude means cheaper training and greater racial potential. Humans have 4 in every attribute. Your actual stats grow with levels, training and equipment.

  • STR2/10

    Strength

    Carry more, hit harder with heavy weapons, and gain endurance.

    Training cost 8
  • DEX5/10

    Dexterity

    Improve accuracy, dodging, attack speed and light-weapon damage.

    Training cost 5
  • CON3/10

    Constitution

    Gain health and endurance, and resist disease and stunning.

    Training cost 7
  • INT7/10

    Intelligence

    Gain spell points, strengthen attack spells, and learn skills faster.

    Training cost 3
  • WIS7/10

    Wisdom

    Gain spell points and strengthen healing and religious powers.

    Training cost 3
  • CHA3/10

    Charisma

    Get better shop prices and lead adventuring parties more efficiently.

    Training cost 7

Aptitude = 10 − racial training cost. Lower cost makes an attribute easier to train.

Racial abilities & survival

  • Night vision

    You can see at night, but still need a light underground.

  • Natural resistances

    Poison +8

    Positive resistance ratings reduce damage of that type; negative ratings mean vulnerability. Ratings are not percentages of damage blocked.

  • Your guild adds to these traits

    Guild training builds on your racial traits with skills, spells and new ways to play.

Recovery & resources

Higher recovery ratings help refill your reserves. These are racial baselines; your stats, skills, condition and surroundings also affect recovery.

  • HP

    Hit points

    8

    Below human · Human 13

    Health keeps you alive when you take damage.

  • EP

    Endurance points

    11

    Human baseline · Human 11

    Endurance fuels movement and physical exertion.

  • SP

    Spell points

    26

    Above human · Human 15

    Spell points fuel your magic.

  • PSP

    Psi points

    15

    Above human · Human 10

    Psi points fuel psionic disciplines when you learn them.

Two guilds to explore

Two guilds that suit this race’s attributes. Their skills and abilities develop as you train.

Snakeman mage

Snakeman mage

Mages of Valkor

Build spells by combining their size, shape and element. Mages study offensive magic alongside useful spells such as light.

Explore the Mages
Snakeman Airpriest

Snakeman Airpriest

Priests of Air

Heal injuries and keep companions fighting. Priests of Air combine restorative spells with the offensive power of their element.

Explore Airpriests

Explore all guilds

Appearance and culture

Snakemen, as the name implies, are humanoid creatures with the appearance of a cross between humans and giant snakes. They are slightly over one meter tall, with scales covering most of their bodies. The scales grow especially thick along their arms. They have burning, yellow-orange eyes with a narrow pupil, and two long fangs protruding from their mouth. Their whole head is slightly flat and lack a visible nose, although they do have nostrils. The scales covering their delicate bodies does not offer much actual protection, and they get injured easily.

Snakeman originally lives in long, dark warrens under the ground, but now also build overground buildings. Their buildings imitate the warrens of past, with long and narrow tunnels, or then they build high and narrow towers. They live in loose communities, wanting private space. They are convinced their race is superior to others and are very proud, and often are convinced of their own superiority over others of the same race too. If some outside force threatens one of them, though, they might join forces and ruthlessly destroy the threat, using their great cunning and knowledge of the magic arts.

Create a character

Explore race traits, professions and training choices in the builder.

Race reference in the wiki