Ancestries
Humanity has changed. The Warp has spread across the world, affecting every living thing it touched, including humans, animals, and plants. As the physical embodiment of chaos, the Warp affected everything differently. Some of the changes were beneficial, some were not. Sometimes the change was pleasurable, but sometimes it drove its victims insane with pain and rage. It affected both physical and mental characteristics, in both minor and major ways.
Humanity has split into six core ancestries (sometimes called races or species in other games). The classic fantasy ancestries of human, elf, and dwarf are joined by the powerful and savage ferals, the shape changing kucheri, and the cold-hearted peri.
If none of these appeal to you, feel free to make up your own with the assistance of the Game Master.

Humans
Agents of Change and Progress
Their insatiable curiosity, work ethic, and passion fills the short lifespans of humans. These traits have mixed within them beautifully and have caused humans to become the dominant species on the Worlds of Exterminis. Humans can excel in any endeavor and often rise to positions of prominence in their chosen professions.
The humans on the World of Exterminis are identical to the humans of Earth, and appear in all the same sizes, skin tones, genders, hair and eye colorations, and other physical and mental characteristics that we do.

Ferals
Savage Warrior Poets
Ferals are powerful, yet peaceful warriors from the frozen wastelands. They resemble large bears who walk upright as humans do. They have large, retractable claws that spring forth from their forearms to slash and puncture their enemies, and powerful fangs that they use to rip and tear flesh. Although ferocious in battle, they only fight when they must defend themselves or others, and prefer to live peaceful, simple lives.
The ferals are noble warriors that roam the frozen northern wilderness with the barbarians and peri. Standing over seven feet tall, ferals resemble nothing so much as a large bear standing upright. However, they have a pair of horns that curl behind their ears much like those of a ram, two large tusks protruding from their lower jaw, and oversized fangs that drip with poison. Each arm possesses a retractable set of two-foot long “battle claws” that are razor-sharp. Feral warriors often carve intricate designs into their claws, and coat them with various poisons, and feral mages often inscribe magical runes into their battle claws.
Although naturally peaceful and quiet, ferals become ferocious warriors when cornered or threatened. A code of honor similar to that of the peri governs feral society, but whereas the peri twist their code into evil, ferals honor their code with goodness, fairness, and equality for all.
The text of the code is short and simple, which leaves it open to much interpretation. Although the code is primarily intended for combat, ferals use it in every aspect of their lives. Different ferals approach the code from different perspectives, and every feral finds meaning within the code for themselves. In its entirety, the code reads:
Never break an oath.
If you must fight, then fight to win. If you must flee, then flee to live.
If you must die, then die with dignity.
Kill only when necessary.
The quickest kill is the best kill. Do not cause, nor tolerate, suffering.
Do not engage inferior opponents.
Although only 8 lines long, the code has been the source for volumes upon volumes of philosophical, legal, and entertainment material produced by the ferals.
Ferals are powerful and ferocious warriors. They use Arcana to enhance their combat abilities.

Dwarves
Strong and Hardy Artisans
The short and stout dwarves are the undisputed masters of crafts. They mine for precious metals and fine jewels deep underground and protect the surface world from the evil denizens of the Underdark. They work hard and they play hard, being fond of strong drink and games that test their strength and stamina. Dwarves prefer to rely on physical strength rather than magic, but their stonemeld sorcerers are legendary among all mages.
The typical Dwarf is between three and four feet tall, and nearly as wide. They are solid walls of muscle. They are extremely strong and hardy and make excellent warriors. Their practical nature also makes them shrewd business people and formidable negotiators. Dwarves are very fond of their beards and consider them to be badges of honor.

Kucheri
Shape Changing Free Spirits
The kucheri were the first race created by the gods. As such, they are uniquely attuned to both the natural world and the chaotic energies present at creation. They are light-hearted and free tricksters by nature and enjoy playing pranks and making merriment as often as possible. Kucheri rarely engage in violence, but when they do, they can be as cunning and savage as any animal.
The kucheri are shape shifters that live deep in the forests. In their humanoid form, kucheri are indistinguishable from normal humans, although they may have unusual hair and eye coloring. In their animal form, they are similar to typical animals, but they are typically larger, stronger, and faster than normal animals.
Kucheri can change between their humanoid form and their animal forms at will. They can transform into any natural animal, with sizes ranging from as small as a mouse to as large as a bear. In their animal forms, they retain their humanoid thoughts, emotions, and senses which might be augmented by their animal form. Any equipment they are wearing is transformed with them, but it is unusable until they revert to their humanoid form.
The kucheri were the first species created by the gods. Because of this, they are closer to the gods and the natural world than any other ancestry. Their use of Arcana is a direct reflection of this connection.

Elves
Magical Fey
The elves on the worlds of Exterminis are spiritual, fairy-like beings who exist in close harmony with the natural world. Although they are as technologically advanced as any other ancestry, they prefer to shape their creations in alignment with the forces of nature. Elves are very magical and prefer to use magic to solve their problems whenever possible.
Typically, elves are just over five feet tall and very thin. Many other ancestries, and especially humans, find elves to be beautiful and elegant. Their complexions share the same range as humans, although usually their skin is somewhat darker because of the constant exposure to the sun.
Elves are a magical, long-lived, spiritual, and serene species. They use Arcana to enhance their connection to life itself.

Peri
Cold Hearted and Cruel Fey
Peri are tall and slender humanoids. They have extremely pale skin, and hair that is usually either stark white or (very rarely) jet black. They have ears that are very slightly pointed, and their eyes are very brightly colored. Peri are a twisted and evil race that delights in torture and deceit. They routinely enslave the other mortal races and have no moral compass to speak of. Peri who adventure with the other races must work hard to overcome their natural attitudes and prejudices, and they often have to work exceptionally hard to gain the trust and respect of others.
The peri are the twisted, evil cousins of the elves. They live in the far north and terrorize the barbarian tribes and feral clans that live there. Peri are completely immune to non-magical cold effects.
A strict code of honor known as Shan, or “The Law”, in the language of men governs peri society. Shan reflects the cruel nature of the peri, with harsh punishments for transgressors. In Shan, every possible action is either Ki-Shan (allowed) or Haat (forbidden). The major tenets of Shan are outlined in two volumes: Illum Shan (The Book of Honor) and Illum Haat (The Book of Poison). These two books are regarded as holy texts as much as law books, and every peri grows up learning and memorizing these volumes.
Physically, peri are very similar to elves, although their features tend to be paler, and they are slightly stronger. Because their society revolves around subterfuge, deceit, and trickery, most peri gravitate to the arts of thievery.
