Rookery Isles

Races & Classes

Know your blood. Know your house.

Step 1: Pick a house below. See what race and class it uses.

Step 2: Click the house card to jump to your race description.

Step 3: From the race description, click through to the full house page.

The Great Noble Houses

Other Factions

Special Circumstances

Not a house. Not a faction. A condition. Staff approval required.

Race Descriptions

Found your house? Now learn about the race you will be playing.

Human

The most common race in the Rookery Isles and the backbone of most noble houses. Humans are adaptable, ambitious, and short-lived enough to be in a constant hurry to make their mark. They built the majority of the Isles' kingdoms, fought the majority of its wars, and hold the majority of its thrones. What they lack in magical affinity or physical extremes, they make up for in sheer stubborn persistence. Most of the Isles' political power sits in human hands, and they intend to keep it that way.

Play this race in: Darkcliff | Dawnstar | Emberwave | Greenscale | Sunpeak | Sunflare

Human Variant (Sandstinger)

The people of House Sandstinger are Firstborn by descent. Their ancestors were scholars and maesters who migrated south from the bloodlines of Thaloria and Skjaldor in the generations after the Old Crossing. Somewhere in that early history, their bloodline mixed with Fae, and something changed permanently. Sandstinger humans are still unmistakably human, but there is something else in them: sharper senses, a touch of wildness, and the ability to cast arcane magic, an ability that exists nowhere else in the Isles.

Arcane magic is exclusive to this bloodline. No regular human can learn it regardless of study or talent. The ability lives in the blood, inherited from Fae ancestry so old that most Sandstingers themselves have no memory of its origin. The exception is rare: when Sandstinger nobles have married into other houses through formal arrangement, the bloodline can carry forward and manifest in descendants generations later. If a human outside Azura discovers they can cast arcane magic, there is a Sandstinger in their family tree. No exceptions have ever been documented.

They live in a land of rolling green hills, fog-shrouded moors, ancient stone villages, and weather that cannot decide between rain and more rain. They make up roughly 90% of House Sandstinger's population. The remaining 10% are other humanoid variants, approved on a case-by-case basis by staff (GM approved).

Play this race in: Sandstinger

Dwarf

The Deepfolk. Stocky, resilient, and built for the long haul. In the Rookery Isles, Dwarves are primarily found in the highlands of Skjaldor, where they have lived in the mountains since before the Firstborn arrived. They are master miners, engineers, and forgemasters whose stonework and metalcraft are unmatched anywhere in the Isles. Dwarves in Skjaldor are not subjects of House Dawnstar but partners in an arrangement older than most human kingdoms. They tend to be practical, blunt, and deeply unimpressed by anything that cannot be built, forged, or eaten.

Play this race in: Dawnstar | Sunflare

Half Giant

Rare, towering, and impossible to miss. Half Giants carry the blood of the mountain giants that once roamed Skjaldor's highest peaks. They stand head and shoulders above even tall humans and are built like siege equipment. In House Dawnstar, they serve as heavy shock troops, wall breakers, and the kind of deterrent that makes armies reconsider their life choices. They are not common, they are not subtle, and when one walks into a room, the room notices.

Play this race in: Dawnstar | Sunflare

High Elf (Valyrian)

The ancient and magically gifted elves of House Mudae. Valyrian High Elves are tall, silver-haired, and possessed of an innate connection to arcane power that other races spend lifetimes trying to replicate. They are a proud people shaped by dragonfire and empire, carrying both the grandeur of a civilization that once dominated the known world and the shadow of Rhaenor's tyranny. Long-lived, formal, and gifted with long memories, they tend toward the quiet certainty that they were here before most kingdoms existed and will be here after those kingdoms fall. Their magical traditions are among the oldest and most powerful in the Isles, and they know it.

Dragons are very uncommon. The ancient wyrms are no longer living, and the great old dragons exist only in memory and legend. What remains are younger beasts, bonded to riders through Mudae's bloodline traditions. A Dragonrider earns their bond through years of training and trust, not through taming or force.

Hatchling (Level 3) - Size of a medium dog. Juvenile (Level 5) - Size of a horse. Mature (Level 7) - Size of a small house, ridable. This is the maximum. There are no large dragons. There are no ancient wyrms. Those days are gone.

Dragons are NOT permitted in or over Suncoast without explicit permission. Violators get smited. No warning, no second chance.

Read the full Dragon Rules and the Royal Aerial Conduct Compact (RACC) here.

Play this race in: Mudae | Sunflare

High Elf (Seaquill)

The elves of House Seaquill are High Elves of a different tradition than the Valyrian bloodlines of Mudae. Tall, ethereal, and ageless, they are elves in the classical sense: wise, beautiful, and deeply connected to the natural and spiritual world. Where Mudae's elves were shaped by arcane power and empire, Seaquill's elves were shaped by the sea, by ancient lore, and by a reverence for the world as it was before mortal ambition started reshaping it. They are explorers, scholars, and keepers of knowledge that predates most written histories in the Isles. Graceful and perceptive, they carry themselves with the quiet confidence of a people who have seen every shore in the known world and a few that are not on any map.

Play this race in: Seaquill | Sunflare

Wood Elf

The druidic elves of House Skyrider. Where Valyrian elves built towers and Seaquill elves built ships, Wood Elves grew their homes from living trees and let the forest shape them as much as they shaped it. They are druids at heart, bonded to the natural world through ancient rites and a spiritual connection that goes deeper than magic. They can speak to beasts, coax growth from barren soil, and call on the wild itself when threatened. Wood Elves are lighter and quicker than their High Elf cousins, more at home in the canopy than in any court, and generally uninterested in politics unless the politics start threatening the wilds they protect. Cross a Wood Elf in their forest and the forest itself turns against you.

Play this race in: Skyrider | Sunflare

Fae

The Fae are not mortal in the way other races are mortal. They are creatures of the wild, of ancient pacts and older magic, bound to the natural world in ways that even Wood Elves cannot fully understand. The Fae Courts operate outside normal house politics, following their own rules, their own hierarchies, and their own agendas. Fae come in many forms, from the elegant to the unsettling, and dealing with them requires caution. They keep their word to the letter, which is exactly why you should be very careful about the words they use. Joining the Fae Courts requires case-by-case staff approval.

Play this race in: Fae Courts

Abyssal Tiefling

This is not a playable race. This is the enemy.

Marked by the Abyss. Horned, tailed, and carrying the unmistakable taint of infernal heritage in their blood. In the Rookery Isles, Abyssal Tieflings are a hostile force. The Abyss is a corrupting power that threatens everything the Celestials and the mortal houses have built, and Tieflings serve it. Every Tiefling encountered in the Isles is to be treated as a threat. Kill on sight is not an overreaction. It is the correct response.

There are exactly three exceptions in the entire history of the Isles: good-aligned souls who proved themselves against their own nature and were granted the right to walk among mortals. Those three slots exist. They may or may not currently be filled. They will never exceed three active characters at any time.

This character requires Ashley's personal approval before you build it. Not staff approval. Ashley. Directly. If you did not speak to Ashley and receive explicit approval, you are not playing a Tiefling PC. There is no appeal process. There is no workaround. Contact Ashley on Discord before you spend a single minute on this concept.
This is not a house. This is a warning.

Half-Elf (Bastard)

Half-elves are not an approved race for character creation. They exist in the Rookery Isles as a fact of life, the result of unions between human noble houses and elven bloodlines, but they exist outside the normal order. They are, in the language every noble house uses and every half-elf grows up hearing: bastards.

A half-elf carries two worlds in their blood and belongs fully to neither. They are too human for elvenkind, who measure worth in centuries and see half-bloods as something unfinished. They are too elven for most human nobles, who see pointed ears and a longer lifespan and think of the scandal their parent caused. They are welcomed at tables they can never sit at the head of. They serve houses they can never inherit. They may be loved, respected, trusted, even celebrated, but the moment succession becomes relevant, they do not exist.

By the laws of every noble house in the Rookery Isles, a half-elf bastard may never:

  • Inherit lands, holdings, or titles
  • Assume any position that passes through blood succession
  • Be legitimized. There is no mechanism for this in Isles law
  • Claim a house name as their own by right of birth

They may earn a name through deeds. They may be granted titles by a ruling Celestial or Regent as reward for service. But they cannot inherit them, and those titles die with them.

Half-elves are sterile. They cannot have children. The bloodline ends with them. This is not a social judgment. It is a biological fact that every half-elf discovers, usually when they are old enough that it hurts to know. Some make peace with it. Some never do.

The parentage that creates a half-elf can run in any direction. A human noble and a Seaquill elf, a Mudae Valyrian and a human, any pairing of human and elvish bloodline that the world sees fit to produce. Regardless of which parent carried which blood, the result is the same: a person who inherits traits from both sides and the full legal standing of neither.

Think Jon Snow. Noble enough to know exactly what he will never have. Skilled enough to earn respect in every room he enters. Born of the right blood and the wrong bed, and the Isles never lets him forget it. That is the half-elf experience.
This is not a starting race. Requires GM approval. Contact staff before building this character.

Questions? Contact staff on Discord