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Tuesday, September 25, 2007



Vanguard Races

 Vanguard Saga of Heroes

Races Starting Locations Map

Races of Thestra

Thestran Human
As the dominant race on Thestra, the influence of the humans spans the entire continent. They may lack the size of the lesser giants, the life span of the elves, or the sturdy resilience of the dwarves; but they make up for it with an overwhelming desire to succeed, an unwavering tenacity, and, perhaps most importantly, the ability to adapt. While New Targonor is the pinnacle of human civilization, most prefer rural settings such as the verdant vistas of Tursh. Starting location: Tursh Village

Dwarf
Master craftsmen and fierce warriors, the dwarves of Thestra live in the underground city of Bordinar's Cleft, deep in the Widows Veil Mountains. They currently stand at the front line of the undead invasion, with the humans and halflings lending what little support they can spare. While often viewed as grumpy and dour by the other races, dwarves actually have a very good sense of humor and an unwavering sense of loyalty once they are befriended.Starting location: Bordinar's Cleft

Halfling
Short, sturdy and amicable, the halflings of Thestra seem to be bothered the least by the problems of the other races. For nearly a thousand years, they have lived alongside the humans, and the two races interact and work together more harmoniously than any others on Thestra. While the majority of halflings choose to stay close to their homes in Rindol Field, it is not uncommon to see them in adventuring parties traveling across the continent.Starting location: Tursh Village

High Elf
Noble, beautiful, and arrogant, the majestic high elves have helped define Thestran civilization for centuries. After the great breaking nearly a thousand years ago, the elves were hurt the most of all the races. With their cities destroyed along with much of their population, the elves retreated into the relative safety of the elven forest. Though the ensuing wars have made the rebuilding process slow, Leth Nurae has grown and flourished into a haven for elvenkind.Starting location: Leth Nurae

Vulmane
The savage and wolf-like vulmane roamed Thestra in packs for thousands of years before establishing their city of Dahknarg in the southern highlands. They are all too familiar with war, having undergone constant skirmishes with the high elves to the west and the more feral tribes -who reject the new ways of the civilized vulmane. They are a proud and dignified people who commune with their ancestral spirits, fearing only the unseen forces lurking in the swamps to the south. Dahknarg

Varanjar
The varanjar, or barbarians as they are called by many, are closely related to the varanthari. Larger and stronger than humans, these descendents of the varansul remain similar to their ancestors. Varanjar are the most populous race in eastern Thestra, and their home city of Halgarad is the most defensible stronghold outside of New Targonor. The varanjar share their city with the lesser giants, who have recently been displaced from their home at Falgarholm. Halgarad

Lesser Giant
Towering over all of the other races of Thestra are the lesser giants. As the largest and strongest race on Thestra, they are often looked upon by others with a sense of awe and bewilderment. They are not often found outside of their mountain home of Halgarad; though they only recently took refuge there with the varanjar barbarians, having lost control of their ancestral home. The lesser giants are wary of other races, having been betrayed one too many times. Halgarad

Races of Kojan

Kojani Human
Humans came to the Kojani Archipelago in an effort to establish a large sea empire. Cultivating a culture of unity and devotion to family, Emperor, and Empire, the Kojani have created a unique environment for themselves within the feudal city of Tanvu. Deeply spiritual and introspective, the Kojani draw deeply from the life-force known as Jin. Taciturn, inscrutable, and honest, Kojani find themselves trusted and respected by other races, but rarely loved. Shang Village

Wood Elf
Wood elven society demands perfection, and so this graceful, austere race delivers it. Wood elves were drawn to the forests of Kojan centuries ago where they developed a culture that is entirely their own. Young wood elves are driven to succeed in all their endeavors, and they fiercely protect their tree city of Ca'ial Brael, along with all the flora and fauna of the forest. They carry with them a profound distrust of outsiders and remain very reclusive. Ca'ial Brael

Half Elf
Born of the union between wood elves and kojani humans, half-elves find themselves living along the outskirts of both societies. By making their way in the world, half-elves feel at home in any place and within almost any culture. Half-elves can range from noble warriors to despicable black-marketers. Stronger than their elven parents and wiser and more in tune with nature than their human parents, the half elf has many of the best features of both races. Shang Village

Orc
Brutal and destructive, the orcs of the Kojani Archipelago are terrors of the seas. These savage raiders and their goblin cousins would pose a major threat to the whole of Telon if not for the animosity among their own clans keeping them in check. The orcs and their goblin clansmen hold a deep spiritual link with their ancestral spirits. Orcs have been feared and hated by most races across Telon ever since their devastating invasion of the continent of Thestra in the not too distant past. Grimsea Watch

Goblin
Sinister and devious, the goblins of the Kojani Archipelago are practitioners of magic without equal. Along with their orc clansmen, the magically adept goblins pose a dangerous threat to the rest of Telon, a threat that is tempered only by the warfare among their clans. While viewed by other races as vicious, evil, and disgusting beings, the goblins are a respected and respectful people to their friends and allies, the orcs. Grimsea Watch

Raki
With their lightning reflexes and scholastic minds, these fox-people have come to make a place for themselves on the world of Telon. When their own world was torn asunder by the ravenous ulvari, they fled to Kojan by way of the portal of Nik'tarin. The reclusive wood elves took the raki into their home of Ca'ial Brael and allowed them to begin rebuilding a life for themselves. The bond they have established with their patrons, the wood elves, helps shields the forest from ulvari incursions. Ca'ial Brael

Races of Qalia

Qaliathari Human
As the dominant race on the continent of Qalia, qaliathari humans enjoy wealth and luxury paralleled by very few other groups on Telon. From the graceful spires of Ahgram to the gargantuan statues that watch over the port city of Khal, qaliathari prosperity is easily noted. Their good fortune has attracted a plethora of unsavory organizations seeking wealth, and the cities have been overrun with political corruption. Cliffs of Ghelgad

Gnome
With their sharp minds and upbeat attitude, very little fazes the gnomes of Mekalia. Their home city, under the sands of Qalia, is a marvel of engineering that rivals even the dwarves' home of Bordinar's Cleft. Though gnomes are marked by an almost fanatical faith in their Underking, their famous general Ulaben took his army and fled, seeking a way back to their ancestral home. Gnomes are distrustful of all the other races, making external relations sometimes difficult. Mekalia

Dark Elf
Destined to rule the world and enslave all others, the dark elves must hurdle one last obstacle: their own kind. As a people, the dark elves are driven by one desire, the accumulation of power that is rightly theirs by blood. Distrusted by all the races on Qalia, dark elves have few others to turn to, for they refuse to ally with those beneath them. Only the varanthari, masters of the coastal desert plains, are afforded an inkling of respect. Hathor Zhi

Kurashasa
Otherworldly trackers and fierce hunters, the kurashasa are among the most feared beings in the outer planes. Their Great Hunt of the rift-walking ahnd'ka has led them to the world of Qur'xa and its temple of twisting gates. A sneak attack upon the Temple of Qur'xa by the last vestiges of the ahnd'ka has caught the proud kurashasa by surprise, and now the savage world of Qur'xa has been transformed into a battlefield. Lomshir

Mordebi Human
No strangers to hardship, the mordebi humans of the Qalian deserts have seen the destruction of their great society not once, but twice. Swift as the wind and as dangerous as a sandstorm, the mordebi find their strength now in adaptability and nomadic ways. They look to the sands of Qalia to find their home and have shown time and again that they will always find a way to persevere. Cliffs of Ghelgad

Varanthari
Descendents of the seafaring varansul, the varanthari are master riders and infamous raiders. Their traditions of horse and rider have influenced their culture greatly, with horse lords leading raiders to plunder caravans and villages of the other races. In recent years, the varanthari have somewhat settled down in the coastal village of Lomshir, where they have recently welcomed a tribe of cat-like people known as the kurashasa. Lomshir


Racial Attributes bonus each lvl

RaceSTR CON DEX VIT WIS INT
Varanjar 1 2 0 0 1 0
Varanthari 2 1 0 0 1 0
Dwarf 0 3 0 0 1 0
Dark Elf 0 0 1 0 1 2
High Elf 0 0 0 0 3 1
Wood Elf 0 0 2 2 0 0
Gnome 0 1 0 0 0 3
Goblin 0 0 0 3 0 1
Half Elf 0 0 2 1 1 0
Lesser Giant 3 1 0 0 0 0
Halfling 0 0 3 0 1 0
Kojani 0 0 0 0 0 0
Mordebi 0 0 0 0 0 0
Qaliathari 0 0 0 0 0 0
Thestran 0 0 0 0 0 0
Kurashasa 0 2 0 0 0 2
Orc 2 2 0 0 0 0
Raki 0 0 1 2 0 1
Vulmane 1 0 1 0 2 0
    

Starting at level 10 characters start to gain racial attributes. The following table illustrates the attribute bonus attribute points that a character will receive. All characters receive one point in every attribute each level in addition to the bonus points.

In addition to the bonus points each race with the exception of the four human races (Kokani, Mordebi, Qaliathari and Thestran) earns 10 attribute customization points per level. The non-human races may spend up to 4 attribute points in each attribute per level. They do not all have to be spent at the same time. At level 11 a character could have spent 8 points total in any one attribute. The human races gain 14 attribute customization points per level and may spend 5 points in a single attribute per level.



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