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[[Categoria:0.94]]
Este artigo está em conformidade com a '''versão 0.93''' do [https://runarcana.org Runarcana RPG]
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{{#description2:The origins in Runarcana are divisions of intelligent beings.}}
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#[[Special:MyLanguage/Humano|Humano]]
#[[Special:MyLanguage/Antroplantae|Antroplantae]]
#[[Special:MyLanguage/Construto|Construto]]
#[[Special:MyLanguage/Meio-Dragão|Meio-Dragão]]
#[[Special:MyLanguage/Minotauro|Minotauro]]
#[[Special:MyLanguage/Troll|Troll]]
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#[[Special:MyLanguage/Yordle|Yordle]]
#[[Special:MyLanguage/Runinata|Runinata]]
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The diversity of origins in Runeterra is immense, with the most numerous of these origins being that of humans, present in practically all places in the world, but they are not the only ones. There are many others such as the Yordles, creatures of diminutive size wrapped in an aura of legend and fae glamour, the Vastaya, humanoids with often chimerical animal traits, and even the Antroplantae, creatures based on plant life that can be as simple as flowers or as imposing and strong as trees.
In game terms, the origins define part of the initial scenario of a character, numbers and attributes for your sheet and are usually a very important part of the history of a character, since they can define your origin and the difficulties you will face in your adventures.
The concept of the origins of Runeterra is very similar to that of races found in several RPG systems and universes, however we chose origin to bring, in addition to the biological component of the species, a load of history in Runeterra.


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While there are many different creatures in Runeterra, they are not always part of a different origin, they are often part of a larger origin but have undergone major individual modifications whether in appearance, powers or even reconstruction. Warwick, for example, is a case of a chimerical creature, which, although originally human, can no longer be classified as such. The closest thing to a creature like him on a first look would be a modified Human, but still, that would only be a very superficial adaptation.
A diversidade de origens em Runeterra é imensa, com a mais numerosa dessas origens sendo a dos humanos, presentes em praticamente todos os lugares do mundo, mas nem por isso são os únicos. Existem muitas outras como os Yordles, criaturas de tamanho diminuto envoltas em uma aura de lendas e glamour feérico, os Vastaya, humanoides com traços de animais muitas vezes quiméricos, e até mesmo os estranhos e raríssimos Brackern, escorpiões de pedra com corações feitos de um cristal extremamente cobiçado.
Em termos de jogo, as origens definem parte do panorama inicial de um personagem, números e atributos para a sua ficha e normalmente são uma parte importantíssima da história de um personagem, uma vez que podem definir sua origem e as dificuldades que você enfrentará em suas aventuras.
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In addition to these cases, there are also more complex cases, such as those of Ascendants and Aspects, both of which are in their origin human who have undergone magical processes of power elevation. At least so far, we only know of humans who have gone through this process.
O conceito das origens de Runeterra é bem similar ao de raças encontrado em diversos sistemas e universos de RPG, no entanto optamos por origem por trazer, além do componente biológico das espécies, uma carga de história em Runeterra.
Embora existam muitas criaturas diferentes em Runeterra, nem sempre elas fazem parte de uma origem diferente, muitas vezes são parte de uma origem maior mas passaram por grandes modificações individuais sejam elas de aparência, poderes ou até mesmo de reconstrução. Warwick por exemplo é um caso de uma criatura quimérica, que, embora tenha sido originalmente humano, não mais pode ser classificado como tal. O que mais se aproximaria de uma criatura como ele em um primeiro exame, seria um Humano modificado, mas ainda assim, isso seria apenas uma adaptação bem superficial.
Além desses casos, existem também os casos mais complexos, como os dos Ascendentes e Aspectos, ambos sendo em sua origem humanos que passaram por processos mágicos de elevação de poder. Ao menos até esse momento sabemos apenas de humanos que passaram por esse processo.
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The two “origins” above are not part of the origins that will be here (at least for now) for the simple reason that they are extremely powerful entities and that would overbalance the balance of any RPG table.  
As duas “origens” acima não fazem parte das origens que estarão aqui (ao menos por enquanto) pelo simples motivo de serem entidades extremamente poderosas e que desequilibrariam o balanceamento de uma mesa qualquer de RPG.
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In addition to these origins, there are also creatures from the Shadow Isles, which in general can be classified as undead, but which do not have a unit of cohesion so that they are all of the same origin.
Somando-se a essas origens, existem também as criaturas das Ilhas das Sombras, no geral podendo ser classificados como desmortos (mortos-vivos), mas que não possuem uma unidade de coesão para que sejam todos da mesma origem.
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Yes, Karthus may look a lot like a lich to those familiar with RPG settings, but the same is not true for Hecarim or even Thresh.
Sim, Karthus pode se parecer muito com um lich para os que já estão familiarizados com cenários de RPG, mas o mesmo não vale para Hecarim ou mesmo para Thresh.
   
   
Como essas criaturas fazem parte de um lado “mal” e representam de certa forma vilões, em um primeiro momento não teremos regras disponíveis para a construção de personagens assim.
As these creatures are part of an “evil” side and represent villains in a certain way, at first we will not have rules available for building characters like this.
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Characters like Anivia, Malphite, Brand, Mordekaiser, among others, do not reach the proposed power scaling level for players, especially beginners, being, within the rules of this book, initially unviable.  
Personagens como Anivia, Malphite, Brand, Mordekaiser, entre outros, fogem do nível de escalonamento de poder proposto para os jogadores, especialmente os iniciantes, sendo, dentro das regras desse livro, inviáveis inicialmente.
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Some slightly more complex cases, such as a half-human, half-vastaya, are envisaged through a Variant Inheritance, however the most varied Origin stories can arise from the creative minds of the players. For this reason, it is necessary that at least some base Origins exist to guide any adaptation.  
Alguns casos ligeiramente mais complexos, como um meio-humano, meio-vastaya, estão previstos através de uma Herança Variante, no entanto as mais variadas histórias de Origem podem surgir da mente criativa dos jogadores. Por esse motivo é necessário que ao menos algumas Origens base existam para guiar qualquer adaptação.
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Is all this an absolute rule? No, the final decision is up to the master of the game table, he can very well choose to use an undead with good behavior that seeks the cure of his curse (as could be the case with Yorick), or he can define that his character can indeed be an Ascendant, leaving it up to him to build it and the balance of power necessary to have such a character on the table.  
Tudo isso é uma regra absoluta? Não, a decisão final é do mestre da mesa de jogo, ele pode muito bem escolher utilizar um morto-vivo com comportamento bondoso que busca a cura de sua maldição (como poderia ser o caso de Yorick), ou ele pode definir que o seu personagem pode sim ser um Ascendente, ficando ao encargo dele a construção disso e o equilíbrio de poder necessário para ter um personagem assim em mesa.
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Can the other classic roleplaying game backgrounds like elves, dwarves, and orcs be used? Again the final word on this is the GM's. If he thinks it works for the table and makes the necessary adjustments, the final word is his.  
As outras origens clássicas de jogos de RPG como elfos, anões e orcs podem ser utilizadas? Mais uma vez a palavra final para isso é a do mestre. Se ele achar que funciona para a mesa e fizer as adaptações necessárias, a palavra final é dele.
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Remember that this book is a work in constant transformation and updating, so new origins can be added and other origins with mechanical problems can be reformulated.
Lembrem-se que esse livro é uma obra em constante transformação e atualização, então origens novas podem ser adicionadas e outras origens com problemas mecânicos podem ser reformuladas.
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<span id="Escolhendo_uma_Origem"></span>
==Escolhendo uma Origem==
==Choosing an Origin==
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As stated earlier, humans are the most numerous origin of Runeterra as we know it to date. Their origins are divided based on locality, making them share common characteristics with each other.  
Conforme dito anteriormente, os humanos são a origem mais numerosa de Runeterra como a conhecemos até o momento. Suas origens são divididas por base em localidade, fazendo com que eles partilhem características comuns entre si.
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However, this is not enough for everyone to be equal. In Runeterra there are many ethnicities and, in some cases, there are different ethnicities that inhabit the same place, as is the case of Ionia, Shurima, Noxus and even Freljord.  
No entanto isso não é suficiente para que todos sejam iguais. Em Runeterra existem muitas etnias e, em alguns casos, existem diferentes etnias que habitam o mesmo local, como é o caso de Ionia, Shurima, Noxus e até mesmo Freljord.
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Choosing an Origin affects many aspects of your character. This establishes fundamental characteristics of the composition that ultimately forms the “character”.
Escolher uma Origem afeta vários aspectos de seu personagem. Isso estabelece caracterísitcas fundamentais da composição que em última instância forma o “personagem”.
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Not limited to skill and trait scores, origins carry some psychological traits, a history, and also limitations. One of these, for example, is the Vastaya, who, while they may exist throughout Runeterra, are unlikely to be native to Demacia.
Não se limitando aos valores de habilidades e características, as origens carregam alguns traços psicológicos, uma história e também limitações. Uma delas, por exemplo são os Vastaya, que, embora possam existir por toda Runeterra, dificilmente seriam nativos de Demacia.
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<span id="Espécie_e_Não_Origem"></span>
===Espécie e Não Origem===
===Species and Not Origin===
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Also as stated earlier, there are often times in Runeterra that there are people or creatures that are unique, either because they were "created" by magic or some other process, or even because they were originally from an Origin and have been transformed.   
Também conforme dito anteriormente, muitas vezes em Runeterra existem pessoas ou criaturas que são únicas, seja por terem sido "criadas" por magia ou algum outro processo, ou mesmo por serem originalmente de uma Origem e terem sido tranformadas.
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The world of Runeterra has a myriad of Origins especially touched by the spirit world. It is known that magical energy from the spirit world affects the genetics of creatures, sometimes creating new variations (such as the Vastaya) that can be passed on to members of a given region.  
O mundo de Runeterra tem uma miríade de Origens em especial tocadas pelo mundo espiritual. É sabido que a energia mágica do mundo espiritual afeta a genética das criaturas, as vezes criando novas variações (como os Vastaya) que podem ser repassadas adiante em membros de uma determinada região.
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Still, individuals who possess enough particularity to not be considered members of an Origin (or variant thereof) may still be considered members of that "original Origin".
Ainda assim, indivíduos que possuam particularidades o suficiente para não serem considerados membros de uma Origem (ou variante da mesma) ainda podem ser considerados membros dessa "Origem original".
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<span id="Traços_de_Origem"></span>
==Traços de Origem==
==Origin Traits==
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The characteristics of each origin are described in this chapter, describing what is common to members who share the same origin. The following topics appear between the dashes in most origins.  
As características de cada origem estão descritas nesse capítulo, descrevendo o que é comum aos membros que partilham da mesma origem. Os tópicos seguintes aparecem entre os traços na maioria das origens.
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<span id="Herança"></span>
====Herança====
====Heritage====
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Inheritance is the first trait of Origin, it represents the traits of your ancestors that became stronger in you. When choosing an Origin, it grants you an amount of Inheritance points that can be spent during character creation on some characteristic linked to the region or even to a specific Origin.  
A Herança é o primeiro traço de Origem, ela representa os traços de seus antepassados que se tornaram mais fortes em você. Ao escolher uma Origem, ela lhe concede uma quantidade de pontos de Herança que podem ser gastos durante a criação do personagem em algumas característica ligadas à região ou mesmo a uma Origem específica.
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When choosing an Inheritance, you are saying what were the most important aspects in the creation and growth of your character, which genetic and environmental factors were predominant and ended up being touched upon, either by your training or by the conditions faced in life.  
Ao escolher uma Herança, você está dizendo quais foram os aspectos mais importantes na criação e no crescimento de seu personagem, quais fatores genéticos e ambientais foram predominantes e acabaram por ser aflorados, seja pelo seu treino ou pelas condições enfrentadas em vida.
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More details about Inheritances can be seen in Chapter 5: Customization.  
Mais detalhes sobre as Heranças podem ser vistos no Capítulo 5: Personalização.
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<span id="Idade"></span>
====Idade====
====Age====
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A measure common to peoples of diverse origins is the years counted since the birth or conception of that individual. This measure serves mainly to define when this character reaches certain age ranges. When creating your character you can choose an age for him. This age may justify attributes, but it also helps to define what you've already gone through.  
Uma medida comum aos povos de diversas origens são os anos contados desde o nascimento ou concepção daquele indivíduo. Essa medida serve principalmente para definir quando esse personagem alcança determinadas faixas de idade. Ao criar seu personagem você pode escolher um idade para ele. Essa idade poderá justificar atributos mas ela ajuda também a definir pelo que você já passou.
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<span id="Tamanho"></span>
====Tamanho====
====Size====
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As for size, Origins in general share the same Medium size class which is between 4 and 8 feet, the only exceptions being the Yordle which is considered Small and the Troll which is considered Large. When the individual has a value outside this standard, this reflects in mechanics, whether they are to deal with a Small or Large creature. More details on this are in Chapter 9.  
Quanto ao tamanho, as Origens no geral partilham da mesma classe de tamanho Médio que tem entre 1,20 e 2,40 metros, as únicas exceções sendo o Yordle que é considerado Pequeno e o Troll que é considerado Grande. Quando o indivíduo possui um valor fora desse padrão, isso reflete em mecânicas, sejam elas para tratar de uma criatura Pequena ou Grande. Mais detalhes sobre isso, estão no Capítulo 9.
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<span id="Deslocamento"></span>
====Deslocamento====
====Speed====
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This value represents how fast and far you move whether traveling or in combat. More information on this can be found in Chapters 8 and 9.
Esse valor representa o quão rápido e longe você se move seja em viagem ou em combate. Mais informações sobre isso podem ser encontradas nos Capítulos 8 e 9.
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<span id="Idiomas"></span>
====Idiomas====
====Language====
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The immensity of origins generates an even greater immensity of languages, tongues and dialects. In a reality like Runeterra's, with millennia of years of history, many of these languages were lost in time while others were maintained almost uninterruptedly. More details about the languages of Runeterra can be found in Chapter 4.  
A imensidão de origens gera uma imensidão ainda maior de idiomas, línguas e dialetos. Em uma realidade como a de Runeterra, com milênios de anos de história, muitas dessa línguas se perderam no tempo enquanto outras foram mantidas de forma quase ininterrupta. Mais detalhes sobre as línguas de Runeterra podem ser encontrados no Capítulo 4.
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<span id="Proficiência"></span>
====Proficiência====
====Proficiency====
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As members of a society, at some point in their life, each character has access to certain proficiencies based on their Origin, be they skills, proficiencies with specific weapons or even Crafts.  
Como membros de uma socidade, em algum momento de sua vida, cada personagem tem acesso a determinadas proficiências baseadas em sua Origem, sejam elas perícias, proficiências com armas em específico ou mesmo Ofícios.
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This characteristic reflects a common trait in that Origin and that is shared by the various members of the same, either because it is something actively taught or even a skill that is acquired indirectly during the growth and development of the personality in contact with the members of that Origin.
Essa característica reflete um traço comum naquela Origem e que é compartilhado pelos diversos membros da mesma, seja por ser algo ativamente ensinado ou mesmo uma habilidade que seja adquirida indiretamente durante o crescimento e desenvolvimento da personalidade em contato com os membros daquela Origem.
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<span id="Região"></span>
====Região====
====Region====
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It is a fact that many Origins are endemic in some regions, however most of them are scattered across Runeterra, whether in different cities, settlements or even tribes. By defining your region, you are defining more than where you were born, but where you had your flowering as a person.  
É fato que muitas Origens são endêmicas em algumas regiões, no entanto boa parte delas está espalhada por Runeterra, seja em diferentes cidades, assentamentos ou mesmo tribos. Ao definir sua região, você está definindo mais do que seu local de nascimento, mas sim, em que lugar você teve seu florescimento enquanto uma pessoa.
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If you have lived in different regions, this choice is linked to which region affected you most deeply, perhaps it was exactly your homeland, or perhaps you were better welcomed in another region.  
Caso você tenha morado em diversas regiões, essa escolha está ligada a qual região afetou você com maior profundidade, talvez tenha sido exatamente a sua terra natal, ou talvez você tenha sido melhor acolhido em outra região.
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Region information can be found in Chapter 11: Runeterra, detailing which proficiencies you have access to by having that region as your default region.
As informações sobre Região podem ser encontradas no Capítulo 11: Runeterra, detalhando quais proficiências você tem acesso por ter aquela região como a sua região padrão.
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<span id="Habilidades_Especiais"></span>
====Habilidades Especiais====
====Special Abilities====
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Each Origin has its particularities. Some of them have certain abilities that flirt with magic. They are capabilities that often derive from contact with the purest arcane energy or even with different levels of depth in relation to the spiritual realm.  
Cada Origem tem suas particularidades. Algumas delas possuem certas habilidades que flertam com magia. São capacidades que muitas vezes derivam de contato com a mais pura energia arcana ou mesmo com níveis diferentes de profundidade em relação ao reino espiritual.
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Sometimes these skills are the result of some specific physical condition of the creatures such as an amphibious ability or even a powerful pair of horns that can be used in combat.  
Algumas vezes essas habilidades são fruto de alguma condição física específica das criaturas como uma capacidade anfíbia ou mesmo um poderoso par de chifres que podem ser usados em combate.
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Each Special Ability has its details and rules in particular. Sometimes, they can be amplified or modified (or even made present) through Inheritances.
Cada Habilidade Especial possui seu detalhamento e suas regras em particular. Algumas vezes, as mesmas podem ser amplificadas ou modificadas (ou até mesmo se tornem presentes) através de Heranças.
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<span id="Linhagem"></span>
====Linhagem====
====Lineage====
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Variation between origins is always present. Two members may even have many similar traits, but they end up having their differential. Some origins have subtle derivations that are hardly noticed by members of other origins, however some other derivations may be perceptibly different.  
A variação entre as origens é sempre existente. Dois membros podem até ter muitos traços semelhantes, mas acabam por ter seu diferencial. Algumas origens possuem derivações sutis que dificilmente são percebidas por membros de outras origens, no entanto algumas outras derivações podem ser perceptivelmente diferentes.
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Lineages represent members who, although derived from an origin, have characteristics that set them apart, which can be simply cultural characteristics and sometimes even physiological.  
As linhagens representam membros que embora derivem de uma origem, possuem características que os separam, que podem ser características simplesmente culturais e em algumas vezes até mesmo fisiológicas.
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The two origins with the most variations in Runeterra are the Humans (the most numerous) and the Vastaya. While among humans these lineages are usually derived from regions, in the case of the Vastaya it refers to their ancestors and parents, thus defining many of their traits and generally their tribe.
As duas origens com maior número de variações em Runeterra são os Humanos (os mais numerosos) e os Vastaya. Enquanto entre os humanos essas linhagens costumam ser derivadas de regiões, no caso dos Vastaya refere-se ao seus antepassados e pais, inclusive definindo assim muitos de seus traços e geralmente sua tribo.
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Edição atual tal como às 14h28min de 21 de novembro de 2024

This article complies with version 0.95 of Runarcana RPG

Human Antroplantae/en Construct Half Dragon Minotaur Troll Vastaya yordle Runeborn

The diversity of origins in Runeterra is immense, with the most numerous of these origins being that of humans, present in practically all places in the world, but they are not the only ones. There are many others such as the Yordles, creatures of diminutive size wrapped in an aura of legend and fae glamour, the Vastaya, humanoids with often chimerical animal traits, and even the Antroplantae, creatures based on plant life that can be as simple as flowers or as imposing and strong as trees.

In game terms, the origins define part of the initial scenario of a character, numbers and attributes for your sheet and are usually a very important part of the history of a character, since they can define your origin and the difficulties you will face in your adventures.

The concept of the origins of Runeterra is very similar to that of races found in several RPG systems and universes, however we chose origin to bring, in addition to the biological component of the species, a load of history in Runeterra.

While there are many different creatures in Runeterra, they are not always part of a different origin, they are often part of a larger origin but have undergone major individual modifications whether in appearance, powers or even reconstruction. Warwick, for example, is a case of a chimerical creature, which, although originally human, can no longer be classified as such. The closest thing to a creature like him on a first look would be a modified Human, but still, that would only be a very superficial adaptation.

In addition to these cases, there are also more complex cases, such as those of Ascendants and Aspects, both of which are in their origin human who have undergone magical processes of power elevation. At least so far, we only know of humans who have gone through this process.

The two “origins” above are not part of the origins that will be here (at least for now) for the simple reason that they are extremely powerful entities and that would overbalance the balance of any RPG table.

In addition to these origins, there are also creatures from the Shadow Isles, which in general can be classified as undead, but which do not have a unit of cohesion so that they are all of the same origin.

Yes, Karthus may look a lot like a lich to those familiar with RPG settings, but the same is not true for Hecarim or even Thresh.

As these creatures are part of an “evil” side and represent villains in a certain way, at first we will not have rules available for building characters like this.

Characters like Anivia, Malphite, Brand, Mordekaiser, among others, do not reach the proposed power scaling level for players, especially beginners, being, within the rules of this book, initially unviable.

Some slightly more complex cases, such as a half-human, half-vastaya, are envisaged through a Variant Inheritance, however the most varied Origin stories can arise from the creative minds of the players. For this reason, it is necessary that at least some base Origins exist to guide any adaptation.

Is all this an absolute rule? No, the final decision is up to the master of the game table, he can very well choose to use an undead with good behavior that seeks the cure of his curse (as could be the case with Yorick), or he can define that his character can indeed be an Ascendant, leaving it up to him to build it and the balance of power necessary to have such a character on the table.

Can the other classic roleplaying game backgrounds like elves, dwarves, and orcs be used? Again the final word on this is the GM's. If he thinks it works for the table and makes the necessary adjustments, the final word is his.

Remember that this book is a work in constant transformation and updating, so new origins can be added and other origins with mechanical problems can be reformulated.

Choosing an Origin

As stated earlier, humans are the most numerous origin of Runeterra as we know it to date. Their origins are divided based on locality, making them share common characteristics with each other.

However, this is not enough for everyone to be equal. In Runeterra there are many ethnicities and, in some cases, there are different ethnicities that inhabit the same place, as is the case of Ionia, Shurima, Noxus and even Freljord.

Choosing an Origin affects many aspects of your character. This establishes fundamental characteristics of the composition that ultimately forms the “character”.

Not limited to skill and trait scores, origins carry some psychological traits, a history, and also limitations. One of these, for example, is the Vastaya, who, while they may exist throughout Runeterra, are unlikely to be native to Demacia.

Species and Not Origin

Also as stated earlier, there are often times in Runeterra that there are people or creatures that are unique, either because they were "created" by magic or some other process, or even because they were originally from an Origin and have been transformed.

The world of Runeterra has a myriad of Origins especially touched by the spirit world. It is known that magical energy from the spirit world affects the genetics of creatures, sometimes creating new variations (such as the Vastaya) that can be passed on to members of a given region.

Still, individuals who possess enough particularity to not be considered members of an Origin (or variant thereof) may still be considered members of that "original Origin".

Origin Traits

The characteristics of each origin are described in this chapter, describing what is common to members who share the same origin. The following topics appear between the dashes in most origins.

Heritage

Inheritance is the first trait of Origin, it represents the traits of your ancestors that became stronger in you. When choosing an Origin, it grants you an amount of Inheritance points that can be spent during character creation on some characteristic linked to the region or even to a specific Origin.

When choosing an Inheritance, you are saying what were the most important aspects in the creation and growth of your character, which genetic and environmental factors were predominant and ended up being touched upon, either by your training or by the conditions faced in life.

More details about Inheritances can be seen in Chapter 5: Customization.

Age

A measure common to peoples of diverse origins is the years counted since the birth or conception of that individual. This measure serves mainly to define when this character reaches certain age ranges. When creating your character you can choose an age for him. This age may justify attributes, but it also helps to define what you've already gone through.

Size

As for size, Origins in general share the same Medium size class which is between 4 and 8 feet, the only exceptions being the Yordle which is considered Small and the Troll which is considered Large. When the individual has a value outside this standard, this reflects in mechanics, whether they are to deal with a Small or Large creature. More details on this are in Chapter 9.

Speed

This value represents how fast and far you move whether traveling or in combat. More information on this can be found in Chapters 8 and 9.

Language

The immensity of origins generates an even greater immensity of languages, tongues and dialects. In a reality like Runeterra's, with millennia of years of history, many of these languages were lost in time while others were maintained almost uninterruptedly. More details about the languages of Runeterra can be found in Chapter 4.

Proficiency

As members of a society, at some point in their life, each character has access to certain proficiencies based on their Origin, be they skills, proficiencies with specific weapons or even Crafts.

This characteristic reflects a common trait in that Origin and that is shared by the various members of the same, either because it is something actively taught or even a skill that is acquired indirectly during the growth and development of the personality in contact with the members of that Origin.

Region

It is a fact that many Origins are endemic in some regions, however most of them are scattered across Runeterra, whether in different cities, settlements or even tribes. By defining your region, you are defining more than where you were born, but where you had your flowering as a person.

If you have lived in different regions, this choice is linked to which region affected you most deeply, perhaps it was exactly your homeland, or perhaps you were better welcomed in another region.

Region information can be found in Chapter 11: Runeterra, detailing which proficiencies you have access to by having that region as your default region.

Special Abilities

Each Origin has its particularities. Some of them have certain abilities that flirt with magic. They are capabilities that often derive from contact with the purest arcane energy or even with different levels of depth in relation to the spiritual realm.

Sometimes these skills are the result of some specific physical condition of the creatures such as an amphibious ability or even a powerful pair of horns that can be used in combat.

Each Special Ability has its details and rules in particular. Sometimes, they can be amplified or modified (or even made present) through Inheritances.

Lineage

Variation between origins is always present. Two members may even have many similar traits, but they end up having their differential. Some origins have subtle derivations that are hardly noticed by members of other origins, however some other derivations may be perceptibly different.

Lineages represent members who, although derived from an origin, have characteristics that set them apart, which can be simply cultural characteristics and sometimes even physiological.

The two origins with the most variations in Runeterra are the Humans (the most numerous) and the Vastaya. While among humans these lineages are usually derived from regions, in the case of the Vastaya it refers to their ancestors and parents, thus defining many of their traits and generally their tribe.