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Home » The 14 Races of Achaea

The 14 Races of Achaea

Your first step into Sapience: two travelers, a tall robed figure and a stocky horned figure, walking together down a forest road toward a distant fantasy city. Hero image for the Achaea races page.

Achaea has 14 playable races. Some are familiar: humans, dwarves, elves (called Tsol’aa here). Others step further out: winged Atavians who hover and fly, amphibious Grooks born of the swamps, fire-breathing Xoran from a world beyond this one, insectoid Horkval who shrug off blows that would split a human in half.

Your race is the first real decision you make about your character. It shapes your base statistics, gives you a handful of unique abilities, and locks in a visual identity that follows you for the rest of your play. It is not a small choice. It is also not a final one. Reincarnation is available, and the first one is free.

What follows is a guide to all 14 races: who they are, where they come from, and what they bring to the table. If you already know the race you want, jump to its page. If you do not, read on.

Why your race choice matters (and where it doesn’t)

In Achaea, race shapes flavour and gives you a small mechanical edge. It does not lock you into a class. Any race can play any class. This is by design. A Horkval Magi is as valid as a Tsol’aa Magi or a Xoran Magi, even if each one will roleplay and look very different doing it.

What race actually changes:

  • Base stats. Each race has different starting values for strength, intelligence, constitution, and dexterity. The differences are real but modest.
  • Racial abilities. A handful of unique abilities per race. Atavians can fly. Grooks breathe underwater. Xoran exhale fire. Horkval can leap.
  • Racial specialisations. At level 10, you pick a specialisation that nudges your stats further toward a role. Four options per race.
  • Damage resistances. Some races take less damage from certain types: Trolls shrug off electricity, Xoran ignore most fire.
  • Roleplay. This is the bigger one. Race is part of your identity. Other characters will react to it. Some races carry centuries of cultural baggage and your character lives inside it.

What race does not change: which class you can pick, which city you can join, which Houses accept you, or your long-term ceiling as a player. The class you choose and the time you put in will matter more than your starting race by a wide margin.

The 14 races of Sapience

The 14 races group into five rough categories. Use this to scan. Click any race name to read its full page.

Achaea race stats and traits at a glance

Every Achaea race starts with the same total base stats (48 across Strength, Dexterity, Constitution, and Intelligence), but the distribution and racial traits differ. Class progression then layers on top of these. The table below summarises all 14, sortable by your eye.

RaceStrDexConIntRacial traitKey resistance
Human12121212Child of CeylonNone
Dwarf12111312EarthbornMagic, fire, cold, poison
Mhun12131112Mine DwellerNone
Atavian11131212WingedNone
Tsol’aa12121113Forest WalkerNone
Rajamala12131211Feral SpiritCold
Satyr13121112MerrymakerNone
Tash’la12111411Terran WillNone
Horkval12121311One of the Great PhalanxCutting, blunt (strongest)
Xoran13111212FirekinFire
Grook11121213Echo of the Sung IslesNone
Fayad10131213Dualblooded HeritageNone
Siren11121213VixenPoison
Troll13121211Descendant of ArnElectrical
All 14 playable races. Base stats sum to 48 for every race; the variance is in distribution and traits.

Race origins at a glance

  • Human: Descended from Maya, an early divine figure, and a being of Chaos. The dominant race of Sapience.
  • Dwarf: Created by Phaestus the Forgegod and given a soul by Proteus.
  • Mhun: Distant cousins of humanity, shaped over generations of life in the underground city of Moghedu.
  • Atavian: Once human, gifted wings long ago by Vastar the Skylord. Their floating home is Arcadia.
  • Tsol’aa: Shaped by Ayar (later Sarapis), among the oldest mortal races in the Achaean cycle.
  • Rajamala: Arrived from a distant world; their first major appearance in Achaean history was fighting under the god Agatheis.
  • Satyr: Origin uncertain; present in the wilds of Sapience for as long as memory holds.
  • Tash’la: Arrived in Sapience in 759 AF along the branches of Yggdrasil, the World Tree.
  • Horkval: An insectoid race whose ancestral home lies off Sapience. Their largest colony, Kr’kach, sits on Bandar Selam.
  • Xoran: Lizardfolk from the distant world of Krenindala. A subspecies of the older ormyrr.
  • Grook: Born from magic in Himalia’s fragment of the Sceptre of Divinity, on the continent of Bandar Selat.
  • Fayad: Achaea’s youngest race, born of King Oberion and the Dryad Queen Titania in 898 AF.
  • Siren: Humanoids of enchantment-touched bloodlines whose otherworldly beauty became their inheritance.
  • Troll: Descended from the giant Gruul and a human woman. Their racial home is the swamps south of the Savannah.

The mortal races

The familiar humanoids of Sapience: two-legged, recognisable, and close to the human baseline. The most natural starting point for a new player who wants to focus on learning the game rather than learning their race.

Humans

The most adaptable of the races. No special tricks, just a higher critical strike chance and a slight bonus from health elixirs. The default lens through which Sapience is seen.

Dwarves

Created by Phaestus and given a soul by Proteus. Stout, stubborn, and tough. Resistant to magic, fire, cold, and poison. The hardiest of the standard races.

Mhun

Subterranean cousins of humanity from the ancestral home of Moghedu. They see clearly in low light and move faster than most. Wily, clever, and built for the deep places.

Winged and ancient

Two races that read close to human at first glance, but each carries something the others do not: wings, or a much older history.

Atavians

Winged humans, gifted long ago by Vastar the Skylord. They can fly and hover. The flight ability alone changes how an Atavian moves through the world.

Tsol’aa

The first race created by Ayar, now known as Sarapis. Lithe, ancient-blooded, and slow to trust the hastiness of humans. They swing between branches and hide in jungles and forests. Deep cultural roots, long memories.

Beast-kin

Visibly part-animal. Three races whose forms borrow from tigers, goats, and boars.

Rajamala

Tiger-folk from a distant planet, proud and fierce. They can consume the corpses of fallen foes, dodge more attacks, and resist cold damage. Among the most visually striking races.

Satyrs

Jovial, male-only, half-goat half-human. They regenerate endurance faster than most and can Headstomp an opponent. Often play closer to the lighter end of the roleplay spectrum, but not always.

Tash’la

Boar-like humanoids with crystalline growths along their bodies, arrived in Achaea from a distant world reached through the branches of Yggdrasil. Allied with Elemental Earth. They can Hunch into a defensive stance and squeeze extra duration out of rare minerals.

Carapace, scale, and skin

Three races whose forms step the furthest from the mammalian humanoid baseline. Carapace, scales, and amphibian skin instead of fur and pale flesh.

Horkval

Powerful insect-like humanoids, definitely not from Sapience, possibly not from this world at all. Highly resistant to cutting and blunt damage but unable to wear armour. They can leap. Polarising in roleplay, since many other races find them unsettling.

Xoran

Humanoid lizards from the distant world of Krenindala. They resist fire damage and can breathe fire of their own. A subspecies of ormyrr and lore-framed as the second generation of humanity.

Grook

Highly intelligent amphibian humanoids, born from the magic of a fragment of the Sceptre of Divinity in the jungles of Bandar Selat. They breathe underwater, regenerate health in aquatic environments, and use less mana when other grooks are nearby.

The mythborn

Three races whose origins read like legend: born of fae royalty, descended from a giant, or shaped by enchantment itself.

Fayad

Born of King Oberion and the Dryad Queen Titania, the first fayad were conceived in 898 AF and grew from saplings in the hidden Aerinewild forest. Mana elixirs have a small chance to heal more, and certain herbs convert wasted health to mana. The youngest race on Achaea.

Sirens

Female-only, with otherworldly beauty and a unique brand of magic known as seduction. They resist poison and can Seduce or Beguile other characters. Best known for their enchantment magic.

Trolls

Descended from the legendary giant Gruul and a human woman. Large, slender, and physically formidable, reaching seven feet tall or more. They resist electrical damage and have a chance to stun enemies with blunt attacks. Often the generals of armies.

Pick a race. Step into Sapience.

Fourteen playable races, from baseline humans to seven-foot trolls and amphibious Grook. Play free in your browser. No download, no install, no credit card.

How to choose your race

The honest answer: pick the one you find coolest.

Race matters less than people new to the game tend to think. The 14 races are designed so that class skill, knowledge of the combat system, and time invested in your character matter far more than your starting stats. There is no race that locks you out of high-level play, no race that is objectively the best, and no race-class combination that is forbidden.

A few practical notes that may help:

  • You can reincarnate. The first reincarnation is free. You can change your race once at no cost, then again as many times as you want via a Dagger of Reincarnation purchased with credits. So your first pick is not your last pick.
  • Think roleplay first, stats second. Cities and Houses on Achaea are multi-racial, so your race will not gate your political life. Individual characters, on the other hand, often have their own reasons to react to your race in roleplay. A Tsol’aa might recall old grievances, a Mhun might assume kinship with another underground dweller, an old soldier might mistrust a Horkval. If that kind of texture interests you, pick a more distinctive race and lean in. If not, pick something closer to the human baseline.
  • Specialisation comes at level 10. Your starting stats are not your forever stats. At level 10, once you have joined a class, you pick a racial specialisation that shifts your stat distribution toward a role. Read the spoke pages for the specialisations available to each race.
  • The locked races. Sirens are female-only. Satyrs are male-only. Everything else is open to any character. If gender lock is a deal-breaker for you, pick around it.

If you cannot decide, the safe defaults are Human (least friction, most familiar) or Tsol’aa (deep lore, plays well in any role). Both let you focus on learning the game rather than learning your race’s quirks.

Race is your first decision. Class is your second, and class shapes how you actually play far more than race does. Browse the 21 Achaea classes once you’ve picked your race.

Beyond the 14: Greater Dragons

The 14 races above are what you pick at character creation. There is a 15th form in Achaea, but you don’t choose it: you earn it. At level 99, the mighty Sycaerunax visits and offers you the path to become a Greater Dragon, an endgame transformation with its own skill set, six colour variants, and stats that sit well above any starting race.

Frequently Asked Questions

Yes. You can reincarnate once for free, at any time. After that, additional reincarnations require a Dagger of Reincarnation, which can be bought with credits or earned through gameplay. Your first race is not a permanent commitment.

No. Any race can play any class in Achaea. A Horkval Priest, a Siren Blademaster, a Xoran Bard: all valid. This is by design. The 14 races are balanced so race never locks you out of a class.

There isn’t one. The races are balanced enough that no choice is wrong. If you want the least friction, pick a Human (no exotic mechanics to learn) or a Tsol’aa (deep lore, plays well in any role). Then focus on learning your class and the combat system, which will matter far more than your race.

Two races are gender-locked: Sirens are female-only and Satyrs are male-only. Both are hard rules at character creation. The in-game help files do not give a specific in-world explanation; the gender lock is simply part of how each race is defined. Everything else is open to any character.

Yes, quite a bit, but not at the city level. Cities and Houses are multi-racial and welcome any character. Where race matters most is in roleplay between individual characters, where another player’s history and views may shape how they greet you. Some races also carry centuries of cultural weight in the world’s lore: Tsol’aa have ancient grievances and old wisdom, Horkval are sometimes viewed with suspicion in personal roleplay, Xoran are visibly distinct wherever they go. If race-driven roleplay interests you, lean into a more distinctive race. If you want a clean slate, Humans give you the most flexibility.

Less than you might think. Stat differences between races are real but modest, and at level 10 you pick a specialisation that adjusts your stats further. Far more important: which class you pick, how well you learn its skills, and how much time you put into combat and roleplay. Two players with identical races and identical classes can end up wildly different based purely on who put more time in.

Humans are the most forgiving choice. Every base stat sits at 12, so no class punishes you for the pick. Dwarves are a strong second if you want a defensive cushion early. The Earthborn trait gives resistance to magic, fire, cold, and poison from level 1, which makes early bashing more forgiving.

Two of the 14 are gender-locked at character creation. Sirens are female-only and Satyrs are male-only. The other 12 races have no gender restriction.

Dwarves have the broadest coverage. The Earthborn trait gives resistance to four damage types: magic, fire, cold, and poison. Horkval have the deepest single-type protection: their One of the Great Phalanx trait gives the strongest cutting and blunt resistance in the game.

Every race sums to the same base stat total (48 across Strength, Dexterity, Constitution, and Intelligence), so no race is mechanically dominant. Trolls, Satyrs, and Xoran tie for the highest Strength at 13. Tash’la have the highest Constitution at 14, the single highest stat in the table. Fayad have the lowest Strength at 10, balanced by 13 Dexterity and 13 Intelligence.

The first Atavians were humans, gifted with wings long ago by Vastar the Skylord. Their original home is Arcadia, a floating city. A secondary settlement, Genji, sits in the Vashnar Mountains. Atavians can fly and hover, the only starting race in Achaea with full flight.

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