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ARCHETYPE
& RACES

To provide a highly customizable experience, we have broken the kits up into Archetypes & Races. Customize your own unique creation using up to 2 Archetype kits.

OR 'plug and play' one of our predefined races. These are great starting points for new players, or people wanting to build upon a concept already in place. Race kits are smaller and shave time from filtering hundreds of cosmetic options by providing you exactly what you need to make one of Reintora's most common races.

ARCHETYPE OPTIONS

RACES

Races are predefined in Reintora to provide building blocks to get you started on your journey. They make for great 'plug and play' options, perhaps even offer you something you have not thought of before! These races are commonly seen in Reintora as they seem more compelled than most to step over the boundary to this strange realm of beasts.

While these races are customizable, and your character is your own to develop story for, we have created guidelines and history that is recommended to build and base your character upon.

SKIP TO RACES

H E L L H O U N D

The Hellhound is far more ‘hell’ than hound. These beasts were handcrafted with volcanic heat by demons and they are as feral and as savage as they come. Rarely will a Hellhound communicate with words, opting for a much more primal form of communication. When they do choose to speak they usually speak in infernal.

Being forged with fire, these beasts run incredibly hot and radiate a constant warmth from their skin. To those unsuspecting and unacclimatized a lingering touch might result in burns, should they be lucky to stay close for long enough.

 

Commonly, the beasts are ‘bound’ to a demon by magical means at creation and their one purpose is to serve and protect that creator. They will often do the demon’s bidding without hesitation, regardless of how cruel the demon’s will may be. Despite this, Hellhounds do have free will though they have little reason to defy their creators.

 

Rarely will a Hellhound be unbound and usually such a thing is a direct result of their handlers demise. When connection to the demon is lost, Hellhounds become incredibly dangerous as they become overly impulsive. Their undying loyalty drives them to seek vengeance.

While Hellhounds are notoriously aggressive, they are not untameable. Patience and traditional beastial communication goes a long way to garnering trust with these creatures. Winning their loyalty is key to having them by your side when you might need it most.

Hellhounds make for excellent hunters and frontliners. They are not typically created with any magical abilities of their own and thus naturally gravitate to physical combat.

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Hellhound
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T H E  F A L L E N

The Fallen are fabled as ‘Children of the First War’ that adapted into the creatures they are today after generations of surviving the fall out of the war between the ‘Demon King’ and the first ‘Goddess of Angels’. They possess both Angelic and Demonic features and abilities which whispers in the wind suggest were gifted upon them by the Demon King and the Second Goddess of Angels when peace was thought to be restored.

 

The Fallen are powerful magic wielders and fantastic creatures of deception. Due to their magical prowess they seem to avoid physical labor and rely heavily on their magical abilities, that range greatly in nature. However, while they have a large talent set, The Fallen tend to gravitate to magic associated with a single primary element (IE: Earth, Air, Fire or Water). 

 

As masters of deception, they are capable of hiding their horns and wings at will and often do to better integrate with human societies across the edges of the universe. The act of concealing their features  is incredibly painful and hinders their magical strength. Revealing their features can be just as painful if not mastered. As the process is taxing to them, The Fallen do not switch between concealing and revealing  as freely as their abilities would allow, however, skilled Fallen are able to attune to a single animal spirit and shift forms readily to take on the typical appearance of their attuned creature. Animal shifting is far less painful to The Fallen.

Younger Fallen typically stand proud with all or some of their features prominent and rarely hidden. Older generations are more cautious with tales of being culled from the land still ringing in their minds and usually hide themselves unless in dire need to reveal their powers.

The Fallen

C H I M E R A

At a quick glance, Chimera can be mistaken for Dragonkin with their particularly serpentine features and goat-like horns. Beyond the snake-like skin and tail, the beast also sports goat-like horns, hooves as well as a thick lion-like mane (even if female) and feline fangs. The scales that adorn its body are coated in a thin layer of fuzz which can be quite soothing to brush against and their skin beneath the scales tends to visibly match the natural tones of lions or goats.

 

Over eons, these creatures have adapted to walk upright on their hooves and their paws have evolved to now be more handlike but retaining the sharp lion claws. Though much rarer, some mutations of Chimera exist with dragon-like wings. These mutations are the reason for most mistaking Chimera for Dragons. Their height can be incredibly intimidating and so when calm, they are often found sitting or crouching but they are not beyond using their height to intentionally intimidate.
 

Their unique combination of beastial features allow them to be particularly athletic. In tricky situations they tend to remain well balanced and despite their size they are rather fleet-footed. They possess great physical strength.


They possess little to no magical abilities and those that do are usually only able to emulate their bite from a distance or to shift into the form of a true lion. Most will be blessed with the ability to breathe fire, though they seldom learn of their own ability to do so.

As they have a unique talent set they are no strangers to the battlefield, however outside this, they are confident in their own abilities and as such see little as a threat. They are typically eager to talk and deescalate - for the other person's sake.

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Chimera
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D R Y A D

Dryad are typically female and feature plant-like appendages, reminiscent of branches, twigs or vines. They usually have a tree-like appearance and will be found living in forest biomes but thanks to deforestation they extend to areas that feature less treelife but are still filled with flora.


Dryad also seem to have a unique connection to the land that allows them to warp the plant life around them, creating lush groves. These areas become heavily inhabited by the wilds and if these creatures and plants were to die away, the dryad too would slowly be drained of life force, and wither.
 

When separated from the arbors they create, they become vulnerable and will actively seek out guardians, because if their life were to end, so would the flora they were bound to. They fixate heavily on those who have, and, outwardly show an appreciation and respect for nature. If the person happens to be attractive, the dryad might actively attempt to seduce the person to keep them as their mate and guardian.

 

Rarely will someone meet the dryads expectations so they choose to live alone and bond to Treants. Treants are commonly male and are far taller than dryads. Because both Dryads and Treants take a strong role in becoming healers or protectors of the forest they don’t usually end up living together, taking to instead cover more land and extend protection.
 

Some dryads are influenced by dark whispers on the wind and can be warped and twisted into benevolent beings. While they still protect the forests, they seclude themselves and turn the forests dark. These warped biomes will attract corrupted and plagued creatures.

Dryad

K E L P I E

RACE SUGGESTION
BY RYOKO

The Kelpie is a mischievous creature who is rarely up to any good. The Kelpie are violent in nature and incredibly powerful shifters, though their shifting seems to be limited between human, equine and something resembling an equine creature of the depths.

Some assume them to be water elementals who have grown up around wild horses and have adapted to be playful, taking on the shape of the horse which they learned to admire. Others think they are humans who have become afflicted by curses for wrong doings in their life. The truth though, is these evil spirits are natural born fae.

 

They are seen as horses, with dead and decaying skin. Though it's been rumored their true appearance tends to take form based on the body of water in which they inhabit. There are claims that some may even appear as majestic white horses. No matter the form they take on, their desire to cause havoc is undeniable. Acting similar to sirens, they do what they can to lure prey close to water, where they will drown them for fun.

Their manes always appear wet and sometimes water plants such as kelp will stick to their body and can even be what makes up their manes appearance. When disguising themselves as a horse, their ears are smaller than regular equine creatures and this in combination with a wet appearance and dead eyes, is what tends to give their true form away.
 

They choose to live in and around bodies of water and the further they wander, the more human their appearance becomes. No matter how human they become, their ears seem to retain equine properties and remain pointed and small, giving them an almost elf-like appearance. Their hair will also generally continue to look wet.

Kelpies in horse form will often have a bridle. Attempting to remove this bridle or interact with it often finds victims merged with the fae spirit's body, allowing the fae to drag prey to their demise. When the Kelpie takes their human form, the bridle usually becomes a silver necklace. It is said that if you were to remove the ‘bridle’ from their human form, for as long as you are in control of the ‘bridle’ you are in control of the Kelpie.

 

While Kelpies are able to wander freely from the water, they rarely spend much time away from it, returning to the body they inhabit regularly. These spirits depend so much on water they are susceptible to dehydration and will avoid fire at all costs.

 

Kelpies rarely actively grab another creature and instead will do what they can to draw prey in and encourage them to touch their true form. They use their human form to prowl through villages and encourage their targets to follow them closer to the water. A kelpie with the intent on drowning someone, will make sure their prey is close enough to the water, so they can take their equine-water form with ease in order to accomplish their task. They have been known to take the form of handsome men, returning regularly to a village until ultimately the object of their interests is sent to the depths.

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Kelpie
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M O O N W A L K E R

Moonwalkers commonly refer to themselves as ‘children of the moon’ and as their name suggests, they live with the belief that the moon guides them by lighting their path. Every action, every situation they find themselves in, they strongly believe was manufactured to suit the Mother Moon’s will.

 

It is said they are the reincarnation of wolves who have passed after leading lives deemed worthy of ascending by the moon itself. Moonwalkers themselves are unsure how they come to be in the world. Often waking in the wilds, usually in makeshift dens around rocky areas. Here they use the natural formations to protect themselves from the elements until they eventually decide to step out into the moonlight.

 

Moonwalkers are nocturnal and are most active when the moon is shining bright. They seem to draw power from the night's light and often are surprised to discover their magical prowess for the first time. Magic surges through their fingertips and when channeling they emit a golden glow. 

 

Like most wolves, they’re loyal to a fault, highly intelligent and incredibly playful. However, they are not territorial. While they have mostly wolven features such as the large upright ears, fur and wolf tails, the supposedly ascended creatures also have feathered wings and sturdy thick horns. The creatures tower above most others being double in size of a regular wolf-kin and also seem to have an odd divine glow about them, that is apparent in the darkest environments. 

 

They are thought to be the embodiment of true balance between light and dark. They typically only become aggressive when their pack is threatened.

Moonwalker
Nov. Phoenix

N O V O S   P HO E N I X

The Novos Phoenix once considered extinct or mere myth by the inhabitants of Reintora and little more than ‘storybooks’ is written on them. It is said that they lived on the land before Cyn’Thea had warped the elements to create the world that is there today. It is believed that once, Reintora was arid and volcanic heat washed over it which is the perfect environment for the Novos Phoenix to thrive in but the balance of elements made this race dormant as the air cooled considerably so other life could emerge. 

 

With the elemental imbalance causing the land of Reintora to continue to warm in the most recent years, the race seemed to be reborn as the eggs hatch fully fledged adults. There is speculation that not all those who are reborn, had come from a previous life and were in fact the young who never completed their egg cycle.

 

Novos Phoenix are generally vibrant, typically sporting warm skin tones with colourful head feathers. As with traditional bird colourings, the females are usually duller than their male counterparts, however exceptions to this rule have been seen with their rebirth. Speculation is that the prolonged dormancy caused the overly vibrant colourings of the males to dim, making the females appear brighter in contrast.

 

They seem to have a thirst for knowledge, are eccentric by nature and each Novos Phoenix has a particularly distinct personality. They rarely ‘blend in’ to the crowd and as such make lousy thieves. They enjoy things that catch their attention, such as their own reflection, a passing ray of light or something that shimmers in the distance. While it is easy to catch their attention, they are difficult to lure since they are both instinctive and calculating.

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S I R E N

LORE WRITTEN
BY KALLAN

Sirens, naiads, water nymphs… All part of the same family of elementals. Primarily female, these creatures often find a single body of fresh-water and bind themselves to it. Without the bond between Siren and water, they cannot stay on dry land for too long otherwise they risk drying out completely. Their water is part of who they are; once bound it takes a rather elaborate ritual for a Siren to bind to a new home. After their home is established, and the Siren has created a bond with their water source, they can pull upon it to keep themselves wet while on land. 

 

The magic is tenuous however, and the longer they’re away from their water source, the weaker their other magics become. The longer they’re away, the stronger the pull the water has on them as well.

 

They are primarily water given form through magic, and as such their shapes are somewhat fluid and varied. Their bodies are soft, and as such they’re covered with scales to protect themselves. The scales vary from one Siren to another and while some have heavy plated scales, others possess fine, delicate scales which fit together so perfectly that they’re almost impossible to perceive. Often, they are the colour of water - blues, greens and teals are not uncommon amongst the Siren race. Beneath the surface of water, more often than not, they are invisible unless they wish to be seen.

 

Generally speaking, Sirens are seemingly friendly with strangers and have no issue with giving new friends a welcoming embrace. Their intentions are often murkier, but they possess a certain draw, which pulls people into their social circles. However, when their water is poisoned or polluted they can assuredly become fierce and will fight to protect their watery homes. 

 

And like any creature, they can become twisted and distorted versions of their former selves, tainted by darkness. While still highly protective of their watery homes, the Sirens who fall victim to this tend to find themselves more at home in deeper waters, where the light is unable to venture—underwater caves and such sort are the homes which attract these dark creatures. 

Siren
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