Four Races – One Destiny
Velkaris knows no pure bloodline. The four peoples who today live between forest, swamp, mountains, ruins, and abyss came from four completely different beginnings — and everyone who creates a character here can feel it. Your race choice is more than a portrait on the registration screen. It is the first answer to the oldest question of Velkaris: Who were you before you carried a blade?
Each race brings a passive bonus that follows you for life. None of these bonuses makes one people objectively stronger than the others — each merely bends the game slightly in the direction that matches its nature. Whoever wants to raise walls quickly is Human. Whoever works with brute force is Orc. Whoever was born for the marketplace is Elf. Whoever turns patience into a weapon is Fae.
Human – the Heirs of Steel
Humans arrived in Velkaris last. They were not the strongest beings, not the oldest, not the most magical. What they possessed was a tool the other peoples once mocked: the mind to put one hand to work and immediately plan the second with it. While Orcs drove their first hut into the ground with their fists and Elves wrote their first library out of verses, Humans drew a straight line into the soil and called it a blueprint.
Today, every second fortress in Velkaris carries a human name, and in every kingdom that ever stood, at least one human hand helped shape it. What humans lack in raw strength, they make up for with speed: a human shelter grows ten percent faster than that of any other people. Ten percent sounds insignificant — until you add it up over an entire world and suddenly stand three buildings ahead of the competition.
The human playstyle is that of the architect: first the walls, then the towers, then the world. Whoever loves economy, construction, and efficiency will feel at home in human skin.
Bonus: −10% shelter construction time
Playstyle: Builder and economy players who want to establish their infrastructure quickly
“ We were not born strong. We woke early. ”
“ I do not ask whether the work is honorable. I ask whether it is paid for. ”
Orc – the Sons of the First Wound
When the goddess Velka, in her wrath, drove her first blade into the earth, the first being without regret crawled from the wound she left behind. It was scarred, broad-shouldered, and silent. It did not scream when it breathed. It fought the moment it first stood. Thus began the people of the Orcs — from a crack in the world that never fully healed again.
Orcs have no romantic relationship with their own history. They know where they come from, and they care little for it. What interests them is the work that must be done today. Whoever works hard in Velkaris earns well — and whoever works hard as an Orc earns a little better still. Five percent more gold for every task completed, every shift, every day, every world.
It is not a privilege Orcs bought for themselves. It is the simple fact that an Orc swings a pickaxe longer, carries a sack farther, and drives a blacksmith’s hammer down harder than the average Human or Elf. Does the money stink? Perhaps. But it smells of sweat, and sweat is honest.
Bonus: +5% gold while working
Playstyle: Gold farmers and market profiteers who actively labor for their wealth
Elf – the Heirs of the First Word
The Elves were born from what remained after the god Karis completed his first healing. From the syllables that fell to the ground, from the contracts left lying between two gods, from the pauses between sentences grew a people that never forgot a deal and never left a debt unrecorded.
To be an Elf means to see the world in lists. Who buys, who sells, who owes what to whom. Whoever enters an elven city for the first time hears two sounds: the quiet scratching of a quill upon parchment and the murmuring of a negotiation that has already lasted two hours. Whoever wishes to dominate a world through the marketplace first masters it through patience, then through fees, then through memory.
On the velkarian auction house, Elves pay five percent less listing fee than everyone else. Sounds small. In a world where thousands of items change owners every day, this little detail has carved more than one elven family into a dynasty. Whoever understands wealth as a long game should consider elven blood.
Bonus: −5% marketplace listing fee
Playstyle: Traders, auctioneers, and all those who draw their wealth from player trading
“ We do not sell you anything you did not already want. We simply know earlier what you want. ”
“ We do not hurry. We simply bloom longer. ”
Fae – the Voices of the Unseen Garden
Before the other three peoples had even awakened, the first garden bloomed between the roots of the world. No one planted it. No one watered it. From its blossoms rose the first Fae, and they watched the world the way one watches a sleeping child — with patience, with quiet concern, with the certainty that everything important reveals itself if one only remains silent long enough.
The Fae are the oldest beings of Velkaris, and they carry their age in their skin. They age slowly. They speak softly. They hear more than they say. Whoever has a Fae at the table often wonders how little this people plans — until realizing that most plans of the other peoples have already been accounted for.
The people of the Fae live from the garden. Where others earn with their fists, Fae earn with their fingers in the soil: five percent more gold from their own garden, every day, every season, every year. It is not a bonus for the impatient conqueror. It is a bonus for those who understand that Velkaris measures in years, not in hours.
Bonus: +5% garden gold
Playstyle: Long-term players who optimize their garden and passive income sources
Which Race Will You Choose?
Human or Orc. Elf or Fae. Four ways to enter the same world — and four completely different stories that emerge from it. Velkaris does not force a role upon you. It merely whispers what you could become. The rest is decided the moment you take your first step out of your shelter.
“ It is not important who you are. What matters is what you make of it. ”

