Races in Solasta: Black Geyser determines many aspects of a character, from their appearance to their innate capabilities and skills. Choosing a race in Black Geyser: Courier of Darkness is only available during Character Creation, and each class you select consists of its own unique stats and Class exclusivity. Players looking to optimize their Builds will take into account character race as well as Stats & Attributes, Equipment & Magic, as well as Skills. Check out our Builds page as well to find various build guides that we recommend you to try out. This page covers a list of all the available races in Black Geyser: Courier of Darkness.


Black Geyser All Races


The Breaking of the First Tribe



The Dwarves of Yerengal



Protectors of Nature



Feldegug, the White Elves



Rillow, the Seekers


Black Geyser Races History



  • Class restrictions: None
  • -1 to maximum Supernatural


Humans were once a united tribe that roamed Yerengal for generations. The dark goddess of greed, Zornilsa, infected their heads slowly with greed, avarice, and jealousy. The single tribe of man became many as they turned on one another. They warred for resources and land, forgetting their roots. Their bonds were broken and their old alliances splintered. Humans come in many different shapes and colors and can be found all over Yerengal. They are natural farmers, working the land as an artist works clay. Human versatility means that they can fill virtually any role.





  • +1 to maximum Physique
  • -2 to maximum Charisma
  • -1 to maximum Supernatural
  • +35% Resistance to Poison and Acid
  • +20% Resistance to Depressive Effects
  • +15% Resistance to Pulse and Blow
  • +12% Attack with War Clubs and Hammers
  • +12% Attack with Battle Axes
  • +9% Attack with Slings and Fustibals
  • Every dwarf, with no regard to its class, can use War Clubs and Hammers
  • Class restrictions: Cannot be Necromancer, Wintermage, Spellweaver, Druid, Swindler, Templar, or Ranger.


The Devil-god Rothgor was angry over the creation of the elves and the threat they represented to his plans to throw the world into darkness. He sent a succubus to pregnant elven women in an effort to steal the essence that lie within their wombs. The Elven mothers despaired, but the Green Goddess told her daughters to seek the first waters of Yerengal. They did so, but were trapped in a stone cavern when Rothgor sent demons to destory them.

The children survived the attack, but their mothers died. Men in the mountains found the babes and raised them as their own, but the Elven progeny were stunted and hairy. The children (now known as Dwarves) grew and prospered, sharing their love of from their Elven parents, but began to exhibit a preference for the depths of the world. Dwarves are very materialistic but have a strong connection to clan and family. They are stout and powerfully built, well-suited to exploiting the natural tunnels that form deep in the ground.





  • +1 to maximum Dexterity
  • -2 to maximum Physique
  • +40% Resistance to Depressive Effects
  • +30% Resistance to Illusion and Manipulation
  • -20% Resistance to Pulse and Blow
  • +15% Attack with (wooden) Bows and Arrows
  • +10% Attack with weapons made of wood
  • Class restrictions: Cannot be Necromancer, Shaman, or Templar.


As the tribes of men fell to greed and the world was spoiled, the Green Goddess wept. The King-God allowed  Tilindia to select a few tribes of man, those least affected by greed, to be her vassals in Inilmerald. Tilindia chose eleven tribes of man ti ckauns as her own. Those eleven tribes were come to be known as elves as time passed. Elves share a special connection with nature, feeling an inherent connection to all natural things.

Their generations apart from men have changed them physically; their narrow frames allowed them to move faster and quieter than men. Their ears grew pointed to better pick out distant or small sounds. The elves tend to be xenophobic and haughty towards the other races due to their chosen status imparted by Tilindia.





  • +1 to maximum Intelligence
  • +1 to maximum Supernatural
  • -1 to maximum Physique
  • -1 to maximum Charisma
  • +35% Resistance to Cold
  • +10% Resistance to Arousal Effects
  • +5% Resistance to Depressive Effects
  • -10% Resistance to Pulse and Blow
  • +10% Attack with weapons made of ice or crystals
  • Class restrictions: Cannot be Necromancer, Shaman, or Templar.


The Feldegug were once Elven tribes who lived closed to the north. The demigod Dargalmir grew jealous over the love the Elves showed for Tilindia and imprisoned a number of Elven tribes in the snowy, cold north. He would forge his own race and command them as he saw fit. But the Elves were first a creation of the God-King and the Green Goddess, and as they changed to survive in the north, they also realized the strength they would need to be free.

Dargalmir eventually realized his mistake and allowed his creations to rule themselves and commanded them to form six tribes. Drawing from the strength granted by their cold imprisonment and their god and goddess, they rebelled against their demigod. Feldegug are similar to elves but much paler. They are resistant to a hard environment who msot would consider unlivable. They are rarely seen outside of their snowy northern homelands and most other races are very distrustful of them.





  • +2 to maximum Physique
  • -2 to maximum Dexterity
  • +20% Resistance to Heat
  • -20% Resistance to Cold
  • -10% Resistance to Illusion and Manipulation
  • +20% to Brewing and Drying
  • Rillow are immune to the negative secondary effects of Drugs
  • Class restrictions: Cannot be Templar, Ranger, or Wintermage.


Travelers, traders and alchemists from the Eastern Empires, the Rillow are a child race of a powerful Djinni called Elenuator. Their homeland is shrouded in mystery, so few outside the Rillow themselves know much about them. What is know is that they are seekers of pleasure and experience, consumate traders and nomadic caravaneers. Rillow are a large, physically imposing race who bear a passing resemblance to elephants. They eschew religion and favor displays of wealth, and have a natural talent for Brewing & Drying.





  • n/a


Jotnar, the Giants of the Far North is a non-playable race. The far north of Yerengal is a frozen land of ice and snow where only the strongest of creatures survive. Since before the mortal races arrived, the Jotnar have inhabited the land, thriving were few others dare tread.

The Jotnar are a race of giants. Direct descendants of the far north’s demigod ruler, Dargalmir. The Jotnar are larger and more muscular than their younger Frost Giant cousins. They boast high intelligence, high craft work abilities and greater magical skill than all other giants of Yerengal. Their appearance can vary, but all Jotnar have bright blue eyes with white pupils and grey-blue skin.

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