Difference between revisions of "Book:Races"

From NsdWiki
Jump to: navigation, search
 
(12 intermediate revisions by 2 users not shown)
Line 1: Line 1:
After choosing a Concept and completing step one, which is all about who your character is, you can now move on to step two, which deals with what your character can do in the game.
+
And now, think about some of the coolest fantasy and science fiction stories you've ever experienced.  Chances are, they contained characters which were strange and unusual, especially in appearance.  Since role-playing allows us the opportunity to revel in a character quite unlike ourselves, what could be better than to thrive under the guise of something completely non-human?  This chapter describes all the weird and interesting beings that populate the world of Elysium and how playing one of these creatures affects the game. Each of these beings belongs to a '''Race''', or a population of similar beings. 
  
One of the most important choices a player can make about his or her character is the character's '''Race'''. With it comes possible boons and hindrances as well as a starting place for behavior, appearance, and physical traits. When you construct your character concept as detailed in chapter two, certain personality types mesh well with some of the races below. For example, your concept might be stoic bodyguard, which would be very well-suited to a Man, Dwarf, or Trowl, but would probably be difficult (yet not impossible) for a Goblyn or Halfling. Do not let the behavioral or physical specifics of a race limit your character concept. This game encourages creativity, and some members of races deviate from their norm, often making the most interesting characters.  That being said, each race has common cultural values and personality quirks which are shared by most members of that race, so if you are struggling with Personality and Motivation, reading the entry for each race may help you make up your mind.   
+
When you construct your character concept as detailed in chapter two, certain personality types mesh well with some of the races below. For example, your concept might be stoic bodyguard, which would be very well-suited to a human or evengar, but would probably be difficult (yet not impossible) for a firna. Do not let the behavioral or physical specifics of a race limit your character concept. This game encourages creativity, and some members of races deviate from their norm, often making the most interesting characters.  That being said, each race has common cultural values and personality quirks which are shared by most members of that race, so if you are struggling with Personality and Motivation, reading the entry for each race may help you make up your mind.   
  
 
The racial descriptions below give the game statistics for the different races of the setting.
 
The racial descriptions below give the game statistics for the different races of the setting.
 
;Physiology
 
;Physiology
:This is a brief account of the race's lifespan, height, weight, and notable anatomy.  
+
:This is a brief account of the race's lifespan, height, weight, and notable anatomy.
 +
;Size
 +
:This section details the typical height and weight for the race. It also lists its Size score.
 
;Appearance
 
;Appearance
 
:This is a physical description of a common member of the race.
 
:This is a physical description of a common member of the race.
Line 12: Line 14:
 
;Habitat
 
;Habitat
 
:This is a description of the common dwelling place or locale of a common member of the race.
 
:This is a description of the common dwelling place or locale of a common member of the race.
 +
;Diet
 +
:This section details the usual things ingested by the members of the race.
 
;Society
 
;Society
 
:This is a description of the social structure and order (if any) of a race.
 
:This is a description of the social structure and order (if any) of a race.
 +
;Language
 +
:This is a description of the unique language belonging to the race, if any.
 
;Relations
 
;Relations
 
:This section tells how members of the race typically get along with other races and organizations.
 
:This section tells how members of the race typically get along with other races and organizations.
 +
;Occupations
 +
:This section details which professional pursuits a given member of the race might enjoy.
 +
;Combat
 +
:This section gives an overview of how this race engages in battle, as well as what types of weapons and spells they prefer.
 
;Motivations
 
;Motivations
 
:If a member of the race were to leave his or her brethren and lead a life of high adventure, this describes why he or she might do that.  
 
:If a member of the race were to leave his or her brethren and lead a life of high adventure, this describes why he or she might do that.  
;Max Caps
+
;Attribute Limits
:This details the natural limits of Ability Scores a race is allowed (10 for humans).  To put more points in this Ability than your Max Caps would allow, your character must buy the [[Supernatural Attribute]] Trump, as detailed in the Trumps, Faults, and Special Powers chapter.  Magic spells and items can temporarily raise this score above its normal level, as well.
+
:This details the natural limits of Ability Scores a race is allowed (10 for humans).  To put more points in this Ability than your Max Caps would allow, your character must buy the [[Supernatural Attribute]] Trump, as detailed in the Trumps chapter.  Magic spells and items can temporarily raise this score above its normal level, as well.
 
;Powers
 
;Powers
 
:This details any inherent skills, techniques, or powers the race can use.
 
:This details any inherent skills, techniques, or powers the race can use.
 +
;Size
 +
:A race may be genetically smaller or larger than the average human. A race below may specify that they have a [[Size]] number. See the Life and Death chapter for a comparison of sizes and how they affect a character.
 +
 +
There exists a world where ordinary people seek grand adventures, where powerful magic sculpts fate, and where whole empires crumble under the march of time. This realm of ''Immortal Legacy'' is known to its citizens as Halestia. The lives of the people who call these lands home are inescapably intertwined.
 +
 +
==Apsarava==
 +
{{:Apsarava}}
 +
==Doivarken==
 +
{{:Doivarken}}
 +
==Evengar==
 +
{{:Evengar}}
 +
==Firnoy==
 +
{{:Firnoy}}
 +
==Humans==
 +
{{:Men}}
 +
==Jurens==
 +
{{:Jurens}}
 +
==Kulgeris==
 +
{{:Kulgeris}}
 +
==Maghashi==
 +
{{:Maghashi}}
 +
==Shou==
 +
{{:Shou}}
 +
==Vidari==
 +
{{:Vidari}}
 +
 +
__NOTOC__
 +
__NOEDITSECTION__

Latest revision as of 12:34, 3 June 2019

And now, think about some of the coolest fantasy and science fiction stories you've ever experienced. Chances are, they contained characters which were strange and unusual, especially in appearance. Since role-playing allows us the opportunity to revel in a character quite unlike ourselves, what could be better than to thrive under the guise of something completely non-human? This chapter describes all the weird and interesting beings that populate the world of Elysium and how playing one of these creatures affects the game. Each of these beings belongs to a Race, or a population of similar beings.

When you construct your character concept as detailed in chapter two, certain personality types mesh well with some of the races below. For example, your concept might be stoic bodyguard, which would be very well-suited to a human or evengar, but would probably be difficult (yet not impossible) for a firna. Do not let the behavioral or physical specifics of a race limit your character concept. This game encourages creativity, and some members of races deviate from their norm, often making the most interesting characters. That being said, each race has common cultural values and personality quirks which are shared by most members of that race, so if you are struggling with Personality and Motivation, reading the entry for each race may help you make up your mind.

The racial descriptions below give the game statistics for the different races of the setting.

Physiology
This is a brief account of the race's lifespan, height, weight, and notable anatomy.
Size
This section details the typical height and weight for the race. It also lists its Size score.
Appearance
This is a physical description of a common member of the race.
Personality
This is a description of the behavior and tendencies of the race.
Habitat
This is a description of the common dwelling place or locale of a common member of the race.
Diet
This section details the usual things ingested by the members of the race.
Society
This is a description of the social structure and order (if any) of a race.
Language
This is a description of the unique language belonging to the race, if any.
Relations
This section tells how members of the race typically get along with other races and organizations.
Occupations
This section details which professional pursuits a given member of the race might enjoy.
Combat
This section gives an overview of how this race engages in battle, as well as what types of weapons and spells they prefer.
Motivations
If a member of the race were to leave his or her brethren and lead a life of high adventure, this describes why he or she might do that.
Attribute Limits
This details the natural limits of Ability Scores a race is allowed (10 for humans). To put more points in this Ability than your Max Caps would allow, your character must buy the Supernatural Attribute Trump, as detailed in the Trumps chapter. Magic spells and items can temporarily raise this score above its normal level, as well.
Powers
This details any inherent skills, techniques, or powers the race can use.
Size
A race may be genetically smaller or larger than the average human. A race below may specify that they have a Size number. See the Life and Death chapter for a comparison of sizes and how they affect a character.

There exists a world where ordinary people seek grand adventures, where powerful magic sculpts fate, and where whole empires crumble under the march of time. This realm of Immortal Legacy is known to its citizens as Halestia. The lives of the people who call these lands home are inescapably intertwined.

Apsarava

In the ancient past, Deniss the Beautiful crafted the apsarava (singular: apsarava, adjectival: apsaravan) from fire and blood. They were forged to be passionate, sensual, clever, and persuasive. In return for their worship, she taught them to forge bronze, and so they dominated the early world. Although thousands of years have passed since the fall of the Sorcerer Lord and his Dominion of Nivorios, the dreadful memory of his reign still lingers.

Physiology

Apsarava naturally exhude pheromones and other secretions far better than any perfume. They're simply attractive, chemically speaking. Apsarava are similar to humans in build, but their skin is only found in blues and violets. Their hair is naturally dark black or deep purple. They have slightly pointed ears, and their eyes are warm-colored: red, orange, amber, or gold. Apsarava are very similar to humans in lifespan and age of adolescence. An apsarava begins maturing around age 13 and is considered an adult by 17. They keep death at bay about 80 years on average, but some live to see 100 years or more.

Apsarava are able to reproduce with humans as well as vidari. Whichever race mothers the child is the deciding factor in the race of the offspring. A female apsarava who mates with a male vidara conceives an apsaravan child whose natural lifespan is doubled. A female vidara who mates with an apsarava male conceives a vidara child whose natural lifespan is halved. Humans and apsarava have similar lifespans. Tell-tale signs of mixed heritage could include height, ear shape, and hair, eye, and skin color.

Size

The apsarava are about the same height and weight as humans, which makes them Size 0.

Appearance

Apsarava are often found wearing bright colors, intricate patterns, and comfortable silky clothing. Many apsarava wear jewelry made of dark stones like amethyst or onyx set in precious metals. Apsarava are proud of their appearance and tend to keep healthy and adorn themselves with fine clothes and jewelry. Some apsarava lean closer to vanity than pride, and enjoy being found in the most expensive attire.

Outfits to draw the eye are not always practical. Thankfully, the apsarava have a dexterous mind and a gentle touch, meaning they can sneak and hide better than most. These stealthy apsarava might (not) be found wearing predominantly black and grey clothing.

Personality

Apsarava are very clever and stealthy. The immortal Deniss holds dominion over lust and betrayal, and so true to their maker, apsarava tend to seek out pleasure and generally lack commitment. They're also seasoned liars and actors. Being creatures of passion, apsarava can be rash, judgmental, vengeful, and quick to anger, but they can also be quick to forgive and frequently give in to their desires. They seek out the pleasures that life has to offer, but most apsarava look down on addiction to specific vices. An apsarava won't be found hogging all the fun; they're often excited to share joy with their friends — "Oh, man. You've gotta try this!"

Habitat

An apsarava will surround himself with anything he enjoys: comfortable furnishings, attractive pieces of art, delicious food and drink. They take to city life well, and given the means, tend to build and decorate their homes to impress the eye. Apsarava who prefer to reside far from the busyness of cities dream of cozy villas in scenic locations, stocked with any niceties they can collect.

Diet

Going hand-in-hand with their pursuit of the pleasures in life, apsarava delight in seasoned and flavorful food. They enjoy dishes with hot spices or zesty herbs, which are often way too powerful for others. An apsarava usually partakes of five or six small daily meals.

Society

Apsarava in the present age claim no homeland, as if to distance themselves from the atrocities of the distant past. With the exception of the two evengaran city-states, apsarava have taken up residence across the world. Many an apsarava takes to a life of traveling from place to place, stimulating their senses with the pleasures of what may lie there.

Apsarava generally subscribe to a life of ethical hedonism. Most strive first and foremost to keep themselves and the ones they love happy. Apsarava will take lovers, but they rarely marry, given a general skepticism of monogamy, and that many lack a permanent residence. When they do, it's usually with another race, as it's rare to find two apsarava capable of deep, committed love. The apsarava are considered to be keenly in touch with their sexuality; they're more adventurous and liberated under the covers than others. Some even find a spiritual enlightenment in the pleasures of the flesh.

When it comes to parenting, apsarava generally uphold two schools of thought: "it's not my problem" or "hey, kid, let's go!" When given the choice, an apsarava prefers to observe a death by funeral pyre, or burial at sea; whichever causes the least pain, the smallest debt, and is most easily performed.

Language

Old Apsaravan may have been the lingua franca ten or twelve thousand years ago, but it's extremely rare today. Old Apsaravan is written in its own alphabet, which is a cursive script. The spoken language is smooth and soft. Only very old writings and very old places would have any trace of it.

Relations

Apsarava make great traveling companions, but the morally pious may find fault with their mantra of hedonism. Relationships with evengar are usually out of the question — the apsarava see the evengar as rigid, hateful, and arrogant, and the evengar view the apsarava as immoral lechers without honor — but in some circumstances friendships have come to take root between the two. Apsarava can get along very well with most other races, but tend to see kulgeris as unfeeling. Firnoy won't play cards with apsarava because their poker face is unbeatable.

Occupations

The apsarava want nothing more in life than to be happy and make others happy. As a result, they make excellent company, so in line with this, apsarava are natural courtesans, ambassadors, and entertainers. An apsarava's keen mind and stealthiness would make him a perfect assassin, spy, scout, or ranger. In fact, many apsarava fill the ranks of the Band of the Fox and the Shadow Talons.

Combat

Once upon a time, the world was dominated by apsarava who had just mastered the forge, and their mastery has only strengthened since. Apsaravan weaponry is elegant, precise, balanced, and durable. They prefer slashing and piercing weapons. The life of a soldier or mercenary comes naturally to travel-hungry apsarava. While they make skilled archers or marksmen, many apsarava prefer to leave the ranged combat to sorcerers, and fight their enemies in melee. After all, the dance of battle is so intimate. Apsarava possess a glib tongue and many dabble in Compulsions and Illusions.

Motivations

Motivations for an apsarava could include something lofty and grand (defeating an evengar army, finding ancient magic in the Castle Shyvyr) or simple (finding acceptance, locating your lost father).

Max Caps

Powers

  • Veil of Shadow – If you can count on anybody to win Hide and Seek, it's an apsarava, for they gain a +2 bonus to Stealth checks.
  • Born to Shag – The apsarava are downright enticing — thanks to pheromones and other chemical secretions. They're solid flirts, bribers, and tempters. They receive a +3 bonus to Seduce checks.
  • Through Their Teeth – Apsarava possess an extraordinary ability to fib convincingly because they don't exhibit any of the typical physiological responses when lying. They receive a +2 bonus to Bluff checks.

Societal Powers: Choose one of the following.

  • To Thine Own Self Be True – The apsarava delight in rich stimulation of the senses, and so they can pick out false sensory input pretty easily. They receive a +2 bonus to Lucidity checks.
  • Some Like It Hot – As the first race to harness the power of the forge, apsarava have always been fantastic at smithing. They receive a +2 bonus to Craft checks when a kiln or forge is involved.
  • Cunning Linguists – Commonly found moving from place to place enjoying life's pleasures, the apsarava are likely to know how to chat with the locals. They receive a +2 bonus to Translate checks.


Doivarken

Children's bedtime stories tell many things of the merciless doivarken (singular: doivarken, adjectival: doivarki). That they are a vile, ghastly, and bloodthirsty race who prey on sentient life. That they were a nightmare of Morrak's, brought to life from the realm of madness. That they abduct lost children and devour them in their underground lairs. That they wordlessly speak insanities to your mind. All of these things are true.

Physiology

The doivarken are unsettling to behold. They have no eyes at all, but a network of small pores across their face which are sensitive enough to recognize the body heat and neural electricity of nearby creatures. These organs are so sensitive that they can communicate telepathically with any nearby intelligent creature. They have large, veiny ears, and an upturned nose with two huge slits, like a pig or a bat. Their mouth is very wide, and full of long, pointed teeth. Doivarki skin is hairless, pale, and translucent. They have two sets of arms. One set is very close to the body; small, four-fingered, and amphibian-like. The second set actually forms huge membranous wings, each digit ending in a claw. They walk on the balls of sizable feet, and each toe bears a large talon. Their feet are sensitive and can register vibrations. Most doivarken are gaunt and atrophied, making flight impossible, so their wings are usually used to hold squirming prey while it feeds.

Their species has no sexual distinction, all doivarken reproduce asexually. Once every ten years, they are capable of producing a worm-like larva that they insert into a humanoid's skull, usually through the nose. The larva takes control of the body, and gradually begins consuming and repurposing the flesh of the host. A comatose host will transform into a full adult doivarken within a month. Doivarki lifespan is typically only 50 years.

Size

Doivarken are slightly taller than humans: they're on average around 6 feet tall. Because of their build, they tend to weigh slightly less than average for a human of the same height. Their Size score is 0.

Appearance

Doivarken tend to repurpose the belongings of creatures they abduct. Doivarki clothing and armor is patchwork and mismatched, as they tend to fight over the loot gained from the hunt. They have no use for visual stimulation, and regard things like jewelry as useless. They don't wear any shoes or headgear; both would interfere with their senses. Doivarken in colder climates will save the pelts of animals for warmth, but would rather die from exposure than hunger, so in a pinch they might even eat their cloaks.

Personality

The doivarken feel no remorse, sympathy, or affection. All they feel is hunger… and malice. They do not think themselves more intelligent than the creatures on which they dine, simply higher on the food chain. Doivarken are callous, manipulative, sadistic, vengeful, conceited, and unpredictable. They're utilitarian and opportunistic, and so make decisions which will directly benefit themselves.

Habitat

Sunlight is actually harmful to doivarken, and so they often live in caverns, and emerge at night to hunt. Doivarken don't build their own structures — too much work, but they're happy to take up residence in an abandoned building, anywhere that they can shut the light out. They tend to prefer very natural beds, such as moss and soft earth. Doivarki lairs are full of clutter. They tend to hang onto objects recovered from their prey in case they might be useful in the future. These objects are very meticulously organized and arranged.

Diet

Doivarken are exclusively carnivores, and they vastly prefer consuming the flesh of intelligent creatures, but will settle for any meat when hunger sets in. They will only begin to eat a creature if it lives. Their teeth and digestive system support eating all parts of a creature: flesh, bone, fur, and all, whether the creature is diseased or healthy. Their bellies distend after a good meal and they exhibit a sort of meat intoxication. In addition to dining on living tissue, doivarken are known to enjoy all sorts of psychoactive substances, including alcohol, narcotics, and hallucinogens.

Society

Amongst doivarken, it's everyone for themselves. Law is irrelevant. Doivarken tend to only cooperate when forced to do so by someone strong (whether doivarki or otherwise), and even then, these loose alliances only last as long as it takes for someone to overthrow (likely eat) the one in charge. Doivarken keep no traditions and celebrate every warm meal. The only real assurance about doivarken behavior is that a parent will rigorously instruct its progeny about anything it knows for up to five years before they part ways, and at that point, "you're on your own, kid."

Doivarken adore magic, and will attempt to experiment with the arcane frequently. Being naturally blind, they cannot read and have no use for writing, so sorcery is largely self-taught. Doivarken sometimes use magic to dominate and enslave particularly useful creatures, for instance as body guards, servants, or hunters. Slaves can also be used for refreshment, as a doivarken can safely drain a pint of blood from an enslaved creature every six weeks.

Language

Doivarken have no spoken language, and they communicate exclusively with telepathy. Creatures who have heard a doivarken speak to their mind described the language as gibberish. It would be basically impossible to duplicate the sounds in audible speech. Doivarken are able to learn additional languages to use telepathically, and often times this knowledge comes from enslaved creatures.

Relations

No creature in its right mind would think it could befriend a doivarken, if it believes that they even exist! However, particularly nefarious or callous people might see no problem with cooperating with, or even commanding one, given its obedience. To a doivarken, everyone is potentially a meal.

Occupations

Doivarken are almost always spellcasters. It's not uncommon to also find herbalists, apothecaries, and chemists among them. Doivarken have no use for money, really, since you'd find almost no one who would willingly do business with them, so any occupation is going to be a means to an end to procure warm bodies. You can find doivarken in the ranks of the Blades of Morrak who deem the Immortal of madness to be more deserving of a blood offering than themselves.

Combat

Doivarken favor stealth and cunning over brawn. Therefore, it's much more likely that they'll lay a trap for opponents rather than engaging them in melee combat. Their chaotic minds make the way of the martial artist difficult or impossible, although most are pretty good at grabbing creatures while they chow down. Since doivarken are almost always spellcasters, it's rare to find one who prefers weapons over a volley of spells, but when push comes to shove, a doivarken sticks to tooth and claw. Doivarken on the battlefield are basically unheard of, since most wars are fought during the daytime, and it would take a considerable leader to organize a sizeable number of doivarken were they to fight after sundown.

Motivations

It's no secret the driving force behind a doivarken is to fill its belly. Good motivations for a doivarken: finding an excellent food source, destroy the competition, or locate secret magic to expand its arsenal. It might even just delight in spreading chaos and insanity in its wake.

Max Caps

Powers

  • Carnivore – Doivarken have a mouth full of pointy, razor-sharp teeth. Their bite attack deals 2 Harm, takes 3 AP, and uses the Hand-to-hand skill.
  • Sunburn – Sunlight is poisonous to the nocturnal doivarken. If they're outdoors with any skin exposed while the sun is up, every minute they must make a Stamina check at DL 20 or move down the Knockout Track. Once unconscious, they gain the poisoned condition. Doivarki Sun Poisoning is considered a Level One poison, so they suffer 1 point of damage every round. The only antidote is darkness.
  • Telepathy – The doivarken speak without words. They can communicate using any language they know, directly to another intelligent creature's mind, at will, without any possibility of eavesdropping. This ability is limited to a range of 10 feet for every point of Psyche.
  • Land of the Blind – Doivarken permanently gain the blinded condition, which renders them immune to any effect that requires sight, such as Flare. Even though they lack eyes, doivarken can "see" perfectly well even in complete darkness by using their hearing, scent, and heat sensory systems.
  • Ravenous – If a doivarken feasts upon a living creature, it can consume its very life force. When it lands a bite attack and deals damage, it can heal its own HP for the same amount by spending 1 MP.
  • Chaos Made Flesh – Originally hailing from a swirling realm of pandemonium in the Deep Worlds, the doivarken can steel themselves from mutative magic. They receive a +2 bonus on Resilience checks.


Evengar

Legend holds that the evengar (singular: evengar, adjectival: evengaran) were hewn from mountain stone by Krendar the Defender. Utilizing their innate connection with earth and rock, they carved out two massive city-states from under and above the mountains, Thoindyn and Disdarban, which remain to this day. Like the stone from which they were made, evengar are stubborn, resolute, persistent, and steadfast.

Physiology

The evengar are marked by stout bodies and tough skin which they tout as being leftovers from their beginnings as solid rock. Their hands and feet resemble the paws of burrowing mammals, with leathery pads, and long, tough claws. Most famously, evengar are hairier than the other races, with hair that's course and bristly like badger fur, usually in black, brown, or red. Evengar have especially thick patches of hair on top of their hands, feet, forearms, and shoulders. They have thick eyebrows, copious body hair, and males grow a short, bushy beard. Their eyes are typically small and colored brown, and their noses are flat and round. In addition, they have pointier teeth than humans. An evengar begins maturing around 20 years of age and is considered an adult by the time he reaches 30. They live for several human lifetimes; many evengar reach the age of 200, but some have lived as long as 300 years.


Size

Evengar are generally shorter than humans; they tend to stand between 4′ and 5′ tall. Despite their height, they're naturally muscular , and weigh in around 150 to 200 pounds. Their Size score is 0.

Appearance

Evengar can be found wearing tunics made of leather or sturdy cloth. Women sometimes wear dresses. Adventurers are found in chain mail or heavy armor under a surcoat. Evengar will adorn themselves with bracelets, rings, amulets, and earrings crafted of the fine rocks and metals that they mine. They don't wear shoes as their feet are tough enough to withstand the most rugged terrain.


Personality

As mentioned above, evengar are stubborn and resolute, but also loyal and persistent. They are famously known as a warrior race, concerned with bravery, honor, and glory in battle. Evengar value friendships and family, but are cautious and suspicious around strangers. They can be quick to anger and slow to forgiveness. Evengar are boastful and proud, but rarely lie, and all evengar can point out another's good points along with the bad (in fact, many evengar make it a practice to give an insult along with a compliment). Evengar are not often scholarly or headsmart, but they are often very brave and patient.


Habitat

There are two massive subterranean evengaran city-states, Disdarban and Thoindyn. Many evengar make their homes here among the ancient halls of stone. Other evengar take up residence on the surface in well-crafted homes in the mountains or hills. Still others leave their homeland to live throughout the world alongside other races.


Evengar homes are usually entirely carved out of rock and earth. Those on the surface are usually built into the side of a cliff or surrounded by a group of boulders. Humans describe surface evengar homes as extremely well-made but a little uncomfortable, and they regard the evengaran homeland as awe inspiring and majestic.

Diet

Given their preferred habitat of on top of the mountains or under them, evengar do not usually perform much farming. Instead, they are known to relish the cheese and meat of mountain goats, as well as things they can grow in the ground: potatoes, carrots, radishes, and the like. The evengar are famously known to craft dishes using subterranean insects and worms; they take pride that their very diet makes "cowardly races" ill at the sight. The evengar are excellent brewers and distillers, renowned for their tasty ales and spirits.

Society

The eldest of their race earn seats on the Council of Stone: the advisors to the king and a legislature with limited powers. Ultimately, evengar are led by the Evengar King, currently Khimzal the Brave, who takes up residence in Disdarban. Evengar maintain a deep-rooted code of honor and deal out harsh criminal punishment to those who sully their family name with dishonor.


The evengar celebrate births by presenting the child at a feast held in a massive stone hall. They regard the coming of a child as something the Immortals have mined from eternity. Evengar mate for life and have a strong sense of familial loyalty. They celebrate marriages with gifts to the happy couple in the form of weapons, jewelry, and other things their friends and family have crafted by hand. Evengar see death as a natural occurrence, and embrace it with reverence as a chance to reunite with the stone from which they came. Evengaran funerals are respectful occasions where the deceased is entombed in a family crypt of stone.

Language

The Evengaran language is harsh and intimidating. Their writing system uses runic characters which represent consonant–vowel pairs. The language has a simple but strict grammar. Other races who travel or trade tend to pick up a little Evengaran.


Relations

Evengar get along well with humans and relate to the firnoy's enjoyment of good food and drink. Evengar mostly see vidari as flighty and fragile. They regard the apsarava as vulgar and without inhibition. It's been many centuries since the evengar and apsarava were in open war, but the former are always itching for a good fight. They find the shou and the kulgeris to be formidable opponents or allies, and greatly respect the strength and battle prowess of both races. They respect the wisdom, patience, and work ethic of maghashi, but think they're a bit cowardly. As for jurens, evengar find their unbending pacifism to be laughable, but they know not to pick a fight with one.


Occupations

Dig, build, and carve: these are the most frequent skills an evengar possesses. Many evengar belong to a working or merchant class. Great occupations for an evengar would include engineer, sculptor, smith, jeweler, or miner. Other jobs an evengar might consider include brewer, bodyguard, or guide.

Combat

Evengar are combative adepts and make great warriors or even earth mages. They tend to fight with the tools of their trade: hammers, picks, axes, or their bare claws. Evengar are relentless in battle, relying on bravery and durability to crush their enemies. They wait for the right moment and then give it all they have. To die a glorious death in the tide of war would honor your family name for eons to come.

Motivations

Excellent motivations for an evengar would include creating a magnum opus (their life's work), studying under a great artist or artisan, finding distant family, or simply protecting the ones closest to them.


Max Caps


Powers

  • Tunnel Vision – Evengar have developed sight in pitch darkness after generations of mining underground. They can see perfectly well even in the absence of light.
  • Landscapers – Evengar have clawed hands useful for digging: they receive a +1 bonus on Might checks to dig with their bare hands. They also can use these claws as a weapon. Evengar Claws cause 2 Harm, take 3 AP, and use the Hand-to-hand skill.
  • Well Grounded – Evengar have a connection to the earth — literally. Their tough feet, paw pads, and claws allow them to traverse difficult terrain at their normal speed; they are immune to the hampered condition if caused by terrain.

Origin Powers. Choose one of the following.

  • Dungeon Delvers – It's a piece of cake for an evengar to find their way out of an underground dwelling. They receive a +2 bonus on Search to navigate when underground.
  • Highlanders – Life is tough up in the mountains and they work hard at it. Evengar receive a +2 bonus on Stamina to resist exhaustion.

Societal Powers. Choose one of the following.

  • Crafty – When evengar feel their creative itch, and they sit down to create or repair an object (be it a sculpture, a weapon, a piece of jewelry, or something similar), they receive a +2 bonus on the Craft check.
  • Moral Compass – Evengar place their honor above most everything and keep their impulses in check. They receive a +2 bonus to Virtue. "Nah, I'm good."
  • Warrior Race – Yes, it is a very good day to die. Evengar are ready to go in guns blazing. They receive a +1 bonus to Intimidate and Taunt.


Firnoy

Legend holds that in a divine fluke, the firnoy (singular: firna, adjectival: firnic) were created by Zif the Father of Chance. Like their maker, they put a great deal of faith in luck. Firnoy are amiable creatures and enjoy celebrations, good food and drink, jokes, and friendships.

Physiology

They've got bright eyes and slightly pointed ears. Most firnoy are crowned with curly hair. Hair and eye color as well as skin tone range greatly in firnoy by region. The bodies of firnoy are covered with short fur. Humans describe them as "fuzzy," like a peach. They have a prehensile tail which grows to be as long as they are tall, and as strong as any other limb. A firna starts to come of age around 20 and is considered an adult by 25. Firnoy typically live just slightly longer than humans. Their lifespan averages about 100 years, but the oldest was said to have cheated death for 140.

Size

Firnoy are right short, usually 3′ to 4′ tall, and on average weigh 50 to 70 lbs. A firna is considered Size −1. Because of their small stature, firnoy cannot ride horses effectively (though ponies or donkeys serve just fine).

Appearance

Plenty of firnoy prefer simple and functional clothes and footwear, but others love their jewels and finery. It's rare to find a firnoy without a hat while performing their livelihood. Travelers employ cloaks of wool or cotton to resist the elements, and lots of firnoy prefer to hold a parasol with their tails.


Personality

Few love a good laugh as much as a firna. Practical jokes are a widespread tradition and firnoy enjoy being on either end of one. In this arena, most firnoy prefer harmless mischief to outright cruelty. Firnoy have an insatiable curiosity that lands them in trouble. It only worsens with age, which is why firnoy youths view their elders as busybodies and gossips. Firnoy are excitable and speak quickly when their interest is piqued. Their small stature and simple demeanor make them less noticeable in a crowd than a human, but in close conversation, most people tend to find them endearing. The majority of firnoy are optimists and make a point to look on the bright side.

Most firnoy are collectors; they love pocketing small trinkets and keepsakes, some even do it legally. Pretty much all of them have some useless object tucked away at home because of a story that goes with it, or a potentially important object they can't bear to throw away until they remember why they held onto it. Firnoy don't mind lost items due to the belief that either "it'll turn up," or "we'll just find another one." Because of this, firnoy love to gamble, and will wager bets on anything convenient.

  • "I'll bet ya sixpence the sun don't go down today."
  • "You're on!"

Habitat

Firnoy live in cozy wooden and earth cottages grouped into villages, small towns, or neighborhoods in big cities. Because of their size, homes built by the firnoy are quite small, so larger folks have a tough time moving in. Most are happy with a comfortable place to hang their hat and put up their feet, the ability to enjoy a conversation and a meal before bed, and a warm blanket at night.

Diet

They enjoy fine foods they they either produce themselves or discover from other races. Firnoy have a diet similar to humans, consisting of produce, grain, and meats. They are also excellent beekeepers and bottle the sweetest honey and can produce smooth, rich meads.

Society

Firnoy are scattered throughout the world, and while there may be small settlements occupied entirely by firnoy, there aren't any nations ruled by them. Most are too preoccupied with curiosities to worry about mundane tasks like the governing of nations. That said, firnic towns are generally run by an elected mayor or a local council.

Since firnoy will party at the drop of the hat, the momentous occasions in life are especially good reasons for a crapulous celebration. Firnoy have a Welcoming for the birth of a new child, giant wedding feasts wherein the entire village or town is invited, and a Departing wake for the deceased. Firnoy usually mate for life and bear an average of 3 children.

Language

Firnoy have no racial language of their own, so they speak the languages of the regions where they live. They do, however, come up with the most bizarre slang words. Sometimes a firna will invent a word as a practical joke to see how many people will carry it on. Daggers referred to as pig stickers, and big fists referred to as festival hams are some examples of their work.

Relations

Firnoy will sometimes travel in small groups of close friends, but occasionally tag along individually with a group of "bigger folk." Due in part to their happy-go-lucky demeanor, firnoy can get along well with any of the races. Some humans or apsarava find firnoy annoying, laughable, or dismissable, but others realize what a boon they can be, or at least amusing comrades. Vidari think of firnoy as helpful, charming, and full of life. Evengar — themselves standing just slightly taller than firnoy — have no problem with the "wee fellas", but some may find them rash. Firnoy and kulgeris have few things in common, and fewer things to offer the other. Firnoy and shou get along famously; both curious, energetic, and have tails. Maghashi and firnoy also get along well; both hard-working, wise, and peace-loving. Jurens and firnoy make great traveling companions, the former serving as the vehicle, the latter serving as the entertainment.

Occupations

Many firnoy take to farming, beekeeping, or animal care. Some enjoy the life of a merchant which goes well with the firnic tendency to collect useless items. Thanks to their overwhelming love for culinary delights, firnoy make the best chefs; it won't be uncommon to find a renowned firna chef in the employ of a human noble. Because of their tails and small stature, they can also make great handymen, acrobats, or spies.

Combat

On the field of battle, firnoy excel as duelists and marksmen. Scholars and mages are very, very rare among firnoy. With the aid of a tail, firnoy have the option of essentially fighting with three hands, so a firna could hold a shield and two weapons, a shield and a two-handed weapon, or three one-handed weapons. Firnoy prefer metallic weapons and armor, and tend to favor bladed and piercing weapons over bludgeoning weapons.

Weapons designed to be held by a firna are smaller than their human-sized counterparts, so they deal out less damage (see Appendix I: Size & Weapon Damage for differences between weapons for creatures of different Sizes.) In addition, weapons designed for larger creatures are much harder for firnoy to wield (see Chapter 11: Equipment regarding weapon Muscle requirements).

Motivations

The curiosity of firnoy is probably the driving force behind leaving the village. Their goals range from the simple (perform the greatest prank ever, throw parties to be remembered) to the nigh-unattainable (find the Rapier of Zif). Firnoy adventurers would delight in any goal which would result in a hearty laugh or a great celebration.

Max Caps


Powers

  • Lucky Stiff – Firnoy have supernatural good luck. A firna can spend 2 MP to add a +1 bonus to any roll. This takes no AP to perform.
  • Tall Tail – Firnoy have a prehensile tail, which is as long as they are tall. It's just as strong as either of their arms, and can even hold a weapon. Actions performed using a firna's tail take the same penalties as their non-dominant hand.
  • Counterweight – A long tail grants a firna excellent balance. Firnoy receive a +2 bonus to Gymnastics when balance is involved.

Societal Powers. Choose one of the following.

  • Inquiring Minds – Firnoy are naturally curious. Their nosiness and prying nature grants them a little more bravery than most. They receive a +2 bonus to Guts checks.
  • Busy Hands – Analytical minds and speedy fingers make finoy competent machinists, saboteurs, escapists, and shoplifters. They receive a +1 bonus to both Thievery and Machinery.
  • Wonder Chef – It's hard to be a bad cook in a society that adores food. Firnoy receive a +2 bonus to Craft checks related to making food, beverages, utensils, and cookware.


Humans

It is held that Loelir the Lady of Light first sculpted the race of humans out of clay. She instilled them with a sense of drive not possessed by the other races. As a result, humans strive to greatness during their mere decades of life. Having been created by the Immortal of light, humans cannot see in the dark and their children fear dark places.

Physiology

The race of humans begin adolescence at around 13, and are considered adults by the time they reach 16 or 17. Humans live about 80 years on average, but some have been rumored to live as long as 120 years, and at that point, they're wrinkly, feeble old fogies, mumbling to people that aren't there. As far as hair, eye, and skin color, this varies greatly depending on the region of birth. Humans in the frosty north are typically fair-skinned with fair hair. Humans in the tropical south have darker skin, hair, and eyes.

Humans are able to reproduce with apsarava as well as vidari. Whichever race mothers the child is the deciding factor in the race of the offspring. A female human who mates with a male vidara conceives a human child whose natural lifespan is doubled. A female vidara who mates with a human male conceives a vidara child whose natural lifespan is halved. Humans and apsarava have similar lifespans. Tell-tale signs of mixed heritage could include height, ear shape, and hair, eye, and skin color.

Size

Human height varies more widely than that of other races, but males average about 5′8ʺ, human females average about 5′3ʺ. Human height is known to vary by region, but outliers occur constantly. Humans are Size 0.

Appearance

The appearance of humans is heavily dependent on the locale. The human world is filled to the brim with countless fashion styles, materials, and customs. Humans from one region may seem quite foolishly or strangely dressed to those from another. That said, a universal constant seems to exist among humans: money talks, so the rich are well-dressed by most standards. Human combatants and adventurers just love shields and armor. Societies which practice advanced metallurgy are often the home of noisy plate armor and weighty metal shields.


Personality

Humans are first and foremost ambitious; they strive to greatness and set lofty goals. Whether the events of their lives allow them to continue behaving this way is another story. Humans often lack the age-instilled wisdom of the longer-lived races having at the most 120 years to experience all the world has to offer (often much less). Humans vary in behavior much more than any of the other races and cover the full range from righteous, honorable heroes to despicable, sinister tyrants. Lastly, humans are the only race to fear what they do not understand.


Habitat

Humans live in all manner of places depending on region from stone halls to thatched-roof cottages. Their homes are usually made from nearby materials, and often consist of a mixture of stone and wood, wealth and availability allowing. Men also build vast cities and fortresses where a great number live together. Humans can be found in any climate: windswept plains, scorching desert, frozen tundra, sandy beaches, steaming jungles, forested wilderness, or stony mountains.


It's not uncommon to find humans living in the evengaran city states or in the vidari nations. On the other hand, it's rare to find humans living among villages of kulgeris, maghashi, and shou.

Diet

Humans enjoy a balanced diet of meats, eggs, dairy, fruits, nuts, grain, and vegetables: anything they can harvest or raise. They also love their substance use, so most human towns aren't complete without drinking, smoking, or dosing.

Society

Humans in each region have developed their own style of government and society. Some humans answer to a king, others answer to a council. Humans take to science far easier than the other races, for they are not as gifted with magic.


Humans observe the birth of their children by hosting great celebrations with family and friends. Humans worldwide have an average of 2 children, but some families are huge, and others nonexistent. Weddings are a time of great joy and are attended by the newlyweds' close family and friends with copious amounts of delectable dishes and fine wines. Humans greet death with a solemn and reverent attitude, many grieve and weep for their lost loved one and the vast amount of time that must be spent until they meet again in the afterlife. Humans bury or burn the deceased to allow them to return to the earth and clay from which they came.

Language

Humans speak many dozens of languages throughout Halestia. In recent centuries, a common tongue has been spread through the world, and while some people still speak, write, and understand the old tongues, pretty much anyone can speak at least a bit of the common language of humans.


Relations

The versatility of humans allows them to get along well with any of the other races, if they don't mind being called soft by the kulgeris or weak by the evengar. Out of all the sentient races of Halestia, they are most like the firnoy, for both take to farming, herding, and merchanting.


Occupations

If they put their minds to it, humans can be great at pretty much anything. Many are able-bodied laborers, skilled artisans, or hardened soldiers. Because of their affinity for science, humans dominate the ranks of chemists, astronomers, and inventors.


Combat

The human race is a wildcard in the game of warfare. Humans can unite beneath a banner, gathering any number of talents and hindrances together, while life and death hangs in the balance. It's this variety of skills that makes them effective, as successful warfare requires many different strengths, from strategy to firepower. Rank and file humans favor many kinds of weapons, especially depending on the resources available for construction. Humans fight with basically anything that could hurt somebody, especially a weapon that's lying around. Swords, spears, and polearms are extremely common for soldiers, but humans also invented the crossbow, gunpowder, and the firearm.

Motivations

Humans aspire to lofty goals thanks to their ambitious nature. Acquiring power or wealth, exploring unknown places, vanquishing their enemies, or simply meeting challenges head-on are common ambitions among the human race. They also possess personal motivations such as protecting their loved ones, making a name for themselves, and just getting enjoyment out of life.


Max Caps

The Max Caps for all humans is normal (10).


Powers

  • Immutable – Due to their industrious nature, and many humans' aversion to magic, they receive +1 to Magic Defense.
  • Workaholic – Humans receive the first rank in their first Occupation for free since they are quick learners and hard workers.
  • Versatile – Spread throughout the world and subject to all manner of different environments and upbringings, humans have the potential for just about anything. Humans may choose any one Trump worth 2 points, or any two Trumps worth 1 point. While the cost may be waived, the requirements and incompatibilities listed are still applicable.

Societal Powers: Choose one of the following.

  • District Managers – Humans like to be in charge. Many of them crave power, authority, or social standing, and some are actually pretty good at it. They receive a +2 bonus to Leadership.
  • Innovative – Where you find humans, you'll find technology. Many humans are skillful tinkerers, machinists, mechanics, and saboteurs. They receive a +2 bonus to Machinery.
  • Fight or Flight – Humans are often anxious, fearful, reactionary creatures. This inner unrest gives them an early chance to run for their lives or land the first blow. They receive a +2 bonus to Reaction.


Jurens

The largest bipedal creatures on Halestia are the jurens (singular: juren, adjectival: jureni). Their era of prosperity has faded under the march of time, but nevertheless they carry on. They believe that Vecia, the Lady of Fate, has instilled in them a spirit sensitive to the flows of time, and they remain the most competent astronomers. They are intelligent, strong, and peaceful.

Physiology

They're built stocky, with short necks, and thick limbs. Their skin is a coppery or golden color, and their hair is always dark. Their eyes are small in comparison to their head, and jet black. Adolescence begins at age 20, and they're considered adults by 30. Jurens generally live not more than 200 years.

Size

Jurens tower over the other races. A juren toddler is the size of a full-grown human. An adult juren, on average, stands up to an impressive 18′ tall and can weigh 6,000 pounds. They're considered Size 5. Due to their size, they have a very slow metabolism, and move only as fast as a human at walking speed. Being so huge, they dole out bigger hits, and they make harder falls. Their size isn't always a boon as a juren will have great difficulty fitting into buildings and underground ("Table for five, please. Oh, and some space out back for the juren").

Appearance

Both male and female jurens enjoy long, braided hair. Males sometimes grow facial hair. Both genders don ornate jewelry made out of precious metals, but the amount of materials needed is many times more than what smaller humanoids use. Their wardrobe is usually limited to the pelts of enormous animals, so leather and fur are common motifs. Some wealthy jurens commission huge garments out of silks and linen, but it requires smaller workers to get it done. Their pacifistic demeanor means that very few wear armor, but ancient suits of jureni armor are still hidden throughout the world. Most jurens keep a massive hat that repels rain and snow.

Personality

A juren is first and foremost intelligent. They're great problem solvers and critical thinkers. Secondly, they're overall quite peaceful. Jurens enjoy a good laugh and to see their loved ones attain goals. They always fully analyze all aspects of a situation before they form an opinion. They're analytical but not cold, and many stories circulate of jurens as Good Samaritans. "Here, let me help you with that downed tree in the road." A juren probably won't be picking any fights, but they'll be glad to defend themselves or a loved one (whether they're their own size or smaller).

Habitat

After their settlements were conquered by the ancient Dominion of Nivorios, and their people enslaved, the jureni cities were left to crumble and none are inhabited in this day and age. Jurens live a lonely existence. Their numbers continue to dwindle and many make a living in isolated jobs. Most jurens sleep under the stars to watch the cosmos fly by.

Diet

Jurens are enormous and their dietary needs are just as big. They began life as hunter-gatherers, but their extreme size forced them to hunt only the flesh and eggs of enormous creatures: whales, rocs, mammoths, and the giant reptiles common in the old world. Over the millennia, they took to farming. These days, jurens still hunt large creatures of the land and sea, and they also tend to farm crops which grow to huge size, like melons, gourds, and squashes.

Society

In ages past, jurens congregated in city-states and lived under the rule of kings and queens. These once great monarchies haven't been seen for nearly fifteen thousand years. A memory lingers in the stories of their people: that cruel magic was once used to control their great strength to carry out the will of a mad tyrant. As a result, the jurens have a strong cultural sense of nonviolence; being warlike only causes suffering. This attitude makes them great neighbors, and they live quite happily under the governance of the realms in which they live — so long as they can live without oppression.

In fact, one of the only times jurens will let loose their brute strength is to neutralize an ogui — a twisted, monstrous juren from the ancient days. Since ogui cannot venture into the daylight, they remain in huge caverns underground and in other dark places. Ogui are rarely seen in the world, and the jurens are happy to help keep it that way.

Language

In the far past, the jurens had a complex system of hieroglyphics, which they used to record language, mathematics, and astronomical events. Upon the end of their reign, the Jureni language was largely abandoned, but much of it still exists in ruins. The spoken language is all but extinct.

Relations

Pacifism has its benefits, and effortless friendships is one of them. They are particularly compatible with maghashi, who are tall, strong, hardworking, and peaceful. Juren tend to see kulgeris as savage, and regard evengar (and to a lesser extent, humans) as too aggressive, but bear them no ill will. Firnoy make interesting companions, as they can fit in a juren's front pocket and travel in style. Jurens recall ancient history where they were enslaved by the apsarava, so some jurens might be wary of them, but most know the sins of the father aren't necessarily the sins of the son. They get along very well with anyone who can stay up late to stargaze, like the nocturnal vidari and shou.

Occupations

Their massive size is a great boon for many businesses. A juren can find great work as a laborer, dock hand, shipwright, or lumberjack. Most popularly, jurens are couriers or porters, and travel the wilderness with massive packs full of cargo.

Combat

It is extraordinarily rare to find a juren who enjoys battle. Their keen intellect makes most want to serve as strategists rather than warriors. However, some juren are spellcasters. Those who practice magic typically prefer Perceptive and Warding spells. Jurens don't craft weaponry, but they do need huge tools for their livelihoods or to hunt: nets, axes, bows and arrows, spears, clubs, and hammers.

Motivations

Jurens are often searching for something. Good juren motivations usually involve locating something intangible. Historical knowledge, witnessing famous places firsthand, or maybe even mastering space and time itself. …Or perhaps just friends to share the long roads.

Max Caps

Powers

  • Temporal Adept – Jurens are very conscious of the flow of time. Using celestial bodies and plain old gut feeling, Jurens can determine the exact time until sunrise or sunset. They can also determine cardinal direction very easily. They receive a +2 bonus to Search checks to navigate above ground.
  • Unrelenting: A juren is capable of walking extremely long distances, even while carrying a load. +4 to Stamina to avoid any movement-related exhaustion.
  • Written in the Stars – Throughout history, jurens have looked to the heavens to forecast impending doom. If a juren can see the stars in the night sky, he receives a +2 bonus to Clairvoyance checks to precognitively determine whether an action will end badly or has ended badly.

Societal Powers: Choose one of the following.

  • Calculating – The concepts behind mathematics, astronomy, and physics are the stock-in-trade of jurens. They receive a +2 to Craft checks involving any kind of calculations or measurements. Typically, this is applicable to big projects like engineering and construction.
  • Stout Body, Stout Mind – Jurens are keenly aware of their own destructive power. Each and every movement is carefully planned before its execution. They receive a +2 bonus to Mind Control checks.
  • Beastmasters – For millennia, the jurens have been domesticating creatures of gigantic size and leveraging their abilities as beasts of burden. Perhaps it's their peaceful nature, their imposing stature, or their vast intellect. In any case, they receive a +2 bonus to Animal Control checks.


Kulgeris

The kulgeris (singular: kulgeri, adjectival kulgeric) are a brutish race of reptilian humanoids. They can survive quite happily in any environment: desert, tundra, jungle, swamp, plains, and forest. They're strong, tough, and straightforward. It's said that Traldiv the Dagger in the Night was responsible for their creation. Most kulgeris don't seem to care either way.

Physiology

Kulgeris are ectothermic; they regulate their body temperature via environmental means. When they find themselves dangerously hot or cold, they'll nap in the sunlight or the shade, gather warmth from a fire, or take a dip in a cool stream. Kulgeris are covered in tough hide, thick scales, and beefy muscles. They have a tail that usually drags on the ground behind them, but it can deliver a brutal slap to opponent in a pinch. Kulgeris come of age at 10 and live about 80 or 90 years. Their skin molts every other year, so you may find one with big patches of dead scales they pick and scratch relentlessly.

Size

Kulgeris are taller and heavier than most races. Females often grow to be larger than males, usually between 7′6ʺ and 8′6ʺ, males between 7′ and 8′. They weigh in excess of 300 pounds. Kulgeris are considered Size 1. Because of their hefty frames, kulgeris cannot ride most horses (but they could climb aboard bigger beasts).

Appearance

The first thing you might notice about a kulgeri is the lack of clothing. You'd probably see one wearing armor, but in their downtime, kulgeris shun the concept of clothes. The first reason is their tolerance to temperature extremes. The second reason is kulgeris, being decidedly reptilian, have no external reproductive organs (nor mammary glands, for that matter), and since their cloaca is hidden beneath the tail, there is no reason for such modesty. That being said, kulgeris enjoy jewelry and such decorations, but their scaly hide is simply too thick for piercings. Additionally, kulgeris are known for body painting, especially before battle or adventuring.

Personality

Good descriptors of a common kulgeri: ruthless, cruel, and fierce. Many kulgeris are impatient and prefer to solve challenges with brute force and tenacity. They love a good fight, especially one with no holds barred. Kulgeris aren't opposed to negotiation and bargaining, but it's a tough job to talk one down from a conflict unless there's something to be gained. The concepts of friendship and romance are alien to the kulgeris, but they keenly understand loyalty and cooperation. A group of united kulgeris is frightening indeed. Kulgeris are usually arrogant, harsh, and blunt. They won't use three words when one will do. Additionally, most kulgeris are superstitious and wary of the unnatural.

Habitat

Kulgeris can tolerate many different environments and they're known for their adaptable building skills. Clans of kulgeris set up villages and defensible forts made of brick and mortar, lumber, and to a small extent stonework. Their engineering skills pale in comparison to the evengar, but their structures are certainly solid. A lone kulgeri or a small group might be found living in caves for short periods, or using simple tents constructed from wood and animal hide. Kulgeris typically sleep on reed mats. They do use chairs, but craft them without backs to accommodate their large tails.

Diet

They are solely carnivorous and can eat raw meat right off the bone, but they certainly don't mind cooking it. The amount of bacteria swimming around in their mouths allow them to feed even on carrion without issue. There is no cultural taboo on eating the flesh of sentient creatures, even other kulgeris. Indeed, depending on the circumstances of a kulgeri's death, he might be eaten by his fellow clansmen, or left outdoors to rot. Kulgeris pretty much never hunt and kill people just to eat them, but hunger is a very powerful spice. As a result of their diet, bone is one of the most prevalent materials in kulgeric society.

Society

Kulgeric society is universally a gynarchy; all clan leaders are women. Rule is usually passed via family lines, but formal challenges to rule do happen. Males do hold lesser positions of power. It varies from clan to clan the specifics of government, but most of the time, a chieftess employs no council of officers, and makes all decisions on her own.

Kulgeris will mate (often times violently), but do not marry. A mating female lays an egg which is guarded in a warmed place in the home. Incubation usually lasts about 100 days. A female may give birth to 2–5 total children in her lifetime, often times by different fathers. A kulgeri mother is fiercely protective of her young.

The kulgeris pay little to no attention to the Immortals nor to any other powers-that-be.

Language

The spoken form of the Kulgeric language is both guttural and hissing. Its written form is a cuneiform script. Few outside the kulgeric race ever learn this language, and fewer still learn its system of writing.

Relations

Humans and kulgeris are sometimes business partners, as both work hard for the money, but usually humans are too emotional. Kulgeris are baffled by vidari (both love and art are highly confusing). They respect evengar for their formidable battle strength, but have great trouble understanding their concepts of glory and honor. Most find it easy to understand the apsaravan delight in life's pleasures, but passion is an enigma. Firnoy offer little to kulgeris aside from a snack, but they're reportedly too bitter. The shou actually make great partners, but are often opponents when competing for food sources. Most kulgeris are frustrated by maghashi reliance on diplomacy, but know to avoid the horns of one angered. They think jurens spend too much time thinking and wasting their massive strength.

Occupations

The kulgeris are heavyweight die-hards at home in any climate. They excel where brute strength is needed: laborers, bodyguards, bouncers, and porters. Their ferocity makes them devastating hunters and mercenaries. The kulgeris' distance from the supernatural means that spellcasters are exceedingly rare.

Combat

Kulgeris tend to favor simple weapons: primarily spears and bludgeons. Their great strength and girth lend themselves to grabs and holds. A smack from their tail is just as powerful as any punch. In ranged combat, they prefer anything they can hurl with their bare hands. They're too big for nearly all breeds of horse, but rumors abound of the strange creatures kulgeris ride into battle: bears, rhinos, elephants, and giant reptiles.

Weapons designed to be held by a kulgeri are bigger than their human-sized counterparts, so they deal out more damage (see Appendix I: Size & Weapon Damage for differences between weapons for creatures of different Sizes.) In addition, weapons designed for smaller creatures are easier for kulgeris to wield (see Chapter 11: Equipment regarding weapon Muscle requirements).

Motivations

What gets a kulgeri out of bed in the morning? Usually it's hunger, or a paycheck. Kulgeris leave home to seek out bragging rights: to be the strongest, the toughest, the meanest. A kulgeri adventurer usually just wants to line her pockets and increase her kill count. Kulgeris are known for holding grudges, and vengeance is a great motivator.

Max Caps

Powers

  • Cold Blood: A kulgeri's ectothermy grants the ability to operate in extreme temperatures. They can resist hypothermia and hyperthermia much easier than weak, soft-skinned races. They receive a +8 to Stamina checks dealing with hot or cold temperature. The downside is that kulgeris suffer reduced mobility, taking −2 to Dodge, Dash, Gymnastics, and Thievery in such temperatures, but stave off that pesky Knockout.
  • With Teeth: Kulgeris have sharp, pointy chompers. A bite attack causes 2 Harm, takes 3AP, and uses the Hand-to-hand skill.
  • Germ Warfare: Kulgeris harbor extremely virulent bacteria in their mouths and digestive tracts. In addition to the obvious primary damage from a kulgeri bite, bite wounds without proper treatment will become horribly infected (treat as a Level 3 Disease with a Vitality DL of 14, as detailed in the Life and Death chapter). Victims could face gangrene, amputation, and even death (kulgeris themselves are immune to bacterial infection from a kulgeri bite).
  • Tip the Scales: The hide of a kulgeri sports tough scales, granting an innate +2 to Guard.

Societal Powers: Choose one of the following.

  • Wily – Kulgeris are pretty accomplished tacticians and they don't mince words. They receive a +2 bonus to Discern.
  • Maritime – More than any other sentient race, kulgeris are at home in the water. Those from the coasts and river lands learn to employ their tail while swimming, and they receive a +2 bonus to Might and Dash to do so.
  • Iron Gut – Kulgeris eat all kinds of meat in varying stages of decay. They're known to have cast iron stomachs. They receive a +2 bonus to Vitality to avoid nausea and food-borne disease.


Maghashi

Amongst the flows of mana ride the peaceful spirits of the maghashi (singular: maghashi, adjectival: maghashi). They enjoy a tribal existence and celebrate a rich heritage of herbalism and magic. Having a maghashi as a friend grants a you a wise, loyal hard-worker who excels at talking you out of bad ideas.

Physiology

Maghashi are unguligrades — they have hooved feet, reminiscent of bipedal bulls or goats. They have large, curling horns like a ram's which protrude from the crown of the head. Their ears are short and resemble those of a deer or a lamb. They have a slender, flat nose, and almond-shaped eyes which come in colors from dark brown to bright gold. As natural herbivores, the maghashi have flat teeth. Either gender could be found with long wavy or curly hair, which is almost always brown, but there have been some with black and auburn. Maghashi have sleek fur covering their lower halves. Males tend to have beards, especially elders. Young maghashi bear freckles on their face and shoulders, and spots on their leg fur. These markings begin to gradually fade once the bearer reaches adulthood, which is around 15. Maghashi live just slightly less than humans on average, usually not more than 70 years.

Size

Their stature is slightly taller than a human's: males are on average 6′4ʺ, females 5′9ʺ. In addition, the maghashi that call mountainous terrain their home tend to be slim and agile, while the maghashi that live in the plains and lowlands are often very stout, tall, and strong. All maghashi are considered Size 0.

Appearance

The maghashi are forbidden to wear the hides and furs of animals. The clothing they do wear is predominantly cotton, linen, hemp, or silk. The typical maghashi is found wearing a loincloth. Some wear vests, and many females can be found with a simple band around the chest. In cold weather, a maghashi enjoys a scarf or a mantle. They prefer jewelry of solid metals, like iron, copper, silver, and gold. The maghashi are especially fond of piercings, most popularly the ears and septum. They have no use for footwear as their cloven hooves are suited to any terrain.

Personality

Maghashi are calm and very often wise. Their culture is built on the traits of respect, willpower, patience, and peace; they make excellent arbiters. A maghashi usually loves friendly challenges like sports, competitions, and games, and you'll likely not find one a sore loser. They love good, hard manual labor and cheerfully do so for those in need, especially loved ones. They are discouraged by those who don't pull their own weight. In fact, most of their morality comes from fairness. The maghashi's noted calmness and precise beliefs often keep them from being the life of the party, but they excel at close friendships. It is very difficult to raise a maghashi's ire, but once done, revenge will come — all things in life are worth the wait.

Habitat

A tribe of maghashi can be found amongst a semipermanent or permanent settlement. The most popular form of architecture amongst these villages is the wigwam, a wooden domed structure providing excellent refuge from all types of weather. The maghashi of the plains tend to cover their wigwams of reeds and brush, whereas the mountainous maghashi prefer fir boughs and bark. In the lowlands, these settlements are built adjacent to crop fields. In the mountains, the villages are interspersed amongst terraced beds.

Diet

Maghashi are brought up to unconditionally respect wildlife and don't domesticate or hunt animals. While they don't chastise other races for their use of animal goods, they would almost universally refuse goods derived from an animal (here, we really only mean vertebrates) unless it meant life or death. Maghashi subsist on anything they can grow: mostly fruits, vegetables, and grains.

Society

The law system of maghashi is one founded on reciprocal justice. Perpetrators of crimes receive punishments equal to the severity of their offense. Fairness and equality are important to maghashi. Each tribe elects a leader for a fixed period who enacts decisions made by the tribe in a direct democratic way.

A few maghashi marriages are arranged, especially between tribes. Most maghashi, however, marry for love, and do so for life. Most families try for 1–3 offspring. Feasts are held to celebrate a new birth in a village. Death rituals are an important part of maghashi culture for many reasons. First and foremost, maghashi honor their ancestors as powerful spirits, so a tribe member's death must be met with proper respect. The dead are buried with important possessions and gifts from loved ones. Many tribes believe the dead actively protect and watch the living.

Language

The Maghashi written language is logographic; there exist nearly 1,000 characters that each represent a single word. Each character is pronounced in one to three syllables. The spoken language is described by non-native speakers as ornate and specific. Many healers and herbalists learn the Maghashi language to be able to research their craft, as some medicinal secrets are recorded in maghashi tomes.

Relations

Their peaceful nature grants good rapport with most of the other races. They think of some humans as far too warlike. They disapprove of the evengar love for battle, but they do appreciate their sense of family and honor. Kulgeris are particularly troublesome to get along with, both for their aggressive nature and their dining habits.

Romances with non-maghashi are rare, but have happened with humans and apsarava, and if you can get over the size difference, vidari. Naturally, none of these unions can produce offspring.

Occupations

Renown for their mastery over the chemical and medicinal properties of plants, fungi, and minerals, the maghashi make excellent herbalists, chemists, apothecaries, and healers. Their rustic lifestyle makes them well suited to wilderness craft, and might partake in the livelihood of a guide, porter, or ranger. You might find a few maghashi in the ranks of the Wilders. Their love of hard work makes them natural farmers or laborers.

Combat

The culture of the maghashi is interwoven with magic and many have an aptitude for the arcane, particularly Perceptive magic. They are a peaceful people, but many are taught forms of martial defense. Maghashi have been noted to wield bludgeoning weapons, especially wooden ones. They also employ their horns and powerful legs for close-quarters combat.

Motivations

A maghashi might leave his tribe to refine his character or perfect his trade. Good motivations for a maghashi might pertain to herbalism or medicine, such as curing a rare affliction, or formulating the perfect drug. Others might look to peace and wisdom, such as uniting warring factions, or serving as a sage.

Max Caps

Powers

  • Horn Player: A maghashi's horns can be used to ram opponents. This is a hand-to-hand attack with a Harm of 3, usually as part of a charge. A horn bash used to destroy an object grants an additional +2 bonus to the Might check.
  • Hustle: Maghashi have powerful, hoofed legs. They gain a +2 to Dash checks.

Origin Powers: Choose one of the following:

  • Beefcake: Maghashi of the plains receive +2 to Might checks when pushing, pulling, or carrying a load.
  • Going Up: Maghashi of the mountains receive +2 to Grip checks when climbing rocky surfaces.

Societal Powers. Choose one of the following:

  • Doctor. Doctor.: Maghashi know their way around the medicinal arts. They receive a +2 to any Craft or Healing check that deals with a medicinal compound, like medication, antidotes, or anti-venoms.
  • Infectious Opinion: A maghashi's sense of peace and natural inclination for wisdom grants her an innate knack for getting someone to see her way. Add +2 to any Negotiate check to change another's mood.
  • Sane Defaults: A maghashi remains rooted in the simple joys of life. They receive a +2 to Sanity checks as they realize that the uncommon is just another facet of existence.


Shou

Legends concur that the masters of the wild are the shou (singular: shou, adjectival: shou). They are an animalistic people awakened from the beasts by Inashayle. Like their animal predecessors, the shou have keen instincts and remarkable deftness. A human nursery rhyme tells "If away from cities you go, you'll find the packs of shou."

Physiology

The most readily identifiable feature about the shou is that they are digitigrade — they walk on their toes like dogs or cats. They have tails with limited motion usually less than the length of an arm. They bear large, slightly pointed ears, which face forward and sit higher on the head than a human's. Their noses are leathery and kept moist, and their upper lip has a marked cleft. All shou have soft fur covering parts of their bodies, notably the cheeks, neck, shoulders, hands, tail, feet, and along the sides of the arms. They also have silky hair on their heads which many shou keep chin-length or shorter. Their hair, fur, and skin share the same color, often in shades of blond, gray, brown, and tan, with very rare occurrences of black or white. Their eyes have vertical slits, with a reflective membrane for great eyesight at night when they are most active. Eye color amongst shou is generally gold, brown, and green. They have four digits with small claws on their hands and feet. Shou bear sharp teeth and large canines. A majority of shou carry the appearance of something between a dog and a cat, but some have features which are decidedly one or the other (for instance, feline-looking shou may have spots and a long, sleek tail, whereas a canine-looking shou may have slightly droopy ears and a thick tail). Shou adolescence begins at 8 and they reach adulthood by 11. The shou lead short lives and tend not to live for more than 50 or 60 years.

Size

Adult shou tend to vary in height between 4′6ʺ and 5′6ʺ, with males usually taller. They're considered Size 0.

Appearance

A shou can typically be seen wearing simple clothes made primarily from fur or leather, but also some fabrics. They favor tunics, loincloths, vests, and shawls. The shou don wooly ponchos in harsh weather. Many enjoy wearing jewelry (typically necklaces, hairclips, and tight bracelets) crafted from the remains of hunted animals to give their respect. Elders and important pack members are known to wear headdresses. A shou's feet are normally bare as their leathery paw pads provide enough support, although shou in colder climates wear boots for warmth.

Personality

Shou are brave fighters and hunters who delight in the chase. While not studious or infinitely wise, they are instead blessed by a spiritual calm. The shou are reverent toward nature and the unseen world, but tend not to be intimate with magic. They are observant and wily. Their nimble feet grant them a devotion to the art of dance. A majority of shou ceremony and tradition feature complex dances. A shou tends to be both skeptical and curious, and can usually keep very calm under fire. A shou makes for a faithful companion and a tenacious — often successful — opponent. "Don't hate your enemies; defeat them," is a shou proverb.

Habitat

Shou are often nomadic as a result of the waxing and waning of natural resources. Their homes are temporary, portable conical tents, being constructed of long wooden poles and covered with thick animal hides. They're remarkably dry in wet weather, resistant to wind, cool in the warm season, and warm in the cool season. The floor of these dwellings is typically hide as well. Shou are completely at home in the wild. In city life, the shou see little purpose in ostentatious homes; they prefer function over form, and are perfectly happy anywhere that's warm and dry.

Diet

The shou are hunter-gatherers and tend to eat more meat, eggs, and other sources of protein than anything else, but also enjoy the grown bounties of the land. They make good fishermen as well as hunters. The shou are absolutely opposed to scavenging, nor would they consume the flesh of sentient beings. They are also known to partake of psychoactive concoctions derived from such natural resources as herbs, grasses, and fungi. These substances figure heavily into the ceremonies and deep spiritual fabric their people share.

Society

A settlement of shou is referred to as a pack and is comprised of several families. Each pack is led by an Alpha Pair: a mated couple who assumes authority by popular agreement or sometimes a display of prowess. It varies from pack to pack whether the Alpha Pair govern justly or cruelly. Infrequently, many packs meet up in a convocation or moot to negotiate and arrange trade agreements and other treaties. These events are marked by celebration and ceremony. Few shou are put to death for offenses. Instead, dishonored pack members are banished from the pack, and it is taboo of for another pack to "adopt" a rogue shou.

When a shou comes of age, he leaves the pack for a time to complete a rite of passage the shou call the Finding Hunt. For one to three years, a young shou will learn trades and skills away from the pack. Part of the challenge of the Finding Hunt is to locate the pack upon completion.

The shou are blessed with fertility. Females are fertile for at least 30 years and give birth to 2–6 young at a time, but tend not to mate again while raising young. The shou don't necessarily mate for life, but a mating pair generally assumes parental responsibilities until the young reach adolescence. While there is certainly delicate ceremony involved between potential mating shou, no public wedding ceremony is part of their culture. Deceased shou are burned by funeral pyre; burial grounds do not suit their nomadic ways. Funeral ceremonies involve bestial howling to guide the deceased on their way.

Language

Others who have learned to speak Shou describe it as soft. The language lacks hard consonant sounds like K and D. The language has no plurals, no verb conjugation, and no verb tense; it is exceedingly simple for most other races to learn. The Shou language is written using Evengaran runes.

Relations

Their innate mental stability grants the shou the ability to get along very well with any race. They are the least like the maghashi, but have no explicit issues with them. While their skill in hunting and battle is similar to kulgeris', they're appalled by the latter's scavenging practices.

Romantic relationships with non-shou do sometimes occur. These are usually with either apsarava or vidari, and to a lesser extent with humans (most humans regard the shou as too bestial). In none of these cases is reproduction possible.

Occupations

As a creature at home in the wild lands with great speed, a shou makes an excellent hunter, trapper, messenger, scout, ranger, and guide. A shou might also find aptitude in the show business as a dancer or acrobat. Their ability to see at night, excellent hearing, and nimble frames make them devastating assassins, spies, and thieves.

Combat

During battle and war, the shou are remarkable tacticians, and favor indirect means to vanquish their foes, especially the depletion of their opponents' supplies and resources. Shou tend not to practice magic, but most connect with the spiritual world and could make excellent martial artists. The shou favor sharp, one-handed weapons, such as spears or knives, or their own hands. Many shou are found amongst the Wilders.

Motivations

A shou might pick up skills and experiences on a Finding Hunt that pique her interest and persuade her to leave for good. Some might even be so interesting that she never returns in the first place. A shou's natural curiosity is a driving force in many motivations. Great goals for a shou character: hunt a legendary beast, explore uncharted lands, or locate a loved one who never returned from her Finding Hunt.

Max Caps

Powers

  • Night Child: Being primarily nocturnal, the shou possess the same reflective layer behind their retinas as many species of animals. They can see well in all but pitch darkness.
  • Keen Senses: The shou have impressive smell and hearing, receiving a +4 to Perception checks involving these senses. Their range for these senses is twice that of a human (a shou can halve Perception distance penalties). They can hear sounds one octave higher than humans.
  • Balanced Beastie: Shou are nimble and dexterous. They tend to land on their feet, leap good distances, and tumble about with ease. They gain a +2 bonus to Gymnastics.

Societal Powers: Choose one of the following.

  • Attuned Spirit – The shou have one foot in the spiritual door. A shou receives a +2 to Clairvoyance to detect the presence of supernatural phenomena.
  • Hightail It – A shou on the hunt is trained to run like a bat out of hell. They receive a +2 bonus to Dash while pursuing a creature or being pursued by a creature.
  • Predator – Shou can stalk their prey for miles. They receive a +2 bonus to Search while tracking a creature, and are capable of doing so over surprising distances and at their full Speed.

Vidari

After the Great War of Immortals, Alnarya the Star Dancer wept for a full year. From her tears sprouted the massive forests of Gartania and there she gave life to the vidari (singular: vidara, adjectival: vidari). They were created as a beautiful and captivating race with keen senses and sensitive hearts, taught the song of magic from the dragons, and were gifted with art and love from Alnarya.

Physiology

Vidari are as beautiful and youthful as they are graceful and agile. They have long, pointed ears usually 5 to 7 inches in length. Most wear wavy or curly hair, in white or blond, which feels like fine silk. They have fair skin and alluring eyes found in blues and greens. All vidari bear thick eyelashes and big doe eyes. They begin maturing around age 50 and are considered adults by age 75. Most humans who have met a vidara would describe them as appearing like a young adult. This sort of youthful beauty engenders more androgyny in their race than in others. A vidara could appear entirely masculine, entirely feminine, or some portion of each. Vidari can live for many human lifetimes. They're known to naturally live at least 700 years, but some have lived as long as a thousand (hidden sorcery might even extend that number).

Vidari are able to reproduce with humans as well as apsarava. Whichever race conceives the child is the deciding factor in the race of the offspring. A female human or apsarava who mates with a male vidara conceives a human or apsaravan child whose natural lifespan is doubled. A female vidara who mates with a human or apsarava male conceives a vidara child whose natural lifespan is halved. Tell-tale signs of mixed heritage could include height, ear shape, and hair, eye, and skin color.

Size

Vidari females aren't generally taller than 5′, and males not more than 5′4ʺ. On average, they weigh slightly less than a typical human of the same Size. All vidari are considered Size 0.

Appearance

The average vidara is adorned in robes or gowns made of silk or fine linens, and the colors they choose are meant to honor the seasons. Travelers wear lavish hooded cloaks. Vidari fashion involves intricate embroidery, lace, and beading. Many wear rings, circlets, or necklaces made of pearls, wood, horn, or amber. Few wear earrings as they claim it interferes with their keen hearing. All vidari enjoy embellishing themselves with flowers. Depending on personal preference, one might don a boutonnière, a flower crown, or a corsage.


Personality

Vidari are passionate and enjoy life and laughter; many seek out all kinds of experiences and knowledge. They cite their gifts from the Immortal of love as the drive for their behavior. They are often playful and sympathetic, ready to bear the burdens of others. Vidari are mostly kind and polite, some even altruistic. They aren't without anger, as the desire to protect those they love burns strong in their hearts.

Vidari are nocturnal and enjoy basking in the dusk, moonlight, and dawn, but suffer no ill effects for venturing out in the light of day.


Habitat

The vidari live in great numbers in their homelands, the forest nation of Gartania and the island nation of Ardeste. Vidari cities are built from natural materials: predominantly wood, stone, and metal. They are always lush with greenery and life, dotted with breathtaking gardens and groves. Their homes are warm and inviting. Human visitors to vidari cities always describe them as feeling ethereal or divine — truly spiritual places filled with the bounty of life.

Vidari can be found throughout the world living alongside the other races, although some choose to live in solitude in forests or wilderness, nurturing the quiet life there.

Diet

Vidari enjoy food from the natural world, primarily nuts, fruits, and vegetables — in fact vidari produce is among the finest in the world. They are not at all opposed to eating meat, in fact, vidari make it a point to hunt and fish to keep animal populations in control. Vidari also produce and consume unspeakably tasty wines and ciders.

Society

Vidari have a strong sense of community, service, and volunteerism. Sustainability is important to them, so they are happiest in balance with their surroundings. Most importantly, vidari celebrate life through art, song, and magic.

The vidari nations operate as semi-direct democracies. Day to day governance is carried out by elected representatives, but citizens may raise their voices together to enact change — literally. Votes are collected all at once: the yeas sing one note, the nays another. Even trials are conducted in this manner. Royalty and nobility are present in vidari society, but their members serve in diplomatic or sagacious roles, rather than authoritarian ones.

Vidari mate for life and revere new birth. Vidari have been known to marry members of other races, but their vastly longer lifespans introduce challenges. All of life's important events are greeted with song. Births are celebrated with visitations by friends, family, and other town citizens. Marriages are a time of great celebration: feasts, dancing, and gift-giving, for the vidari consider romance the best way to personify the love of Alnarya. Marriage without love is unheard of. If vidari have children, they tend to have no more than three.


Language

The vidari language is described by humans as moving and beautiful. The words of the language are comprised of groups of syllables sung at specific notes, so to hear a vidari public speech would be very much like a concert solo. It is rare for other races to master the form, but many human scholars do learn the language. Their written language is a cursive script and looks as beautiful as it sounds.


Relations

Vidari make caring friends — the kind whose shoulder you'd want to cry on. Vidari are comforting and empathetic, develop friendships quickly, and keep them indefinitely. Vidari enjoy the passion of the apsarava, and the potential for goodness in humans. They identify with the positive demeanor of firnoy and maghashi. Vidari are the least like kulgeris, whose near lack of positive emotion is unthinkable. They get along well with the shou; both are nocturnal and make great dancers.


Occupations

Many vidari learn to sing, dance, play an instrument, or paint at a young age. Natural occupations for a vidara could include herbalist, guide, scout, artist, winemaker, or minstrel. The Songweavers sport several talented vidari musicians. Many of the Voices of Light are vidari women.

Combat

Vidari love archery and magic, and it is not uncommon to find an adventurer that practices one or both of these. They favor light armor, and while they prefer ranged combat, they excel at using melee weapons that involve a measure of grace and agility, like fencing swords. Vidari are surprisingly effective on the battlefield, and they use the terrain to their advantage.

Motivations

Vidari adventurers feel the wanderlust to experience the world. They typically pass human settlements unseen, either at night or under cover of forest. Goals that might take a vidara outside their home could deal with discovery (find a lost hymn to Alnarya, seek out the world's finest bow, learn high magic), or with friends and love (seek out a soul mate, ascend the ranks of the Songweavers, locate a lost sibling).


Max Caps


New Powers

  • Nocturnal – As beings of the natural world and friends to the moons and stars, vidari can see clearly if above-ground at night. They are just as blind in the dark as men while indoors and underground.
  • Vidari Cunning – Big doe eyes and long ears have their advantages. The vidari have powerful vision and hearing, receiving a +4 to Perception checks using these senses.

Origin Powers: Choose one of the following.

  • Well of Life – In the distant past, vidari from the island nation of Ardeste waged war on the Empire of Everliving. To this day, Ardeste vidari receive a +2 bonus to Mettle.
  • Sylvan Bounty – Vidari from the lush forests of Gartania are experts at wilderness craft. They receive a +2 bonus to Search to gather food, water, or resources in the wilderness, and they can do so moving at their full Speed.

Societal Powers: Choose one of the following.

  • The Talent – Vidari excel at all manner of performing arts. It's uncommon to find one who doesn't sing, dance, act, or play an instrument. They receive a +2 bonus to Perform.
  • Sweet Emotion – Vidari possess a supernatural insight into the well-being of their loved ones at a distance. They receive a +2 bonus to Clairvoyance checks involving emotive transmission.
  • Well Read – With a staggering lifespan, vidari are capable of collecting a vast wealth of knowledge, and recalling it with ease. They receive a +2 to Lore checks.