Difference between revisions of "Book:Races"

From NsdWiki
Jump to: navigation, search
(Removing unused Otherworld races)
m (Sidhe→Wukara)
Line 52: Line 52:
 
===Humans===
 
===Humans===
 
{{:Humans}}
 
{{:Humans}}
===Sidhe===
 
{{:Sidhe}}
 
 
===Trowls===
 
===Trowls===
 
{{:Trowls}}
 
{{:Trowls}}
 +
===Wukara===
 +
{{:Wukara}}
  
 
__NOTOC__
 
__NOTOC__
 
__NOEDITSECTION__
 
__NOEDITSECTION__

Revision as of 19:11, 26 April 2012

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 man, evengar, or trowl, but would probably be difficult (yet not impossible) for a goblyn or 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.
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.
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.
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.
Max Caps
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.

This book contains information from two campaign settings for the Elysium game. A campaign setting is a fictional place in which the stories of your games occur. Each one can have its own unique people, locations, and history.

Races of Immortal Legacy

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.


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.


Men

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.


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.


Races of Otherworld

Otherworld deals with the repercussions of a massive, industrial revolution set on a planet which seethes with wild, organic energy. The inhabitants of the planet Jaeis struggle for dominion in a world constantly in flux. These beings are entirely unlike ourselves.

Dolons

Dolons are disembodied spirits which take possession of corpses in order to preserve their tenuous hold on the physical world. When a being dies, but their will is too strong to be extinguished, pieces of their soul linger in the world. These pieces eventually reform as a Dolon, a kind of spirit, made up of pure energy. These beings then take possession of the recently (or not-so-recently) deceased and use their bodies as hosts, which they call “shells”. If they are forced too long to live outside of a shell, the Dolon's energy is torn apart and blown away on the wind, never to reform, its last moments the purest agony. Such is the price of life after death.

Physiology

Dolons settle into their shells somewhat superficially, never quite achieving mastery of the host body the way a living being would. Because of this, Dolons can be somewhat clumsy or rigid, with impaired coordination. Dolons do not age, but their shells, being cadavers, will decompose over time. The presence of the Dolon acts as a supernatural preservative for the host body, and so the process of decay is slowed, but even so a Dolon cannot reside inside the same shell indefinitely, even with the greatest of care. Dolons also do not eat, breathe, or sleep, though some of their kind manage control enough over their shells to attempt these functions out of a desire to fit in or retain a sense of their old self. Dead flesh does not transmit the finer sensations well, however, and a Dolon's senses of smell, touch, and taste are greatly diminished. When a Dolon's shell becomes obliterated or damaged to the point where it is no longer functional, and the Dolon can no longer hold the body together, the Dolon must move on to a new shell. Some Dolons can maintain their natural form outside of a shell for days, others for minutes. But eventually, the Dolon must obtain a new shell or face destruction.


Appearance

In their natural form, Dolons resemble murky gray apparitions bearing a resemblance to the form they occupied in life. They cannot hold this form for long, however, before they are forced to take up a new shell. Some Dolons will even attempt to locate and take control of their old body as a shell, but others find this experience too traumatic. Some only take possession of dead members of their old race, while others only take possession of people they personally knew. When they can, Dolons prefer to possess shells which have passed due to natural causes, or at the very least those without obvious, grievous bodily wounds. To the untrained eye, a freshly expired shell might pass by completely unnoticed for what it is, but the longer the body decays, the more obvious the Dolon becomes. Because of this, Dolons prefer clothing which conceals much, such as heavy robes, deep hooded cloaks, linen wrappings, masks, gloves, scarves, and so on. Dolons also use soap, oils and perfumes to cover up or scour off the stink of death which clings to them.


Personality

For some, life as an anchorless phantom is a boon: it can be a chance at countless new experiences, a second chance at an old life, a shield against oblivion. For some others, death makes them a little touched, slightly unhinged. For others still, life as a Dolon is a terrible curse. Perhaps they were just as miserable in their first life as they are in their second and wish for merciful nothingness, or their current state of being is abhorrent to them. One thing is for certain: death tends to change people. Heartless murderers might seek to help the families of those they killed or previously selfless martyrs might seek retribution on their foes. Some Dolons don't even remember their previous lives. Since death is a fairly exclusive personal experience, Dolons can come off as aloof, distant, callous, or haughty.


Habitat

Dolons tend to seek out urban areas of high population. In these areas they are likely to find more acceptance as well as fresh shells. Those Dolons that do seek solitude in the wilderness usually do so because of the promise of anonymity and a desire for personal peace. Despite sometimes fitting in stench-wise with unwashed sailors, Dolons shy away from life at sea, as the confines of ships tend to make existence rather difficult for themselves and unpleasant for others. Sailors are a superstitious lot, after all. Dolons tend to be found in the South amongst all the other supernatural phenomena where they are more readily accepted and understood, with the exception of the city of Sollona. Dolons are actively hunted in Sollona, so their presence there is understandably rare. Dolons who live in places where they are mistrusted or unwelcome gravitate to the colder of those places: cold weather means lots of layers of clothes, which facilitate disguises.


Society

There is little coherency to Dolon society. Few of them are particularly comforted by spending time with their own kind. One exception is the Necropolis of Tenebra. The city's gates are open to all Dolons as a safe haven and it is also home to the High Temple of the Grey Sisters. The Sisters are morticians and servants of the dead, to whom Dolons can turn in times of need. Another city in which Dolons are found in larger numbers is Machera: the traditional masks and fancy clothes which Macherans wear suit the necessary obfuscation of a Dolon well. In other places of the world, there are some primitive and not-so-primitive cultures which even worship the Dolons as gods. Dolons mostly hold down occupations that make them happy despite inherent danger, since they have little to fear in the way of dying again.


Relations

Even though fabricated creatures like Trowls or Gear Golems could be considered bodies without souls and thus the perfect shells for Dolons to possess, Dolons find it impossible to bond with the artificial makeup of these creatures. So there is sometimes an uneasiness between these races and Dolons, as they are two sides of the same strange coin. And sometimes this feeling of being an outsider from normal humanoid life brings these races together. The Wukara take special issue with the Dolons, as they perceive them as walking blasphemies to the natural order of Jaeis. But one would be a fool to think that no ex-Wukara Dolons exist.


Motivations

Dolons can take to the road for countless reasons. Some feel they still have a job to do in the world and set about righting wrongs, wronging rights, or completing old projects. There is a stigma about Dolons that colors them as heartless killers intent only on extending their own existences. With the perpetual need for fresh shells, why wouldn't a Dolon just become a wanton murderer? Surely, there are some like that, but it is thought amongst the Southern scholars that intense, unfulfilled motivations are what bring a soul back to the world after death. Along that line of reasoning, Dolons have goals which go beyond immortality.


Max Caps


Powers

  • Clean Slate: Dolons retain none of the racial abilities inherent to their original life.
  • Dead Flesh: Immune to bleed damage, poisons, diseases, and death effects. Does not eat or sleep. Do not naturally or magically heal damage. Cannot be repaired. Does not breathe and cannot be killed by suffocation.
  • Psychic Invasion: The Dolon sends a portion of his soul off to try and invade the mind of a living creature, warring for control of the target's body and causing temporary insanity in the target. Make a Mettle check opposed by the target's Mind Control check. If you are successful, the target is considered Confused for three rounds.
  • Possess Shell: When using a shell, a Dolon uses the physical attributes of the host, but retains their own mental, social, and spiritual attribute scores. If a Dolon's shell has an Agility score of greater than 8, it becomes 8 instead. The shell a Dolon takes possession of must have been a living creature, and humanoid. Dolons cannot take possession of the remains of fabricated creatures (e.g. Trowls, Gear Golems) nor can they take possession of animals or beasts.



Goblyns

Goblyns were the residents of the plains and country long before the Humans came to Jaeis. The tall grasses and rolling hills concealed their small affairs from prying eyes and predators. It was the Goblyns who first befriended the Human visitors and forged bonds of friendship which allowed for that race's continuance.

Physiology

Goblyns are short, cresting at about three feet in height. Their skin is earthy in color: browns, greys, and reds are common. They have a pushed-up, bat-like nose and goofy-looking pointed ears. They have upper fangs which sometimes protrude onto their lower lip. Goblyns can expect to live about 300 years.


Appearance

Goblyns dress according to their social class and profession, but prefer simple garb since their stature limits what sort of wardrobe they can assemble: tailors of other races do not often create Goblyn clothing unless commissioned to. Goblyns also wrap themselves in scarves, sashes, and hats since these pieces are easily used to modify and accessorize.


Personality

Goblyns aren't always educated and they aren't always intellectual, but they are extremely devious, determined and hardworking. Goblyns like to plan things out to the smallest detail. They are very curious, and like to know how things work. Goblyns often become doctors, mechanics, inventors, and cooks. They possess a strong sense of loyalty and service, though they do not tolerate abuse. Any slight on their diminutive stature or threat of physical maltreatment results in the usually pliant Goblyns becoming downright aggressive. Since they rarely overpower their aggressors, Goblyns plan elaborate traps for their enemies to fall into or conspire with other Goblyns or allies to attack en masse.


Habitat

Goblyns live side-by-side with humans. For Goblyns who still serve Humans, Goblyn dwellings are usually found adjoining or close by the dwellings of their masters. For more liberated Goblyns, they prefer to live close by other Goblyns. Their dwellings are perfectly tailored to their height and are cramped and uncomfortable for other races.


Goblyns are found in abundance in Vast, Kadwal, Tenebra, and Sollona, as well as the forest of Qaeld. Goblyns are scarce in the South, where they are still frequently the target of Zjenithi slavers. The exceptions to this rule is the city of Book, where they play a large part in the upkeep of the ancient city. Goblyns dislike the lofty heights of the Vayu flying cities, the lazy drudgery and watery muck of Neverbottom, and the wrongdoing they suffer in Threshold. There are few Goblyns in those areas.

Society

Goblyns are an occupationally minded race. Often, generations upon generations of Goblyns will work in the same profession. Deviation from one's ancestral profession carries no stigma. However it is a decision not taken lightly. All those years of handed-down expertise and vocational tools are hard to pass up. Goblyns value hard-work and ingenuity.


Goblyns will eat just about anything. Their stomachs are extremely good at breaking things down. While many Goblyns learn to appreciate good food, they often take for granted that not everyone likes the sort of food they do, which could be raw or could be weird.

Goblyns approach death in the same manner as humans, but often take the death of their friends hard. Goblyns live a good deal longer than humans, however, as one Goblyn could serve several generations of humans. Goblyn family units are close, and small. Goblyns marry for life to one mate. After the death of a mate, few Goblyns choose to remarry. Since Goblyn parents have many children (often many at a time!) this does not hinder their race's survival.

Language

Relations

Before the Goblyn Uprising, Goblyns were the race most frequently enslaved by the Zjenithi by a large margin. After that dramatic conflict, the Zjenithi were much more cautious in their aggression towards the little Goblyns and the Goblyns in turn typically have a dislike of the Zjenithi as a whole, regardless of an individual's character. Prior to the Triadan Civil War the Goblyns were bound to serve humankind due to an ages-old debt of honor. After the Civil War ended, the Goblyns were issued a release from their service, though many Goblyns continue to serve Human families in some fashion.


Occupations

Bodyguards, archaeologists, monster/animal scholars, cooks, drivers, and doctors are common professions which would send a Goblyn on the road to danger and adventure.


Motivations

With those short, stunted legs, Goblyns sometimes find it hard to keep up with the larger races, but they manage it with grit. Goblyns will seek to protect, rescue and avenge loved ones and friends, establish the freedom and liberty of the oppressed, and reach new heights in their chosen careers.


Max Caps


Powers

  • Fearless: Goblyns receive a +2 racial bonus against Fear saves.
  • Industrious: Goblyns purchase ranks in their first Occupation at half-price (one ExPoint instead of two).
  • Spry: Because they are smaller and faster than most creatures, Goblyns receive a racial bonus of +2 to Dodge checks.
  • Yuck!: Goblyns have a natural resistance to poisons. Goblyns receive a +2 racial bonus to Saves involving poison.
  • You Must Be This Tall to Ride: Goblyns, because of their small stature, cannot ride horses effectively (though ponies or donkeys or animals of the Small category serve just fine) and cannot wield certain large or difficult weapons with ease. For instance, a human scythe would be too much for a Goblyn, but if one were constructed for their size, that would be just fine (though it likely would not do as much damage). If the technology of mechanical vehicles is present in your world, Goblyns also take a −2 to Machinery checks made to drive vehicles designed for larger races, as their little feet can't reach the pedals.



Humans

Humans are not natives of Jaeis. Long ago the other creatures of the world noticed strange footprints in the snow, bones in the sand, something rustling the leaves. These were the heralds of the Humans, whose curiosity and ambition had led them to Jaeis from another world. The Humans survived and prospered in the new world, and made both war and peace with the other peoples of Jaeis. They are as sturdy, diverse and numerous as the rocks in a riverbed.

Man.jpg

Physiology

Humans vary widely depending on geographical location, class, and genetics, much more so than any other race. They stand between 5′ and 6′ feet tall, generally speaking. Their skin-tone ranges from very dark to pale with hair in shades of blond, brown, black, and red, fading to grays and whites in old age. Other races envy the humans for the beauty of their eyes, in which can be found many vivid colors. Humans can live one hundred years or more, but very rarely are they actively contributing members of society at that extreme age.


Appearance

Humans like to distinguish themselves by tattooing their skin, styling their hair, lacquering their nails, and dressing in different fabrics. They are the most diverse race, and absorb much culturally from others. Occasionally, Humans even take on slight physical features of other races.


Personality

Humans do not live as long as some of the other races. Aware of this trait, many Humans are eager to work towards their extremely lofty goals and seek to affect the world in radical ways. Humans have a tendency to desire control and immediate gratification. They are also curious by nature and are liable to seek out more trouble than is good for them. They value independence and the survival and prominence of their race.


Habitat

Humans are the most widely spread of any of the beings of Jaeis, and have established many kingdoms and cities. They live in houses and man-made dwellings above ground and tend to cluster around cities and centers of industry. Human dwellings center around immediate family. Commonly, multi-generational households are found. As beings somewhat foreign to the planet, Humans are uneasy when forced away from the comfort of their cities and others of their kind, and into the wilderness.


Society

Humans are very concerned with concepts such as bloodlines, kingdoms and territory. Despite their abundant presence on the planet, Humans are viewed as outsiders by many of the other races, since the creation stories do not list them and many tales tell of their vagabond beginnings on the planet. Humans possess little coherency as a race, often quarreling over small matters or their many differences of opinion. They are the founders and main proponents of Industrialism.


Humans favor burial as their favored means of funeral rite, and procreate at a much faster rate than any other race.

Relations

Humans have, since their arrival on Jaeis, been extremely close with the Goblyns. Goblyns have been historically bound to Humans, dedicated to protecting and serving the Human race. Humans respond to this with either appreciation and love, derision and abuse, or apathy and ignorance. One thing is for sure: even after the Proclamation of Goblyn Independence, Humans can no more get away from the Goblyns than they can stop breathing. Humans, despite their adverse reputation for being planetary squatters, have built relationships with all the other races of Jaeis for good or ill. In the South, the humans take strongly to the Zjenithi, who maintain a powerful presence there. Humans often find themselves attracted to members of other races. While most other races see this as distasteful and taboo, humans generally accept inter-species relationships, although there are exceptions there, as well.


Motivations

Human beings are driven by emotions. They are selfish, on the large, valuing the individual above all. Most Humans seek to build relationships, achievements, and/or power. Given their relatively short lifetimes and occasional frailty, Humans want it now, and they want it big. They search for meaning in life and are constantly asking existential questions and wandering off to find the answers.


Max Caps

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


Powers

  • Fisticuffs – For whatever reason, humans love to fight with their hands. Beginning at childhood, humans exhibit a tendency to punch their way through their troubles. To represent this, Humans receive a +1 to their Hand-to-hand Hurt score (2 instead of 1).
  • Immutable - Due to the fact that they are not native to Jaeis, Humans are more resilient to the natural forces (including magic) of the world. Humans receive a +1 to Magic Defense.
  • Versatile – Humans receive a +2 to either a Save or Skill Check of the player's choice.
  • Get a Job – Humans receive the first rank in their first Occupation for free since they are quick learners and hard workers.


(Note: It should be mentioned that the races of Men and Humans are essentially the same race spread between the two distinct worlds of Jaeis and Halestia, since both races possess the same powers and physiology, but the differences between Men and Humans is found in their cultures, and so they are mentioned separately here.)


Trowls

Though not, perhaps, the most ancient beings of Jaeis, Trowls are the most enduring. They are the first of the fabricated races. Trowls, you see, are literally carved from stone. Animated with powerful runes, they carry centuries of wisdom behind their dark eyes and the force of a siege-ram accompanies every swing of their arms. Nestled in cavernous kingdoms at the end of dark, winding mountain passages, the Trowls emerge to look down on the world below and every so often, they are compelled to interfere. They are tough, gritty, unforgiving.

Physiology

Trowls aren't born: they are made. The runes and spirals which adorn a Trowl's body grant flexibility as well as endow the Trowls with sentience and will. While the runes which grant life are buried deep in the Trowl's core, the ones which animate the stone are chiseled into the surface of the creature. As a Trowl sustains damage, as stone begins to chip away and crack, the magic of the runes is marred and the Trowls begin to slow and harden. Trowls experience the world through vibrations and magical awareness. As beings of solid stone, they have no nerve endings, no tissue, no natural way of experiencing things. Their eyes do not see, their ears do not hear. Rather, they feel words and movement, even smells and tastes, which resonate deep within their cores. They enjoy strong stimulation, and greatly enjoy smoking tobacco from pipes and cigars.


Appearance

Trowls hulk over the other races at about eight or nine feet in height. They have two digits on their broad feet and four stout fingers on their hands. They are sculpted with long braided hair or thick manes and horns sprout from their temples. Long fangs protrude from their maws. Their eyes can be the color of coal, or as bright as diamonds, but lack much color, and they have broad noses. Trowls are created naked, and so adopt the custom of wearing clothes, in order to fit in with other races. They adorn themselves with gold, silver, bronze and copper jewelry set with many precious stones, but prefer bold jewelry to the dainty, fragile things other races opt for. Trowls also have a tendency to be very loud when excited and their deep voices boom with authority.

There is little noticeable difference between Trowl men and women with regards to size, but the females are ever so slightly shorter than the men and much wider in the bust and hips. Females also have shorter, more elegant horns than the men whose horns tend to be thicker and longer. They also tend to lack the protruding lower fangs so prominent in the men. Both genders are sculpted with thick manes of long hair.

Since they are large and broad, Trowl armor is usually pulled together piecemeal. They enjoy spiky or studded pieces, which accentuate their intimidating demeanor. Large gauntlets, prominent pauldrons, and sturdy vambraces and greaves are popular. Trowl men and women dress in scant clothing, with males frequently going about topless. Their fashion is practical and basic. Trowls like kilts and skirts, with the males wearing shorter ones than the women. One notable piece of Trowl clothing is the "War Apron", which is made from thick, resilient fabric and reinforced with small, square steel plates. Trowl war aprons are outfitted with lots of pockets for all the odds and ends Trowls need for war and utilitarian use (gunpowder, tools, tobacco, pet rocks, etc). Trowls do not decorate, pierce or modify their horns and see this practice as profane.


Personality

The Trowls are slow to act, and slow to anger, but when their ire is raised, they become truly horrifying. When enraged, a Trowl becomes little more than an angry juggernaut bent on destroying enemies. When they are calm, Trowls carry centuries of knowledge, even if they have a hard time recalling it or getting it into words. Trowls are slow to make promises, but take them very seriously. The term "carved in stone" is one which reflects the honor of the Trowls. To question a Trowl's honor is likely to invite disaster upon oneself. Trowls are also very slow to forgive.


Habitat

Trowls live in the mountains, hills and caves, where they can most easily find the precious stone from which they craft. For the promotion of their race, they cannot leave the rock for long. They prefer quiet, dark places of surety and security. They look unfavorably on things built of unsound materials. As such, they are found in the Industrial North, and less so in the Southern Empires. Trowls helped to build the capital city of Kadwal. The necropolis city of Tenebra poses an eerie threat to Trowls, and so they are rarely found there. Reports have surfaced of the appearance of evasive Trowls around the abandoned city of Greygate, but no contact has yet been made.


Society

When a new member of a Trowl clan is desired or needed, an existing Trowl will work at a single piece of stone for days, months, or years, until they are satisfied or until need declares the task finished. After a new Trowl clan member has been sculpted, the Elders place the animating runes on the Trowl and it is given a name. Trowls experience no growth; they are created at one size and stay that size their entire lives. However, some Trowls, due to inexperience, can be extremely child-like. Some say the Trowls were created in the likeness of a living, non-fabricated race, some people long-dead. They say the first Trowls were created so that the race could live on. Whatever their origins, only the Trowls themselves are privy to the rites and runes which can create a new member of their race. Or at least, that is what is apparent...


When a Trowl does die, news of his or her death must travel back to their kin so their name can be chiseled into the tablet of the dead, which is nothing more than a colossal wall of names of the dearly departed of each clan. Trowls prefer to have burial mounds erected over their corpses after death. Trowl legend has it that the mountain ranges of Jaeis are the burial mounds of the first Trowls of the world.

Language

Relations

Trowls are one of the races which have adapted to fully embrace Industrialism. Not all Trowls ride the turning wheels of progress and technology however, but most at least seem to enjoy explosives, as it makes mining, masonry, and engineering much more interesting, if not easier as well. They also seem to enjoy guns. The Trowls strongest bond is with Humans. They dislike the tendency for Vayu and Pookah to be impatient and flaky. As they value things that last, Trowls have little involvement with the Entropism movement.


Occupations

Motivations

Trowls will often leave the clan in search of inspiration for a new creation, more exotic tools with which to work the stone, in search of a lost or stolen item of value, or in search of a new material to craft from. A typical adventure for a Trowl might be to find a meteorite which contains a rare ore which the Trowl seeks to use in the creation of a new member of his clan, or to track down and kill a vandal who desecrated a very important sculpture: his life's work.


Max Caps


Powers

  • Fabricated: As fabricated creatures, Trowls are immune to bleed damage, poisons, paralysis, diseases, Knockout, and death effects. Trowls do not eat, breathe, or sleep, and cannot be Petrified. Also, Trowls cannot heal. They must be repaired to regain lost HP. This works just like a Healing check, except the Machinery skill is used, as the smith reworks their runes.
  • Anchor: Trowls receive a +4 to opposed rolls against any attempts to lift, toss, move, trip, drag, or knock them down against their will.
  • Drop like a Stone: Trowls are so heavy, they take a −2 to Gymnastics checks. It is nearly impossible to carry or assist a Trowl and those attempting to do so take a −8 to the check.
  • Darkeyes: Trowls can see perfectly in low light and natural darkness. Their eyes glow with a faint reddish sheen.
  • Gore: A Trowl's horns may be used to gore opponents. Treat this as a hand-to-hand attack with a Harm score of 5.
  • Big and Bad: Being so large has its drawbacks. Trowls are at a −4 to Dodge. However, they possess a +2 racial bonus to their armor score due to their naturally tough hide.
  • Slow: Trowl speed is 5ft/AP and they take a −4 penalty to Dash


Incompatible

Trowls are incompatible with Dead Weight, Featherweight, and Lousy Balance




Wukara

Poised silently in the boughs of the trees, bows drawn tight and watching their quarry with keen eyes, the Wukara are the protectors of the natural world, residents of the woods. Their legends have it that they are the seedlings of the First Tree, which was lost to the world long ago.

Physiology

The Wukara are willowy humanoids. Their features resemble the forest from which they come: their skin is reminiscent of bare wood which becomes barky and gnarled as they age. Wukaran women possess hair full of flowers or harvest wheat, or red leaves. Their many fingers and toes are long and willowy and they can have up to twelve digits on each hand. Their coloring changes as they age, mimicking the seasons, starting lush and green as they are born and turning to a withering grey in the winter of their life. Wukara lifespans are often short, but vary wildly. Some Wukara can expect to live only fifty years or so at most, while others can live upwards of 300 years. Wukara also continue to grow for their entire lives and growth rate is more or less universal, so it is easy to spot the eldest members of their race based on their height. Most adult members range from 5′ to 7′ in height.


Appearance

Wukara clothes and armors are made of leathers, cotton, and hardened, reinforced wood. Their "hair" is actually made of plant matter, so they are technically hairless, but the males of the species sometimes do grow "beards" of a moss-like green fuzz. They like naturally occurring forest colors in their clothing and so are seen in lots of greens, yellows, browns, and grays with a little red thrown in. Wukara jewelry usually consists of polished, dyed, or lacquered bone, wood, or found natural materials. Their weapons and armor have a thin, aerodynamic feel and feature many organic materials or symbiotic living organisms.


OldSidhe.jpg

Personality

"Waste not and want not" is a typical Wukara saying. Members of this race like to make the most out of everything. They forage, mend, and save.


The Wukara are proud and defiant and can be callous or antagonistic toward those who do not accord the forests or their kind with respect. Yet in times of plenty, when they are approached with respect and consideration, they are likely to share the splendors of their forests with weary travelers and provide guests with salves, wines, and provisions.

Habitat

Wukara dwellings are made from the trees themselves. The Wukara Gnarled Ones possess the ability to "wood-whisper": by speaking in the language of the trees, they can coax a living tree to bend, warp and grow into shapes necessary to build abodes. In this way, the tribes speak with the trees, and it is not uncommon for a Wukara to adopt a particular tree like a child or pet. The largest Wukara population by far is in the forest of Qaeld, but they can be also be found in Bosemya, The Blue Wood, The Dusk Wood, and Haven. Since the Wukara can coax weapons, armor and items out of living wood, they have little need to chop down trees and view those who do with extreme prejudice.


Society

The Wukara are clanlike, referring to their clans as "branches." They are extremely like-minded within their particular community, valuing unity. Wukara distrust books and prefer a vocal impartation of wisdom as opposed to the widespread dissemination of printed knowledge. When Wukara die violently they harden, forming petrified statues of Tombwood. These statues are often used to dissuade outsiders from entering the bounds of their lands, as the statues are often eerie or disturbing. Rarely, the Tombwood is used in the creation of items, weapons or armor, as it is extremely hard and resilient to weathering. Wukara that reach the end of their natural lives don't die exactly. Instead, they have become so much like an actual tree that they pass into a torpor and remain in that dormant (but still live) state, growing just like a tree. Dark talk has been heard of Wukara like this being awakened by acts of nearby violence, and wreaking havoc on all involved.


Wukara reproduce asexually with a woodland ritual that involves the removal of one of their many digits which is then placed in the heart of a tree. The small part of the Wukara grows inside of the tree and possesses a limited awareness of the outside world as it grows. When the Wukara reaches approximately eight years of age, the tree will die, and the young being inside will emerge. In this way, Wukara offspring are nearly identical to their forebears, but minor differences in appearance are evident at their emergence and will grow in prominence as the young one ages.

Language

Relations

Most Wukara are of a Naturalist bent, and those with Entropist or Industrialist tendencies are quickly ostracized by others of their kind who do not share their views. Wukara get along best with Sobaki and Humans. Wukara are intrigued by the strange customs of the city of Tenebra, but also find many of them repugnant.


Occupations

Motivations

A quest to save a sapling, last of its kind, or a hunt for the evil beast which destroyed not only an entire grove, but a group of Wukara children would make fine reasons for a Wukara to join in an adventure. As would fighting off a horde of gear golems, seeking an end to an evil mage's curse of endless winter, or solving the mystery of a farming town blight. Sometimes solitary Wukara are the result of estrangement from a branch or the sole survivor of some catastrophe, and may be in search of a new place in the world. Members of this race have little need for material possessions and so their motivations are often intrinsic.


Max Caps


Powers

  • Beastmaster: Due to the time they spend in the wilderness in the company of animals, Wukara receive a +2 bonus to Animal Control.
  • Wardrone Menace: Whenever a Wukara makes a hand-to-hand attack against a mechanical creature, he can spend one or more MP before the attack is resolved. If the attack succeeds, the mechanical creature progresses one step down the Knockout Track for each MP spent.
  • Touch of Jaeis: Wukara can heal with a touch, by spending 2 MP and 4 AP, and making a Healing check against a DL of 10. For each point of success, the Wukara heals a point of damage (even Tainted Damage) sustained by a target he is currently touching.