Difference between revisions of "Wukara"

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The mysterious Sidhe; adamant protectors of all the woods; enemies of industry; the voice of Gaeis.  They live in the forests, whispering with the trees about those who walk along the woodland floorThey fall silent and graceful as an autumn leaf to follow those who wander into the brush with axe and torch.  Born from a seed fallen from the First Tree tended by the dragons, they wax and wane with the seasons.
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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 woodsTheir legends have it that they are the seedlings of the First Tree, which was lost to the world long ago.
  
==Appearance==
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{{section|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 ageWukaran 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.}}
The Sidhe are lithe, thin, humanoid creatures of the wood who vary in appearance with the changing of seasons.  Their features resemble the forest from which they come, some of them barky and gnarled, others smooth and colorful like petals, some green and prickly, others mossy and softThe women possess hair full of flowers in the springtime, harvest wheat in the summer, red leaves in autumn, dark hair tinged with frost and grey in the winter.  Their fingers and toes are long and willowy and it is not uncommon for them to have more than five digits.  Their skin changes color with the plants and trees, fading to greys and pales in the winter.
 
  
Their clothes and weaponry are all made of soft, fine silks and linens and hardened, petrified wood.
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{{section|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.}}
  
==Personality==
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[[image:OldSidhe.jpg|300px]]
When one meets a Sidhe, it’s hit or miss whether that person will encounter a friend or foe.  Certainly, in the winter, when humans and others seek the wood of trees for fire fuel, the Sidhe are callous and antagonistic, condemning to death those who do not accord the forests with respect.  In the spring, when things blossom and fruit is ripe, the Sidhe are likely to share the splendors of their festivals with weary travelers and provide guests with salves, wines, and provisions.  Sidhe have a distrust, sometimes hatred, of [[humans]], in their industry and shortsightedness, but get along very well with the [[Trowls]], and Ba-Gota.
 
  
The Sidhe live inside not just the forest, but the trees themselvesWhen a Sidhe desires rest, he/she must find a patch of plant growth or carry the like with them, if adventuringWhen in the forests, the Sidhe speak with the trees, which open up a knothole to let them enter in and seek shelter.  As a rule, a forest in which Sidhe live is a stronger, more animated forest.
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{{section|Personality|"Waste not and want not" is a typical Wukara sayingMembers of this race like to make the most out of everythingThey forage, mend, and save.}}
  
==Society==
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The Wukara are proud and defiant and can be callous or antagonistic toward those who do not accord the forests or their kind with respectYet 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.
The Sidhe are organized as a society into “branches,” or clansTo say that one has gained the enmity of a Sidhe “branch” means one has made a very careless mistake indeed.  Sidhe are extremely hive minded as a community, feeling and acting along with the condition of their native forest.  A Sidhe branch inhabits a particular forest and will not move unless forced to or unless they perceive it as nature’s inexorable course.  Sidhe see death as a natural event, and are not scared of dying in the least, however, a natural death seems much more preferable to them.
 
  
==Adventurers==
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{{section|Habitat|Wukara dwellings are made from the trees themselves.  The Wukara [[Gnarled Ones]] possess the ability to [[Wood Whispering|"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.}}
Sidhe rarely engage in adventures, but some may be found accompanying a quest to save a rare tree that is the mark of a kingdom, fighting off an industrial foe, seeking an end to an evil mage’s curse of endless winter, scouting for a new home for a branch, joining in on a sage council, or solving the mystery of a farming town blight.
 
  
==Max Caps==
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{{section|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.}}
* [[Muscle]] 8
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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.
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{{section|Language|}}
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{{section|Relations|Most Wukara are of a [[Naturalism|Naturalist]] bent, and those with [[Entropism|Entropist]] or [[Industrialism|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.}}
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{{section|Occupations|}}
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{{section|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.}}
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{{section|Max Caps|
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* [[Charm]] 12
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* [[Cunning]] 12
 
* [[Endurance]] 8
 
* [[Endurance]] 8
* [[Presence]] 12
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* [[Persuasion]] 8
* [[Insight]] 12
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}}
  
==Powers==
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{{section|Powers|
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* '''Beastmaster''': Due to the time they spend in the wilderness in the company of animals, Wukara receive a +2 bonus to Animal Control.
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* '''Wardrone Menace''': Whenever a Wukara makes a hand-to-hand attack against a mechanical creature, he can spend one or more [[Magic Points|MP]] before the attack is resolved.  If the attack succeeds, the mechanical creature progresses one step down the [[Knockout Track]] for each MP spent.
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* '''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.
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}}
  
* Talk with Trees at will
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<noinclude>[[Category:Races of Otherworld]]
* Shape wood 2x/day: Twice per day the Sidhe can sing and call to a live tree or plant, and by sound and touch, mold the green being.  A plant will willingly give up its seeds, and a tree will shape itself into whatever shape the Sidhe wishes, willing even to give up a branch or two for use as a quarterstaff of cudgel.  If performed on dead or fallen wood, intricate designs can be pulled from the wood.
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{{Races Navigation}}</noinclude>
* Minor Aura of Verdance:  When a Sidhe enters into a wild area, the green beings there immediately perk up.  The Trees stand taller, the flowers smell sweeter, the grass feels softer, leaves rustle gently.  Influence rolls made with the intent to befriend or calm receive a +10 bonus in these settings.  Healing comrades also receive a bonus in these settings.  An additional 10 [[Health Points]] are regained if one spends time resting in the company of Sidhe.  This also applies to the Sidhe him/herself.
 

Latest revision as of 22:00, 19 May 2012

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.