1

Antollaf 4

Clyffinni 8

Delffi: 9

Graphlonnie: 10

Jer Ang: 11

Kabbuka: 12

Kay-inin  13

Kermlosso: 14

Klavens (Extinct): 15

Nightshade  16

Ni-kie: 17

Nundanni: 18

Oso: 19

Phros: 20

Pramsal: 21

Ro-anic: 22

Shadars: 23

Shlamassou: 24

Sonnians: 25

Stryppok: 26

Vixiani (Extinct): 27

Waver Folk (The Sea Rovers): 28

Whigs  29

Woedd: 30

Wythons: 31

Zettyra: 32

 


Antollaf

                        Hair:  Bald

                        Eyes:  Wide Blue, Grey, Hazel, or Green

                        Skin:  Wrinkled Green, with frond like ears 8" long

                        Height:  3' to 3' 6"

                        Weight:  50 to 70 pounds

                        Age:  500

                        Hit Dice:  7

 

Co:  +0  Ag:  +5  SD: -10  ME:  +20  Re:  -5  St:  -10  Qu:  +10  Pr:  -5  Em:  +10  In:  -5  Ap: -15

Disease:  +50 ,  RR vs Channeling and Mentalism:  +15

 

Location:  The Antollaf are uncommon even in their own native lands, and virtually unheard of elsewhere.  Reclusive and naive, they are most likely to be found in the marshlands of the Bassaloon Empire, but are also found in the Free Isles of Nund.

 

Somewhat Gnomish in appearance, the Antollaf are known chiefly for their large 8”  ears, small noses, and slit like mouths.  Hunch backed an awkward, the Antollaf have the memory of an elephant, which they faintly resemble, unfortunately for the  ambitious adventurer seeking an Antollafs advice, they have a tendency to shift from one topic to another, even in the middle of a sentence, whenever a key word reminds them of some other bit of esoteric knowledge, or trivia.

The Antollaf have excellent memory retention and are great gatherers of all knowledge that they can come across.  It is said that the elder Antollaf have the answers to every question one could possibly ever ask, but with the Antollaf habit of never finishing a sentence, before moving on to another subject, you would almost have to have a life span equal to their own to get your answer.  The Antollaf receive a +20 to Mnemonics, and to all Meditation skills.
Armo-Thoraxy

                                                Hair:       None

                                                Eyes:      Golden, Yellow,  or Topaz

Skin:  Red, Green, and gold scales cover their entire body, except for a black chitinous shell that covers their forearms, chest, and neck.

                                                Height:  Women:  6' to 6' 7", Men  5' 10" to 6' 1"

                                                Weight:  Women:  180 to 260 , Men:  160 to 200 Pounds

                                                Age :       50

                                                Hit Dice:  12

 

Co:  -5  Ag:  0  SD:  0  Me:  -10  Re:  -5  st:  15  qu:  5 ( -10 )  Pr:  5  em: -10  in:  -10  Ap: -10 Poison:  10  Disease:  -20

 

Location:  All regions of the Bassaloon Empire, and the free isles of nund, as well as the outskirts of the death march in The Jer ang gynarchy.

 

The Armo-thoraxy are a saurian insectoid cross, native to the jungle regions of the world.  They are a hive mind mentality, and as such two women in the same room is never a good idea in a Armo-thoraxy burrow, though fortunately, most of the females are sterile, and pose no threat to the hierarchy.  All Armo-thoraxy are possesed of a finely honed killer instinct, and will often only ask questions later, if at all!

 

The Armo-thoraxy have great difficulty mastering magic and therefore their spell cost is x 1.5.  If caught in either extreme heat ( 50 degrees centigrade ), or extreme cold, 0 degrees centigrade, 32 degrees farenheit ), the Armo-thoraxy receive the penalty in parenthesis to their quickness.  If caught outside at temperatures below -10 degrees centigrade, the Armo-thoraxy must make a hard constitution roll, or perish.   Strong fighters they are highly valued as mercenaries on nundian sailing vessels. 

They receive a 10 to all sailing related skills.  Preferred weapon is apparently the falchion.  The Armo-thoraxy have a natural armour type of 11, but consequently they are unable to wear any other type of armour.
Aviare

                                                Hair: Flaxen - Gold, Platinum Blonde

                                                Eyes: Amber, Bronze, Gold, or Hazel

                                                Skin:  Burnished Golden Tan

                                                Height:  Women: 5’ 10” – 6’2”  Men: 5’7” = 6’0”

                                                Weight: Women: 120  - 165lbs Men: 135 – 180lbs

                                                Age:  130

                                                Hit Dice:  10

                                               

CO +5  AG +5/0 SD 0 EL +5 RE +10 ST -5 QU 0 PR 0 EM 0 IN -5  AP: +25

 Poison +15 RR Disease +10 RR. Immune to Charms, Suggestions etc.

 

Location:  The Aviares are dominant in the Bassaloon Empire, but are also prevalent in the Ro-anan Republic, the Free Isles of Nund, and the men can also occasionally be found in the Theocracy of Os.

 

                        The Aviares prefer bright colors, rich adornment and bangles, jewelry and sparkle.  Both the men and women wear light gossamer veils as a deterrent against the jungles various insectiods indigenous to this region, (+10 to Hostile Environment Jungle).  Never an aggressive race, the Aviares, prefer the finer things in life, and would rather work as a team, than compete individually.  Less than assertive, Aviares have a tendency to make poor leaders, and only their native jungles, with its perpetual clouds of insects and other nefarious vermin, have kept the empire intact.  Great admirers of other cultures accomplishments, the Aviares rarely extort their own cultural achievements, but are constant in their praise of others,  +10  to Diplomacy, and Trading.  A naturally elegant people, the Aviares can allure members of the opposite sex, with-out apparently even having to try, a constant point of contention among husbands, and wives the world over,  +15  to Seduction.  This grace, and elegance, could in part be caused by the overwhelming love that the Aviare people have for the arts, Dancing  +10 , and Acrobatics  +10 , in particular, though they are also highly skilled in Painting/Sketching  +5  as well.  As such the only form of combat that the Aviare people excel in is that of Martial Arts (+10 to MA Strikes, and Sweeps &Throws, Ranks 1 through 4). 

No Class Restrictions, however, these peoples are not as receptive to magicks or their abilities as would be normal.  Though all magicks are open to them the spell cost is increased to 1.5x, except for Healer, Lay Healer, Monk, Dreamlord, Magus, and Montabanc, whose magicks are learned at 1/2 cost. 
Cindar

                                          Hair:  Straight Midnight Blue, Black

                                          Eyes:  Blue, Green or Turquoise

                                          Skin:  Marbled White

                                          Height:  Women: 5' 5"  - 5' 8"  Men: 6'  - 6' 2"

                                          Weight:  Women: 100 - 130 pounds Men: 155 - 200 pounds

                                          Age:  110

                                          Hit Dice:  10

 

CO 0 AG +10 SD 0 EL +10 RE +5 ST +5 QU 0 PR +10 EM 0 IN -10  AP: +5

RR vs Channeling +10  

 

Location:  The Cindars are Dominant within the Enshroudment of the Veil, though highly prevalent as well in the conquered lands of the Jer Ang Gynarchy.  Though not welcome in the northern portions of those lands still the Cindars have a significant presence in many of the Jer Ang cities.  Cindars are also common amongst the people of the Free Isles of Nund, and recently among the Ro-anan Republic.  They are met with hostility and often enslaved by the Theocracy of Os.

 

                        Highly superstitious the Cindar folk were easily swayed some five thousand years ago, when She Who Sees came amongst their clans, calling for a united nation where all could get along, and none need go hungry, the true irony was that she spoke truly and by banding together their folk were spared from famine by sharing their resources, and thus began The Enshroudment of the Veil.  The Cindar do not worship any deity as such, rather they profess to believe in reincarnation, and have developed elaborate ceremonies with the aim of aiding their dead in the after life.  Most of which involves cremation of the body, with the head cremated separately, and the ashes of the body being placed in an urn in the Crypts, and the ashes of the head being made into a clay disk, etched with arcane sigils, this being given unto the then current She Who Sees.  It is rumoured that She can then access the memories of the dead from these tablets, and thus the Cindars revere Her with God-like fervour. The Cindar people due to these beliefs are much given to prophetic warnings, myths, and legends.  It is said that nothing will catch the attention of a Cindar like a good story can.  The Cindar people love games, and athletics, indeed they hold a fair every year to determine whom is the best at various games, and it is written that the Cindars have been held such an event since the dawn of their civilization.

 

                        The Cindars are restricted from using Clerical or Spiritual/Healing magicks.  This is alleviated by the extra abilities lent them of +10 to Horseback/Combat Riding, Military Organization, and Tactics.  As well as +15 to Propaganda, Duping, Diplomacy & Lie Perception.  Cindars are natural Mentalists and therefore excel to the tune of 1/2 Spell Cost.


Clyffinni

 

                              Hair:  Wavy Green-gold, or Green-silver

                              Eyes:  Large luminous Emerald, Topaz, or Cobalt

                              Skin:  Alabaster

                              Height:  4' to 5' 8"

                              Weight:  60 to 120 pounds

                              Age:  100

                              Hit Dice:  10

 

Co: +0  Ag: +10  SD: +5  Me: -5  Re: +10  St: -5  Qu: +10  Pr: -5  Em: +10 In:  -5  Ap: +5

Disease:  +25

 

Location:  The Clyffinni are predominant in the Snow Fields of the Jer Ang Gynarchy, and the northern tundra of the Ro-anan mainland. 

 

                        The Clyffinni are a naturally slender race, that are truly not well adapted to the cold regions in which they are forced to live out their meager existence.  With their luminous eyes and their thick furs, in which they attire themselves they often give the erroneous appearance of being gigantic owls, which they have learned to use to their advantage, by filling their language full of hoots, wuffles, and whistles.  Their life is one fraught with danger, for they are often preyed upon by the Ni-kie, as well as the Wythons, and the Graphlonnie.  The Clyffinni are natural Beast masters, receiving their abilities at 1/2 cost.  It should be noted that the Clyffinni are a naturally androgynous race, though this may be due in part to the fact that they don't actually have a gender until such time as they decide that they are ready to mate, up until then they remain neuter, and unable to reproduce, though it is believed that they could function sexually in a normal manner;    Clyffinni can speak the languages of all benevolent snow creatures, ( Empathy roll to succeed ).

 

+15 to Hostile Cold, +10 to Stalk and Hide, +5 to Mimicry, Swimming, and Ventrlloqism.


Delffi:

                                          Hair:  Dark Brown, Black

                                          Eyes:  Amber, Bronze, Gold, or Hazel

                                          Skin:  Dark Chocolate

                                          Height:  Women: 5'  - 5' 3"  Men: 5' 5" - 5' 9"

                                          Weight:  Women: 100 - 130 lbs Men: 140 - 200 lbs

                                          Age:  65

                                          Hit dice:  12

 

CO +15  AG -10 SD +5 EL 0 RE 0 ST +10 QU -5 PR +5 EM 0 IN -10  AP: -5

Poison +0 Disease +10  RR vs Essence +15 

 

Location:  The Delffi are Dominant in the Kingdom of the Delffi, and have some small amount of contact with the Jer Ang Gynarchy.  The Delffi are not allowed in the lands controlled by the Enshroudment of the Veil, and abetting a Delffi within their borders is punishable by death.

                        The Delffi are simple folk preferring useful and plain clothing.  Colours are usual and drab, they prefer unadorned and solid colours.   A slow and methodical people they have a tendency to act first and think later, though they are not a rash folk.  The Delffi are content to live their meager existence fishing and caring for their young.

 

                              The Delffi are restricted to non magick classes but receive a +20 to Climb, Rappelling and a +10 Bola, Fishing and Net.  NOTE:  See the write-up on the Kermlosso for further information.


Graphlonnie:

                              Hair:  None

                              Eyes:  Pale Blue, Pale Yellow, or Pale Red

                              Skin:  Appears as a hazy Black, or Blue shimmer of unstable light.

                              Height:  7' to 8'

                              Weight:  10 ounces

                              Age:  Varies

                              Hit Dice:  2d6

 

Co: -10 Ag: +20  SD: -15 Me: +5 Re: +10 St: -10 Qu: -5 Pr: +15 Em: +0 In: +5 Ap: +0

Disease: +100 Poison: +100 RR vs Mentalism & Essence +10, vs Channeling -10

 

Location:  Graveyards, Tombs, Crypts, Ruins, Etceteras.

 

                              The Graphlonnie, are a race that feeds on sorrow, and despair, and as such can inflict a depression critical once per day.  Originally from some other plane of existence the Graphlonnie were summoned to K'Jerang-Ti by an ambitious Necromage, who was hoping to advance herself by her breakthrough.  It is reported that shortly after her success she threw herself off the top of her highest tower, to her instant demise.  Her Grimoires have never been found.  The Ni-kie and Graphlonnie are mortal enemies of one another and will attempt to kill each other on sight.

                              The Graphlonnie receive a natural bonus of +15 to Banishment, Stalk, and Hide (in sunlight only), as well as a +10 to all Power Perceptions. A Graphlonnie can only be physically hurt if it is struck by a Silver, Poisoned, Blessed, or Magical Attack/Weapon.

 

 


Jer Ang:

                              Hair:  Golden Blonde, Blonde, Copper, or Platinum Blonde

                              Eyes:  Gold, Midnight Blue, Malachite, or Black

                              Skin:  Bronzed Tan

                              Height:  Women:  5'2" to 5'5" Men:  5'6" to 5' 10"

                              Weight:  Women:  95 to 110 pounds, Men:  135 to 160 pounds

                              Age:  160

                              Hit Dice:  10

 

Co: +5 Ag: +0 SD: +5 Me: -10 Re: +0 St: +0 Qu: +5 Pr: +0 Em: +15 In: +0 Ap: +0

RR vs Mentalism: -10, vs Channeling +5

 

Location:  The Jer Ang are dominant in the Jer Ang Gynarchy, and the areas conquered by the Enshroudment of the Veil, as well as being prevalent in the Bassaloon Empire, the Free Isles of Nund, and the Ro-anan Republic.

 

                              The Jer Ang are natural Essence users, and as such receive all Essence related Spells at 1/2 cost.  They are Patriarchal by nature of their religion, Worshipping the God Progin, ( God of Fatherhood and Fertility ).  Despite this the Jer Ang, trace their lineage through the female line, and are in fact ruled by female nobility, though the Priesthood is solely in the dominion of males.  The priesthood being in actual fact the only branch of the Jer Ang society that males have any power what so ever.  The Priesthood of Progin, has a strangle hold on the Jer Ang faithful, save in the Death March free city, Mikkalla of the Bells, in which the Goddess Krystossa is revered.   Haughty, and aggressive, the Jer Ang people exalt in competition, a trait that has long proved costly, as they make uneasy allies, dangerous lovers, and fatal partners. As a result of this, the Jer Ang are a reserved people, not much given to outbursts, and are awkward at revealing their inner-most feelings.  Purists, and perfectionists, the Jer Ang of the Gynarchy despise any who would sully themselves with any people of another race, and particularly, of lesser standing.  Thus mixed breed children, and their parents are often exiled, though their "pure bred" children are always fostered by the Gynarchy.  Despite this, the Jer Ang do not consider themselves to be a viscous, or spiteful race, instead viewing themselves as protectors of those less fortunate than themselves.

 

                              The Jer Ang as a whole are exceptionally proficient at Spear +10, Public Speaking +10, and Administration +10, and Driving Chariot +5, however they are awkward horsemen, receiving a -20 to Riding, and -10 to Lovemaking. 


Kabbuka:

                              Hair: Fine crown of translucent hair

                              Eyes:  Big, wide luminous Yellow, Blue, or Pink eyes

                              Skin:  Very pale, with subtle pastel undertones, and a rigid, expressionless face

                              Height:  5' to 5' 5"

                              Weight:  90 to 105 pounds

                              Age:  55

                              Hit Dice:  8

 

Co: -10 Ag:  +0 Me:  +5 Re:  +0 St: -5 Qu: +0 Pr: +5 Em: +15 In:  +5  Ap:  -10

Disease:  +20,  RR vs all Elemental attacks +20, RR vs Mind attacks -10

 

Location:  The Kabbuka are the only indigenous race of Abersau Island, and are not known to reside anywhere else.

 

                              The Kabbuka place no value on precious metals, or gems, as they use both on a daily basis during he casting of the snows.  These casters, are exalted by their folk, and are known as the cabal.  Through this art the cabal is able to determine the flows of the planet;  Storms, Hurricanes, Tidal Waves, Earthquakes, etceteras, as well as disruptive magicks that have been unleashed, such as Call Lightning, Cracks Call, and Major Demonic Summons.

                              A naturally magical race, the Kabbuka are able to mold the elements around them to suit themselves.  In fact, one might say that they are a magical antennae, as a result of their excessive use of such, they have a tendency to burn themselves out at a very young age.  The Kabbuka love jewelry, the gaudier the better, preferring especially long dangling earrings, and necklaces.  The Kabbuka can change their expression, but must take 3 rounds to do so, and can only change to extremes.

                              The Kabbuka mystics believe that the body has  twelve souls, and whenever  the body gets sick, or ill the you lose one of these souls. according to the Kabbuka, you will only die when all of the twelve souls are destroyed.  Thus by the Kabbuka's reckoning there is no such thing as miraculously surviving a fall, or near fatal blow, it is just that all of the souls are not yet dead, but are now reduced by one.

                              The Kabbuka receive a +10 to Weather Watching, and Interrogation, as well as +15 to Hostile Environments, and a +5 to Omen Lore, and Divination.


Kay-inin

                              Hair:  Any, tapering to a point on their lower back, with long sideburns                          and a widows peak

                              Eyes:  Any, though the pupil is elongated like a cats.

                              Skin:  Pale, with dark claw-like fingernails

                              Height:  Average

                              Weight:  Women:  100 to 125  Men:  130 to 150 Pounds

                              Age:  140

                              Hit Dice:  10

 

Co:  +5 Ag:  +5 SD:  -10 Me: +0 Re:  +0 St:  +0 Qu:  +5 Pr:  -5 Em:  -5 In:  +5 Ap:  +0

RR vs Arcane magic -5, and Elemental -10

 

Location:  Hills, Mountains, and the occasional forest

 

                              The Kay-inin Travel in pacts of ten at most, or all lone, they live in dens, and are deadly trackers;  Tracking (+10), (+5) to Stalk and Hide, and +5 to Ambush.  Able to smell magic, the Kay-inin most covet the death of mages, for the essences that they possess.  Some Kay-inin tend to seek out mages of a particular realm, though others it seems have no preference at all.  They possess a small stub, last remainder of their now out bred tails.  The Kay-inin prefer no clothing, but will wear armours.  However they prefer armours that protect maximum, but inhibit little.  The Kay-inin breed in a frenzy, and produce litter-babes of 1 to 4.  Males compete to become the Kay-Nine of the pack (leader).  The women compete for the right to breed with the Kay-nine.  The parents care for the litter-babes, the women rearing the girl children, and the men, the males.  If a White babe is born, it is viewed as a omen of the people, that  has to do with the moon, Frost-Star, a change, and a ritual called the Howling, (the packs unite to hunt a mutual enemy), and the possible loss of pack members to the change, who will never return to humanoid form.  Wolves will never attack the Kay-inin, instead becoming trusted guardians of the young, or like brethren.  The Kay-inin dens are generally in wooded areas, and the leaving, or death of one of the pack cause all to keen.  Young males will vie for the right to leave and start a new pack, while the elder males contest them for those females that they wish to keep.  The Litter-babes are always left with the Eldars.

                              The Kay-inin are sworn enemies of the Wython, and will never allow one to escape them.  Litter-babes are born blind in all senses, until their parents return to nurture them with magical essences to fulfill their senses.  These essences are not devoured, but catch in the hair of the parents, and rubbed all over the litter-babes;  Once "washed" the litter-babe's senses will develop within weeks.  The adults themselves have keen senses, +10 to General Perception (Smell-Magic, Sight, and Hearing), 25' Night Sight, +5 to Detect Traps, and Claw and Bite

(+10 to SCI, & MBi), attacks, aided by a natural AT: 4.  Some Kay-inin will shave their body hair to promote hairiness, or in some cases to remain clean shaven.  The Kay-inin also harbour an odd androgynous species that look different than any other;  They of the White coloured. They are raised until the "washing" of which they must have "pure" essences, (Elemental, Deitical, or Arcane).  After this others of their kind, (the White), will come and return with them to the only pack to harbour more than ten.  The White Kay-inin reside away from the other packs, until such time as there is a howling, and then will come, to prepare, and lead their people.  At the kill the White Kin feed first, do everything first.  Other than that, the purpose of the White Kin is unknown!


Kermlosso:

                              Hair:  Course wiry Brown, Black, or Grey, with long droopy mustache

                              Eyes:  Beady Red

                              Skin:  Purplish conical nose, with a mouth full of exceptionally sharp crooked                            teeth, and a Greyish tinged skin, giving them a sickly appearance.

                              Height:  3' 6" to 4'

                              Weight:  80 to 100 pounds

                              Age:  25

                              Hit Dice:  8

Co: +5  Ag: +5  SD: -5  Me: -5  Re: -5  St: +10  Qu: +10  Pr: -5  Em: -10  In: -5  Ap: -30

Disease: -10  Poison: +15

 

Location:  The Kermlosso are fortunately predominant only to the mountainous regions of the Kingdom of the Delffi.

 

                              The Kermlosso are savage, warlike, and barbaric.  It is debatable whether or not they are truly intelligent, or if they are merely some form of higher animal.  The Kermlosso are mammalian, and breed in litters of 10 to 100, though fortunately only 30 to 50% of the young ever survive to adulthood.  Their entire race exists on the doctrine of the survival of the fittest.  A constant problem to the Delffi, it has been recorded that at least three Delffi cities have been lost to the Kermlosso rampaging, and quite possibly may have destroyed the Delffi altogether it not for the fact that the Kermlosso have never developed the wherewithal's to work any metals, other than silver, which they use to make short curved knives. 

                              The Kermlosso receive a +10 to Dagger, a +5 to club, climbing, and stone evaluation, but receive a -10 on all Academic Skills.


Klavens (Extinct):

                              Hair:  Wavy Green-gold, or Green-silver

                              Eyes:  Large luminous Green, Yellow, Gold, or Cobalt

                              Skin:  Very pale Abalone

                              Height:  5' to 5' 10"

                              Weight:  70 to 120 pounds

                              Age:  120

                              Hit Dice:  8

 

Co: +0  Ag: +15  SD: -5  Me: -5  Re: +10  St: -5  Qu: +10  Pr: +0  Em: +10 In:  -5 Ap:  -5

Disease:  +25

 

Location:  The Klavens have long been thought to have been the indigenous race of the Klaven Island, and the Whale Bay region. 

 

                        Three great cities once housed their populations though now virtually nothing remains of them.  The island is shunned by sailors as it is said that it is haunted by their dead, and any who trespass are drained of life, ( Though this is a fallacy ). 

It is suspected that Klavens young were hatched from large tortoise like eggs, and are therefore not truly mamalian, though they must have looked almost human in a somewhat alien way

Ultimately we can only guess from the mosaics, and paintings that their culture left behind, as to what they truly looked like, and in what manner they interacted with one another..  

The Klavens were natural beast masters of the sea, receiving their abilities at 1/2 cost, and even now it is said that the whales and dolphins of the region are thoroughly overprotective of the island.  Klavens could speak the languages of all benevolent sea creatures, and fresh water fish, ( Empathy roll to succeed ), one theory suggests that their extinction was a result of the fact that their only food source was the fish in their lakes, and being too emotionally attached to the fish they starved to death.  Another theory is that they were poisoned to death by the perpetual cloud of volcanic ash that hangs over the entire region, causing a perpetual winter  on the island.


 

Nightshade

                                                Hair:   Midnight Black

                                                Eyes:  Silver, Gold, Platinum, or Moonstone

                                                Skin:  Inky black shadows

                                                Height:  As race while mortal

                                                Weight:  2 ounces, (The weight of the Coins)

                                                Age:  Immortal

                                                Hit Points:  50 + Co: bonus + 5/Level

 

Statitistics:  As former race.

 

Location:  Found only within the confines of the Enshroudment of the Veil.

 

Nightshades are souls bound upon their death by the summoner.  They must be a willing sacrifciial victim, and are always created for a single purpose.  They travel through the twilight realms, and are pulled like the tides by the phases of the Lady.  Nightshades are strongest during the phase of the New moon, and the Full moon, but are weakest at the Gibbous phase.

The knowledge of their creation is considered an abomination to most Cindars, and has only been maintained by the underground Cults of the Black Lady, known as Lady Bane.

Nightshades are incredibly difficult to spot when they do not wish to be;  DB: +70, appearing as a hazy shadow of their former selves, with the exception of their eyes which appear as glowing arcane coins, which fall to earth and can be collected upon a nightshades death.  Nightshades stun and bleed, just like a normal person, but can only be struck by magical, or silver weapons.  Likewise they are able to wield weapons and carry items, with a successful Transend Armour (Form) roll, or for short periods, by sheer Self-Discipline.

When not summoned by their Black Priest, Nightshades are free to roam at will, though they operate at minus 15% in direct sunlight.  Nightshades are NOT inherently evil, and retain whatever morallity, and ethics, and cultural bias that they held dear in life.  Nightshades are often created from the lovers of the black priest and priestesses, though sometimes they were former fanatics themselves.

 

Nightshades can see in all forms of darkness, including Utterdark, and if cut, their blood spawns deeper shadows adding to their DB at the same rate as their blood loss.  Nighshades cannot be Paladins, clerics, or Moonmages.


Ni-kie:

                                                Hair:  Pewter, Silver, Black, or Grey

                                                Eyes:  Blue, Violet, or Teal

Skin:  Very pale White, with long slender fingers, tipped with inch long black nails

                                                Height:  6' to 6'2"

                                                Weight:  160 to 180 pounds

                                                Age:  300

                                                Hit Dice:  10

 

Co: -5 Ag: -5 SD: +10 Me: +0 Re: +5 St: +5 Qu: +0 Pr: +5 Em: -10 In: +5 Ap: -10

Disease: +10

 

Location:  The northern mountains of The Theocracy of Os, The Ro-anan Republic, The Kingdom of the Delffi, and the Jer Ang Gynarchy.

 

                                                The Ni-kie are a bloodthirsty, ruthlessly brutal race, that exalt in pain, both their own and others.  They believe that by attaining ultimate pain in this life, they will be given only pleasure in the hereafter.  This belief could in part be due to the fact that the Ni-kie are natural Shamans, and Necromancers, receiving their Spells at 1/2 cost.  Therefore the ultimate goal of any Ni-kie ( Those who worship the God Pyradon ) is to become undead.  The Ni-kie are endowed at an early age with +10 Channeling, and interrogation, +20 philosophy/Religion, and +5 to Circle Lore.  The Ni-kie and Graphlonnie are mortal enemies of one another and will attempt to kill each other on sight.


Nundanni:

                              Hair:  Wavy Burgundy

                              Eyes:  1) Lapis Lazuli 2) Amethyst 3) Cobalt

                              Skin:  Black, or Dark Brown

                              Height:  Women: 4'11" to 5'3" Men:  5'5" to 5'8"

                              Weight:  Women: 80 to 100 pounds, Men: 130 to 175 pounds

                              Age:  115

                              Hit Dice:  8

 

1)  Co: +5  Ag: +10  SD: +0  Me: +0  Re:  -5  St:  +0  Qu: +5  Pr:  -5  Em: +0 In:  +0 Ap: +0

 

2)  Co: +5  Ag: +10  SD: +0  Me: +0  Re:  +0 St:  +5  Qu: +5  Pr: +0  Em:  -5 In:  +0 Ap: +0

 

3)  Co: +5  Ag: +10  SD: +0  Me: +0  Re:  +5 St:   -5  Qu: +5  Pr: +0  Em:  +0 In:  -5 Ap: +0

 

Location:  Dominant through out the Free Isles of Nund, the Bassaloon Empire, and the Kingdom of the Delffi.

 

                              The Nundanni living as they do on the lush Free Isles of Nund, have quite possibly become the finest woodworkers in all K'Jerang-Ti, and with the possible exception of the Sea Rovers, they are certainly the finest shipwrights as well.  They are an interesting race, if only for the fact that over 2000 years ago they raided, and seized the southern most city of the Jer Ang Gynarchy, and upon its subsequent destruction, apparently gave up war altogether, relying on foreign mercenaries to defend them, or the native Armo-Thoraxy.  They are now a solely mercantile race, whose shipping empire is unequaled through-out the world.  However in their own self defense, the Nundanni have never been known to sell any of their fine ships to any who are not citizens of their isles, but will only lease them for charter service.  As a direct result of this policy, the Bassaloon Empire, as well as the Theocracy of Os's economy, is completely dependent upon the Nundanni civilization;  A Fact that sits well with neither.

                              The Nundanni receive a +15 to shipbuilding, Navigation, Map making, and Linguistics, +10 to Trading, Sailing, Swimming, Duping and Appraisal.  However due to their pacifistic nature they receive a -5 penalty to all Combat Skills.


Oso:

                              Hair:  Brown, Pewter, or Burgundy

                              Eyes:  Grey, Silver, or  Copper

                              Skin:  Pale Golden, with  small button  noses

                              Height:  Women:  5' to 5' 6", Men:  5' 8" to  6'

                              Weight:  Women:  110 to  150 pounds, Men:  180 to 220 pounds

                              Age:  Women:  120, Men:  100

                              Hit Dice:  10

 

Co:  +10  Ag:  -5  SD:  +10  Me: -5  Re: +0  St:  +10  Qu:  -10  Pr:  +5  Em:  -10  In:  +10  Ap: +5 

 Poison:  +5

 

Location:  Dominant in the Theocracy of Os, but are also fairly common in the Bassaloon Empire, and the Ro-anan Republic..  The men refuse to travel  to the Jer Ang Gynarchy, or the Enshroudment of the Veil, both of whom are viewed as subversive women lovers, and irretrievable heathens.

 

                              The Oso are a highly advanced culture, with the most sophisticated form of religious worship upon all K'Jerang-Ti.  A theocracy  to the worship of the God of Supremacy, Destruction, and Domination, the Oso are a highly structured and fiercely patriarchal society, within which women are little more than chattel.  It is said within their own religious doctrines that in ages past the Oso women offended their God, and He then cursed them to a life longer than the men, so that they would not attain paradise as quickly for their sins.  The Oso believe that Os is the only true God, and will out  right kill any who profess to practice any other form of spiritualism.  It should probably be noted that Oso women who manage to leave the theocracy very rarely return to it.

                              The Oso trade heavily in slavery with the Ro-anan Republic, as well as the Bassaloon  Empire, and the Free Isles of Nund.

                              The Oso are dedicated channellers, whom are indoctrinated into religion at a very young age, as a result of this they receive all Channeling lists at 1/2 cost, as well as +10 to Philosophy  / Religion, Channeling, and Detect Holy / Unholy.  However due to their fiery tempers and judge mentality, they are penalized  5 on all  Subterfuge skills.


Phros:

                              Fur:  Brown, or Black, With either Golden, Grey, or Red stripes

                              Eyes:  Blue, Green, or Gold

Skin:  All over body fur, with a bushy tail two feet long, and a small narrow face, that is dominated by their large eyes.

                              Height:  4' to 5'

                              Weight:  75 to 90 pounds

                              Age:  80

                              Hit Dice:  8

 

Co:  0  Ag: 10  SD: -5  Me:  10  Re: -5  St: -5  Qu: 15  Pr: 0  Em: 15  In: -10  Ap: 10

Poison: 10

 

Location:  Any temperate area, specifically in the Jer Ang Gynarchy, and the Theocracy of Os.

 

                              Often mistaken for mere animals, the Phros have been hunted nearly to extinction by the Oso, and Ro-anan for their valuable furs, but fortunately are viewed as excellent playmates by Jer Ang children in the small southern towns.  Highly affectionate, they will always try to befriend strangers, often by offering them food, however as the staple diet of the Phros, are grubs and worms this usually has an effect other than that which was intended.  Fiercely loyal, a Phros befriended is befriended for life.  The Phros are distant relatives to the Shlamassou.

                              The Phros receive a bonus of 10 to Sixth Sense ( Aura Sight ),  Sprinting, Foraging, Herb Lore, Fauna Lore, and Flora Lore.  Ranger, Druid, and Animist lists at 1/2 cost.


Pramsal:

                              Fur:  Red, Gold, or Blue

                              Eyes:  Yellow, or Green

                              Skin:  All over body fur;  women have fine silken manes surrounding their faces like

                                          a halo, but the males do not.

                              Height:  Women:  6' to 6'6" Men:  5'11" to 6'3"

                              Weight:  Women:  200 to 270, Men:  190 to 240 pounds

                              Age:  65

                              Hit Dice:  12

 

Co: +10  Ag: +0  SD:+0  Me:-5 Re: +5  St: +10  Qu: +10  Pr:-5  Em:-10  In: +5 Ap: +10 

RR vs Channeling and Mentalism -10, vs Essence +10  

 

Location:  The Jer Ang Grass belt, and the Hills of southern Bassaloon.

 

                              The Pramsal are by nature a reclusive folk and are rarely seen in the wilds unless they wish to be.  A nomadic and migratory race, the Pramsal are aided by what is assuredly the finest eye sight of any of the intelligent races of K'Jerang-Ti, receiving a +15 to General Perception

( sight ), and a +10 to ( smell ).  Adept with their claw like nails, and razor sharp teeth,

( +10 to Claw and +5 to Bite attacks ), they instinctively revert to such when cornered, as a result of this they are inept with weapons, and may only learn such if they are mentored.  Another thing of interest with regards to the Pramsal, is that although the female births their young, it is the male that must nurture them, pre-chewing the baby's food, as the females seem to have no regard for their young, until such time as they are old enough to hunt.  It is no surprise then that the males are marsupial, having a pouch just below the sternum, and extending as far as their groin.  It takes eighteen months before the vulnerable young are able to leave 'home' and walk on their own.  The Pramsal's one weakness is that both males and females love colourful ribbons, tying them into tufts of fur all over their bodies, though they are practical enough that they remove them for purposes of hunting.  So if you see a Pramsal with-out ribbons on;  Get out of their way!

                              The Pramsal receive a +10 bonus to Hunting, Sprinting, Stalking and Hiding, ( As well as those listed above ).


Ro-anic:

                              Hair:  Amber, Golden-Brown, or Dark Brown

                              Eyes:  Brown, Grey or Black

                              Skin:  Topaz

                              Height: Women:  5'5" to 5'8" Men:  5'6" to 5'11"

                              Weight:  Women:  110 to 130, Men:  150 to 200 pounds

                              Age:  150

                              Hit Dice:  10

 

Co: +10 Ag: +0 SD: +0 Me: +5 Re: +0 St: +5 Qu: +0 Pr: +0 Em: -5 In: +0 Ap: +0

Poison: +5, RR vs all realms +5

 

Location:  Dominant in the Ro-anan Republic, but common through-out all of the major landmasses.

 

                              A proud people, much given to common sense, the Ro-anic dislike extremism of any kind.  The Ro-anic are skeptical of the uses of magic, distrusting its instability, and danger to innocents;  This of course may have something to do with the fact that the Ro-anic are possibly the most inept mages on all of K'Jerang-Ti, all magicks costing them double.  Despite this apparent handicap, the Ro-anic are one of the only races of K'Jerang-Ti that truly excel at war, (+10 to Military Organization, Administration-All, Siege Engineering, and Missile Artillery), as three unsuccessful full scale invasions by the Theocracy of Os can attest.  Half Rate sailors at best, they still have enough knowledge of the sea and of shipbuilding itself, that they are not reliant upon the shipping of Nund for their sea trade, as most of their neighbours are.  The Ro-anic people as a whole, do not believe in slavery, but a more mild form known as Indentured Servitude, is wide spread and commonly practiced amongst them.  All crimes short of rape, or murder result in this punishment, as well as remaining unemployed for more than two weeks.  There are approximately 100,000 Servs through-out the Ro-anan Republic.

                              Excellent builders, the Ro-anic receive a +15 to Architecture, Engineering, Stone Evaluation, and indoor Trap Building.  Fine leather workers,  (10 to Leather Working), it is ironic that the Ro-anic craftsmen and women, are valued highly for their exquisitely tooled saddles, for the Ro-anic, used to their rocky homeland do not have any domesticated riding animals at all.


Shadars:

                              Hair:  Short silky White wisps forming a widows peak, as well two slender antennae, four inches long

                              Eyes:  Multi-faceted and almond shaped;  Either Ruby, Amber, or Emerald

                              Skin:  Abalone, with 7' tall by 12' wide diaphanous wings out of their back like two large petals, vibrant with swirling colours of pastel Blue, Pink, Yellow, Green, and turquoise

                              Height: 6' to 7'

                              Weight:  110 to 130 pounds

                              Age:  150 as an Adult

                              Hit Dice:  7

 

Co: -15 Ag: +0 SD: +10 Me: +5 Re: +5 St: -5 Qu: +5 Pr: +10 Em: +5 In: -15 Ap: +50

RR:  Immune to all Light based attacks, other than Lightning bolt ( Heat Crit. )

 

Location:  The Shadar are found exclusively in the Jer Ang Death March

 

                              Nobody seems to know where it is that the Shadari came from, or if they, like the sands that they inhabit, have just always been there, but it is with-out a doubt that they are the most exotic and amazing race upon K'Jerang-Ti, with their heart shaped faces, wand like antennae, narrow serpentine bodies, and their long stick like arms.  Born as a kind of Centipede like grub, 5' long and 2' wide, the young are often used as beasts of burden by the Shadari, as well, the young secrete a clear gluey substance that the Shadar use to make sand bricks, which once hardened in the sun have an incredible strength.  It has long been suspected by archaeologists who have ventured into the Death March, that in the Shadari 50 year long adolescence the young have very little more intelligence than the grubs that they resemble, and this does not change until chrysalis.  It is with the bricks mentioned above that the Shadari use to build their homes;  It is a task that they are almost always feverishly engaged in, and though the Shadar population is small, ( a mere 1000 people at most ), the town that they have built could house maybe twice that many.  The reason for this is obvious to any who are hardy enough to reside with the Shadar until one of the infamous Death March Kaettanny winds sweeps across the dunes, burying virtually everything in their path.  It is for this reason that the Shadar always build more than they need, and link every building with the others.  The Shadari are vegetarian, subsisting almost solely on the thorny cactus of the region, ( though they have been known to drink a concoction of lizard blood ), it is unknown if they are capable of digesting meat.  The Shadari are often hunted for their magnificent wings, which are highly prized in the Gynarchy's capital of Jer-Angga. 

                              Their wings absorb sunlight, synthesizing it into either heat or energy, as a result, as long as there is sunlight present, a Shadar is never cold. The Shadar receive a +20 to Hostile Environment Desert, and to Flying/Gliding, as well as +10 to Stalk, Architecture, Engineering, and Contortions.  However due to their large wings they are penalized -5 on Hide and Swimming maneuvers.  Natural Light Elementals they are awarded those lists at 1/2 cost.


Shlamassou:

                              Hair:  Brown, Golden, Black, White, or Grey

                              Eyes:  Brown, Red, or Silver

                              Skin:  Topaz, though even their face is covered mostly by hair, having long sideburns,                                                     beards, and mustaches.

                              Height:  7'2" to 8'

                              Weight:  700 to 800 pounds

                              Age:  60

                              Hit Dice:  12

 

Co: +20 Ag: -10 SD: -5 Me: -10 Re: +0 St: +20 Qu: +0 Pr: +5 Em: +10 In: -10 Ap: -10

RR vs Mentalism +5

 

Location:  Mountainous regions the world over.

 

                              Big, shambling and amiable the Shlamassou will only attack once provoked.  Like their smaller cousins the Phros, the Shlamassou are by nature gentle people, and will bond fiercely to any that they befriend, even to the extent of sacrificing their own lives.  The female Shlamassou will choose their mates each spring.  The males who dance the wildest, and longest being the most coveted amongst them.  Some of these dances will last days on occasion, and often even the looser is chosen as well.  The females on the other hand determine who among them gets to chose first and how many, by the simple expedience of spraying a powerful musk like oil from their mammary glands, so which ever female the most males dance in front of longest, is the new chieftess for the following year.  the Shlamassou must return to the place of their birth in the first budding of spring if they wish to participate.  Shlamassou females are hunted by the Oso for their musk glands.

                              Elder Shlamassou females care for the pregnant as well as the very young.  Elder males guard them, acting as scouts during the post mating exodus of the maternal Shlamassou.  It is considered good luck to invite Shlamassou aboard sailing vessel's , and to accept heir offering;  All but the Oso revere this legend.  The migratory young are said to return to a ancient burial ground somewhere in the Ro-anan New Province, though this is mere hearsay as Shlamassou have been witnessed being buried in lakes the world over, embalmed in honey.

                              The Shlamassou receive a penalty of -10 to Stalk and Hide, but receive a +10 to Foraging, Flora Lore, Fauna Lore, Hunting, Lie Perception, and Read Tracks, as well as a +15 to General Perception Hearing, and Touch.  The Shlamassou also have a +20 to Frenzy if their 'Pet' is attacked, but doesn't suffer the penalty of attacking friends, for the Shlamassou always know who their friends are.


Sonnians:

                                Hair:  Wavy Black

                                Eyes:  Blue, Grey, or Silver

                                Skin:  Chocolate Brown

                                Height:  Women:  4'5" to 5'2"  Men:  5' to 5'7"

                                Weight:  Women:  90 to 200 Men:  110 to 250 pounds

                                Age:  77

                                Hit Dice:  8

 

Co: +5 Ag: +0 SD: -5 Me: -5 Re: +5 St: +10 Qu: -10 Pr: +0 Em: +5 In: +5 Ap: +20

Disease -10, RR vs Channeling -10

 

Location:  All coastal areas of the Bassaloon Empire, and within their southern cities as well.

 

                                The Sonnians are a very family oriented race, and will fight down and dirty in order to keep them safe.  The Sonnians are a highly innovative people, who enjoy working with their hands, and as such are about the only decent fishermen in the Bassaloon Empire. Rarely found in cities, they tend to make their nameless, and temporary villages from palm fronds and bamboo staves simply driven into the sand of the beach.  The Sonnians regard clothing as an affront to the mother Goddess  Nattera, ( whom brought them into the world naked, so therefore must of intended for them to remain so ), and so will only adorn themselves with feathers, shells and other natural attire if they deign to cover themselves at all.  The main diet of the Sonnians consists of fish, bamboo shoots, and the native sea potato, the latter of which foods is so high in starch, and so commonly consumed among the Sonnians that almost all of them have a soft rounded appearance, sleek and ( Deceitfully ) un-muscled.  As a result of this, as well as their village's almost guaranteed isolation, the Sonnians are prized by the Oso, and the occasional unscrupulous Ro-anic as slaves, and are frequently beset by such.  The Sonnians have little, or no inhibitions about sex, calling it 'the Great Game' among themselves, and often seeing whom is invited to the most women's huts. A point which is significant for two reasons, 1) because the Sonnians trace their lineage through the women, not the men, and 2) many of their men are infertile, ( because they once insulted the goddess by wearing attire not made by Her ).  It is considered the poorest taste by Sonnians standards to either mention a man's possible infertility, or to suggest that a woman wasn't or shouldn't be 'played' with, thus if a Sonnians woman asks a man to 'play' he is stoned to death if he says no.  It should also be noted that the Sonnians have no concept of personal belongings, or ownership, everything they have being owned communally. A fact that makes the Sonnians difficult guests, but generally poor thieves.

                                The Sonnians receive a +20 to Lovemaking, as well as a +10 to Seduction, Tale Telling, Duping, Bribing, Poetic Improvisation, Cookery, Balancing, and Fishing ( Net ). The Sonnians are penalized -10 to Pick Pockets, Lock Picking, and Detect Traps.


Stryppok:

                                                Hair:  White, Grey, Silver, or Pewter

                                                Eyes:  Blue, Green, Yellow, or Orange

                                                Skin:  Blue, Magenta, or Violet, with Grey diagonal stripes, and long tapered ears

                                                Height:  4' 6" to 5'

                                                Weight:  100 to 120 pounds

                                                Age:  70 years

                                                Hit Dice:  8

 

Co: +10  Ag: +0  SD:  -5  Me:  +10  Re: +0  St:  +0  Qu: +5  Pr:  -5  Em:  +0  In:  +0  Ap:  -15

 RR:  +15 to all weather based spells

 

Location:  The Stryppok are found only in the Great Glass Reefs, and other cold climes.

 

                                                The Stryppok have no written language, and therefore they can only learn magic if they are able to learn a written language from another culture.  A task made even more difficult by the fact that no other races are aware of their existence save by legends.  However, by passing lore down by word of mouth generation after generation the Stryppok have become adept Bards and Shamans, receiving their spells at 1/2 cost. 

                                                The Stryppok receive a +10 to Weather watching, and Hostile Environment ( Cold ).


Vixiani (Extinct):

                              Hair:  Auburn, Chestnut, or Dark Red

                              Eyes:  Blue, or Green

                              Skin:  Pale White

                              Height:  Women:   5'8" to 5'10" Men:  5' 9" to 6'1"

                              Weight:  Women:  127 to 135  Men:  135 to 165 pounds

                              Age:  127

                              Hit Dice:  10

 

Co: -5 Ag: +10 SD: +5 Me: +0 Re: +5 St: -5 Qu: +10 Pr: +0 Em: -10 In: +0 Ap: +15

Disease: +30 Poison: +10 RR vs Fire based spells -20

 

Location:  Papoose Isle

 

                              The Vixiani it is reputed were a race that during the full moon of The Lady, were able to shift their naked bodies into the likeness of foxes, if this is true, then like all other such creatures they would be most vulnerable during the full and new moons of the Sentinel, often called the Were Null.  Very little remains of their civilization, if it can even be called such, for they ever only built the one city, and it is in itself little more than a medium sized town.  It is unknown what it was that devastated their race, but it is suspected that it was a plague, carried by a variety of flea, called the mange flea, for the mange was assuredly one of the symptoms of their demise, for copious amounts of red and auburn coloured hair was discovered amongst their ruins.  It is believed that the Vixiani were not actually indigenous to Papoose Isle, but sailed there from some far off place.  This claim is supported by the fact that of the ruins of their town, all that remains are the three foot high foundation stones of their dwellings, and these universally look like ships that over-turned on the shore, to become housing.  The only other remnant of the Vixiani civilization that remains is in a strange stone well, where many strange cave drawings of their folk reside, but these are so faded that it is very difficult to see them anymore, though detailed copies of the drawings were made when the ruins were first discovered in 3747 Reign of Maidens, and supposedly still reside in the Astro-Lab in the Enshroudment of the Veil.  Also mentioned along-side these drawings is an old wives tale that says that if the Vixiani's hair is cut, that it will bleed, and that this is how to tell them from normal men and women.

                              The Vixiani were adept at many skills, receiving a +15 to Climbing, and Hunting, as well as +10 to Control Lycanthrope, General Perception ( Smell ), General Perception ( Night Sight 30'), Stalk, Hide, and Fauna Lore.


Waver Folk (The Sea Rovers):

                              Hair:  Curly Black, Brown, or rarely Burgundy

                              Eyes:  Chocolate, Golden, or Obsidian

                              Skin:  Dusky Brown to Black

                              Height:  Women: 4'11" to 5'3" Men:  5'5" to 5'8"

                              Weight:  Women: 80 to 100 pounds, Men: 130 to 175 pounds

                              Age:  115

                              Hit Dice:  10

 

Co: +0 Ag: +15 SD: +0 Me: +0 Re: +5 St: -5 Qu: +5 Pr: +0 Em: +0 In: +0  Ap: +0

RR vs Essence +10

 

Location:  Kontrin Isle, and the city of Mem in the Free  Isles of Nund

 

                              The Waver Folk as they call themselves are a secretive peoples, not much given to living outside of their adopted homeland.  Originally descended from the mixing of all three of the Nundanni racial stock, they were ostracized and excluded from the day to day Nundanni life.  As such more and more of the Sea Rovers as they were commonly called, took to the seas as sailors, while many others worked as cheap labour in the shipyards.  A couple of millennium ago, something occurred in the Free Isles of Nund, which resulted in a mass exodus of the Sea Rover thrice breds by the thousands, and other than the occasional thrice bred children in the Free Isles, none know where they have gone to. 

                              The Waver Folk are renowned world wide as the finest sailors, and shipwrights, but unlike the Nundanni, the waver folk will never allow passengers aboard their vessels.  It is rumoured that the Waver Folk have amassed an enormous war fleet in the Azure Sea, and with the right contacts, and for the right price, will sell the services from a single vessel, to that fleet entire.  The Waver Folk are ruled by one known strangely enough as the Braids, and that it is he who controls every aspect of the ships and their Captains.  However, another rumour, ( One the Oso do not believe ), is that their women are the absolute rulers of their lands, from the national economy, down to the ritual removal of boots before passing the threshold of their own homes.

                                                The Waver Folk receive a bonus of +20 to Shipbuilding, and Sailing, a +10 to Navigation, Star-gazing, Map-making, and Weather Watching, as well as +5 to their Primary Weapon.  However all subsequent weapons receive a -10 penalty.


Whigs

 

                                                Hair:  Grey, or Brindled

                                                Eyes:  Brown, Amber, or Rust

                                                Skin:  Lead Grey, or Ebony

                                                Height:  5’ to 6’ (M), 4’2” to 5’ (F)

                                                Weight:  140 – 230 lbs, 95 – 160 lbs (F)

                                                Age:  65

                                                Hit Dice:  3d4

 

Co:  +15  Ag:  +0  Sd:  +0  Me:  +5  Re:  -5  St:  +10  Qu:  +0  Pr:  +0  Em:  +0  In:  -5  Ap:  -5

Disease:  +25  RRs:  +5 Essence, and Mentalism.

Special Ability:  Can carry twice normal encumberace with-out tiring.

 

Location:  The Whigs are mainly found in the Guardaar Mountain range in what is now the Jer-ang Gynarchy, as well as Expansion Isle in the Theocracy of Os, The Northern regions of the Enshroudment of the Veil, and in the Kingdom of the Delffi.

 

            The Whigs are a sturdy people who much enjoy working with their hands.  They are often skilled labourers, and are meticulous craftsmen.

They are a cautious people, rarely given to violence, though they will fight when they must, bitterly and to the end if they feel that their families, or tribes are threatened;  As a result they were virtually wiped out from Expansion Isle by the Oso invaders, and driven into exile deep in the Gwardaar Mountains by the expanssionist Jer-ang Gynarchy before capitulating.  In the Enshroudment, despite frequent misunderstandings, the Whigs have co-existed for centuries (They are not indigegous).

            Whigs are covered with fine curly hair from head to mitten like, hands and Feet;  However Whigs have no real facial hair to speak of.  Most Whigs wear their hair long, but some of the more enterprising among them have taken to selling their wonderfully fine hair for a proffit, which is how they got their nick name of Whigs.

            A Whigs facial shape is akin to that of a sheep, with its nose pointed permanently downwards, with the same beady eyes, and floppy ears, though their nostrils are mere dilating slits in the centre of their face, with a chin that cuts very sharply upwards.

            Whigs are entirely vegetarian, and can survive indefinately on anything from grass on up.

            The Whigs, like the Phros are very loyal, and though they can’t bond  to other people as the Phros do, the Whigs learn to love very easily, but have great difficulty in expressing their affections.  As such they will often serve with-out renumeration, and with-out even the mildest complaint, even if forced into servitute, or hard labour by their “loved ones.”  Nearly insignificant “kindnesses” will go a long way with the docile Whigs.  As such they are often treated as common pack animals in the Gynarchy, and the Theocracy of Os.  A circumstance that infuriates both the Quirky Phros, and their larger cousins the Shlamassou.

            The Whigs are the natural prey of the Pramsal, Zettyra, Kay-inin, and Kermlosso, all of whom tend to view the Whigs more as a food source than as a people.

 

Whigs Receive a +15 Dowsing. +10 in Carving, Cookery, Driving, Flora lore, and Herb lore.  +5 to Loading, Swimming, and Weaather Watching.  Whigs are Naturally bouyant.

 

 

 

 


Woedd:

                                                Hair: Vines

                                                Eyes: Vibration in Limbs

                                                Skin: Bark like

                                                Height: 1-72 feet

                                                Weight: 1-2000 lbs+

                                                Age: Undetermined

                                                Hit Dice:  3d10

 

CO +30  AG -10  SD  +20  EL  -5  RE  +10  ST  +15  QU -100  PR  +10  EM +5  IN  0 Ap 0

RR vs Charm and Suggestion Spells +20

 

Location: Indigenous to the Southern Reaches of the Ro-anan Republic and the Enshroudment of the Veil.

 

                                                These people are a people of a hidden nature and therefore Hiding +10 is an ability that is characteristic of them.  Though in appearance they seem to resemble foliage of any other area, these folk are an old folk knowing the earth and the ecological chain by nature lending them the ability of Outdoor Skills +5.

They are not a hostile people though the need to survive within is strong this allows them to survive in even the most undesirable regions and environments attributing +10 to Hostile Environments.  They exude their love of life through the "fruit" they spawn, each a seed of song the colour of amber and resembling tear drops. 

                                                The Woedd's speak as no other but with musical notes of a nature that few but a special chosen every learn their ways and patterns.  Singing (+20) is a way of life for the Woedd's giving areas where they are prominent an almost eerie presence. The Woedd's are a people of harmony believing that all have their ways and reasons and combined with all other essences natural or otherwise meld to make the world as it is.


Wythons: 

                                                Hair:  Any

                                                Eyes: Any

                                                Skin:  Any

                                                Height: Varies

                                                Weight: Varies

                                                Age: Varies

                                                Hit Dice:  Varies

 

CO +5  AG +0  SD  +15  EL  -5  RE  -5  ST  0  QU +10  PR -5  EM  +10  IN  +5 AP 0

Disease +10   RR vs Illusion  +10

 

Location:  The Wythons can be found in any mountain range and concentrate themselves in the five sacred peaks of 1) Mount Os 2) Mount Rumble 3) Mount Ash 4) Mount Apex 5) The Aether Mountain

 

                                                The Wythons are a folk of purpose.  That purpose is like nothing of any other race.  The Wythons cannot breed.  They appear as old and aging folk of a kind and sweet disposition, but beware of the Wython for they have a deed in mind of the most cruel.  Power is found in the souls of the innocent and the Wythons serve a daemon of proportionate power.  This Daemon feeds the Wythons the power of life that sustains their prematurely aging bodies and so the Wythons seek the most innocent of souls Babes and small children. 

                                                The daemon demands the purest of souls for the devouring and so empowers the beings with the will to live.  The Babes are aged and given unto the women of the horde to rear and raise.  The most horrifying point of the Wythons is that they are soulless because of this process.  This in the fight to live does not make this people primarily evil just lost.

                                                They care not of the race of the children they thieve and in return for the stolen child they tear from the parents they leave a magically imbued clay likeness of a babe.  This "baby" will "live" for upto 3 weeks depending on how far the Wython needs to escape from the clutches of the parents.  The Wythons depend on their abilities of Stalk and Hide + 20 and Illusionary skills (1\2 cost) as well as navigation +10 and use of the subterfuge + 1\level .  They are proficient liars +5 to Duping and superb actors + 15. 


Zettyra:

                                                Hair: Mane and tail of Black, Gold or White

                                                Eyes: Black

                                                Skin: DK Grey or Black

                                                Height: 4 1\2 to 5 ' at the shoulder

                                                Weight: 700 to 900 lbs

                                                Age: 80 years

                                                Hit Dice:  12

 

CO +10  AG 0  SD  0  ME +10  RE  0  ST  +5  QU  +5  PR  0\+10  EM +10\0  IN -10 AP -15

Disease +40  RR vs Animal Magicks +30

 

Location:  The Jer-Ang Grass belt

 

                                                This is a race mount/people.  They are intelligent and extremely politically orientated.  The downfall of the humanoids is an obsession amongst the elderly of the Zettyra.  They most like to influence other of the humanoids into accosting one or the other of another type. 

                                                When young this race is empathic but as age envelopes them they learn telepathy and use it to communicate instead.  When young they harbour lighter shades when aged they tone darker.  The younger of this race are free of the hatred that the elders nurtured, preferring to aid the humanoids in the endeavors of politics and their world though they do love the practical jokes that tend to baffle the humanoid types (+10 Hide).

                                                The Zettyra do allow riders upon them but are adverse to becoming mere beasts of burden.  They will only rarely ride into battle with or without a rider.  They prefer to chase (+5 to Distance Running and +10 to Sprinting) and taunt the enemy rather than risk fighting them. 

                                                This race is a secretive and often surprising people as they can learn to sport a weapon but cannot move easily when they do so.  This due to the fact they must sit upon their haunches to free their front feet to fight.  They can however claw (MCl +5 [+30]) and bite (LBi +10[+70]) using curved claws and fangs, proficiency depending upon age and skill.  Their skin provides a slight armour protection (AT 8) as it is rubbery and unyielding, and proves to be a challenge to any rider in the wetter climes and areas.