
Hair: Bald
Skin: Wrinkled Green, with
frond like
ears 8" long
Height: 3' to 3' 6"
Weight: 50 to 70 pounds
Age: 500
Hit Dice: 7
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.
Hair: Wavy
Green-gold, or Green-silver
Eyes: Large
luminous Emerald, Topaz, or Cobalt
Skin: Alabaster
Height: 4' to 5'
8"
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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
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.
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 ).
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.
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.
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.
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.
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 ).
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.
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.
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.
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.
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.
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.