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Posted: Mon Mar 31, 2008 4:22 pm
Man is not a body, but a soul. He is an idea; a mind; a consciousness. This was what Kibs created from Mana so long ago. When placed on the many worlds created by the gods, Man’s soul was surrounded by flesh, assuming a form that reflected the character of his world. These shapes that would one day come to be called Humans, Elves, Orcs, and so on. In addition to these creatures, a multitude of sentient species were created by other circumstances. Though each race originally inhabited only its native Disc, the cultural exchange of the Second Age saw to the dispersement of every race to the far corners of The Sphere. Though the Disc’s original inhabitants remain the most populous species on their worlds of origin, a great number of other races have come to call these places home as well and are considered as indigenous to these places as natives. This section details the generalities of various species; their habits, attitudes and appearances. But it’s important to remember that what’s described here isn’t set in stone. All people are very different from one another and there are bound to be more than a few individuals who deviate greatly from the norm...this is especially true about heroic individuals like the PCs. This section also lists the bonuses given to characters of said race and advice on how to ideally role-play a member of this species.
Humans: The most populous and widespread race on The Sphere, humans are an optimistic and adaptive race marked by their ingenuity, persistence, and tendency towards rash action without forethought. All Humans tend to be exceptionally creative, gutsy, and idealistic in one form or another. Bosek: Though less civilized than the other inhabitants of Midgard, the nomadic Bosek (or Trolls as they are commonly called) live a life of quiet dignity on the open plains. They live simply, hunting wild game and gathering plants where they roam. Bosek are reared in a society which values ancient tradition, espouses fealty to elders, and fosters hatred of rival tribes. Drow: Originally an offshoot of the Elves, the Drow grew more and more distant from their genetic cousins through centuries of isolated inbreeding and evolution in the darker parts of the forest. They are much more aggressive than their High Elf counterparts and boast incredible vision, even in pitch black. Dryads: The forest folk, spawned once from the ancient, talking Bora Dora trees, have only recently made themselves known to the people of the Sphere. They are protectors of the wilderness and accomplished magicians who resemble a combination of plant and human features. They vary as widely in appearance as they do in personality. Dwarves: The hardy mountain folk of Midgard are stubborn, territorial, and skilled warriors and artisans. They prefer to make their homes in deep cavernous cities under mountains near rich veins of ore. Though they can be hard-headed and difficult to get along with, they value honor, tradition, and family highly. Elves: Of all the races, the Elves are perhaps the most beautiful. Their lithe, pleasing forms were crafted by Miranda, the goddess of love and beauty. Elves are talented craftsmen, artists, poets, and magicians. Though they are perceived as detached and arrogant, the Elves have a rich, vibrant culture full of elegance and graceful beauty. Fomorians: Children of discord and chaos, many believe that the Fomorians are actually the creations of the Raksha as they are drawn irresistibly towards the dark side. Though Fomorians are often misunderstood and needlessly discriminated against, their innate pull towards mischief is in their blood and cannot be fought for long. Gnomes: The Gnomes are a frugal, traditional, and business-minded people who hail from the world of Tendale, which was destroyed during the Apocalypse. They value family, convention, and stability and would rather hear about a good adventure than go on one. Nonetheless, their good luck and head for business leads many to great wealth. Kindred: A disparate race of beast-men scattered across the Sphere by Festus, god of mischief, as a satire of humanity. There are as many tribes of Kindre as there are beasts on the Sphere, each mixing particular characteristics of human and animal appearances and behavior. Each tribe has its own unique customs and way of thinking. Machina: Sentient machines that walk, talk, act, and look (to some degree) like Men. They are the remnants of the First Age when such wonders were commonplace. Though their memories are fragmented, many historians believe that these beings, whose beliefs and personalities vary wildly, hold the key to unlocking the mysteries of the First Age. Misrahi: The desert folk of Ishtar are wise, subtle, and innovative. They have adapted to life in the desert and can survive for weeks without food or water. Their society is a complex structure of classes, ancient customs, and exotic religion. They are treacherous and shrewd, but civil and just at once. Nubians: A strange people from a strange land, the natives of Nod are an outlandish and flamboyant bunch which uses their gift for art and magic to inspire and provoke those who interact with them. They divide themselves into Nubians (who model themselves after dreams) and Chimera (who model themselves after nightmares). Orcs: The violent, war-like Orcs are widely feared and detested for their fearsome reputations. Hailing from Helios, many descend into barbarism to survive, giving into their base nature as it suits them. Though misunderstood, Orcs are born warriors with a strong sense of pride, a savage nobility, and fierce loyalty to their few true allies. Zu: The wise and long-lived Zu are renown across the Sphere for their aptitude at scholarly pursuits and their natural skill with Magic. Zu are generally patient, serious, wise, and good-natured…though they tend to value the letter of the law and order above the heart of the law and what may truly be right or wrong.
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Posted: Tue Apr 01, 2008 10:45 am
HUMANHumans are a resourceful and tenacious race with a high aptitude for learning and understanding. Though they are not exceptional in any one respect, they are a highly varied people that balance many fields well. Since they are the most numerous race across The Sphere, there is little to no discrimination towards them, hence they are most free to travel around. Humans range greatly in height, weight, and other superficial features. They have incredible range as far as cultural diversity is concerned and are able to quickly adapt to changes in their environment. Younger humans are full of optimism, life, and are open to new ideas. As a human ages he becomes more jaded, set in his ways, and opposes new conventions in favor of familiarity. If they have one weakness, it is their tendency towards rash action without forethought. Most humans don’t think a situation through entirely before acting, which usually ends badly for them. As a result, other races have long stereotyped humans as stubborn, pig-headed, and arrogant…and unfortunately, this stereotype is, in many cases, painfully true. Nicknames: Humies, Apes (derogatory) Disc of Origin: Lyonesse, Moribund, Shoukai Stereotype: Resourceful, self-centered and independent Appearance: A human’s hair is naturally black, white, brown, blonde, or red (though some people dye theirs unnatural colors). Eyes are brown, hazel, green, blue, or gray. Some have very dark skin tones and some are very pale…but none have exotic skin colors like blue or green. Humans range in height from 5 to 7 feet tall with most males standing at around 6” and most females around 5”. A healthy weight for a human varies depending on height, age and gender…but generally, an average male in the prime of his life will weigh between 150 and 200 lbs. A female will weigh between 100 and 150 lbs. Life: Humans give live birth and reproduce sexually. A baby takes 9 months to gestate inside the mother before she gives birth. After birth, humans live around 80 years on average, though some live to be 90 or 100 at most. A human is considered to be in his prime from 18-40 years of age. Disadvantages: Compared to some other races, humans have a relatively short lifespan and a certain lack of magical aptitude. However, they have no true weakness just as they have no true strength. Notes: Human behavior is a many varied thing that changes from culture to culture. Generally, most humans are happy to live until the end of their days as farmers, laborers or workers performing some other menial job. These individuals consider the greatest pursuits in life to be a home and a family. They are satisfied in a routine and do not question the order of the world or bother with politics until there is a crisis. Some others, unsatisfied by the thought of a mundane existence, become leaders and heroes. Regardless, all humans desire a secure social structure of some sort, but there is also a sort of restlessness in the human spirit that craves adventure and delights in risk-even if it’s only in hearing the stories of risks that others have taken. On that note, it should be known that humans are natural dreamers and story-tellers. They constantly share their exploits, whether exciting or humdrum, with one another. As men grow older they tend to become less prone to taking the risks that define them as a species. Playing a Human: Humans are the most flexible and basic of all the races. They have a wide range of habits and beliefs that vary according to the culture they were brought up in; after all, humans do populate the majority of The Sphere. Their personalities are as varied as their worlds are and there are virtually no limits on human heroism or depravity. It is recommended that first-time players seriously consider playing a human as the thoughts and attitudes of a human character won’t be completely foreign from their own. This makes for an easier, less confusing and more fulfilling experience for a new player. However, human characters are an exceptional choice for any player due to their well-roundedness. In other words, don’t discount them simply because they’re “basic”. Common Names (Male): Brandon, Daniel, David, Jack, James, John, Joseph, Paul, Samuel, Thomas, William Common Names (Female): Alice, Anne, Carol, Catherine, Elizabeth, Evelyn, Jean, Mary, Rachel, Rose, Virginia Common Family Names: Bailey, Davis, Harris, Hudson, Goodman, Nelson, Palmer, Shepherd, Simpson, Smith Bonus+3 Skill Points +1 Will +1 Luck Racial AdvantageGuts: At 0 Life, the player must roll 1d10. If he rolls a number equal to or less than his Will stat, he hangs onto life, even in the face of death and the character recovers 1/3 of his maximum Life. If he fails, his character becomes incapacitated. This ability may be used once per real-world week and only if the killing blow isn’t something that would prevent a character from coming back to life (such as losing a head, falling in lava, etc.)
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Posted: Tue Apr 01, 2008 10:51 am
BOSEKThe Bosek are a primitive and widely misunderstood race that has lived out their entire history as nomads or barbarians on the rugged plains of Midgard, living at peace with the rough, natural world around them. They are an exceptionally strong race with a rich oral history. They value family highly and honor their ancestors with elaborate burial rites and seasonal ceremonies to appease both local gods and the spirits of the departed. Theirs is a shamanistic culture where a Chief is the spiritual and political leader of a small tribe that lives off of the land as hunters, gatherers, and farmers. Bosek are bound to honor and tradition. In the old days, few ever left the confines of the tribe, happy to hunt wild game across Midgard’s plains and prove themselves in battle with rival tribes. But the days have progressed, growing dark in Troll thought. Industry, logging and mining take from the land without giving back. Cities grow large and their people grow arrogant. Even Troll youths leave the old ways to chase the carnal delights of the cities. Nicknames: Trolls, Ogres, Brutes (latter two are derogatory) Disc of Origin: Midgard Stereotype: Uncomplicated, resolute, and proud. Appearance: Bosek have large, thick bodies that weigh over 600 lbs and stand at 8-9 feet in height. Women are slightly smaller and have less angled heads than the males. Bosek have no hair on their entire bodies their eyes are either brown, gray or blue. Their skin is rough like stone and they have three fingers and two clawed toes with a third toe/claw at the back of their foot for balance. Life: A baby Troll is born to his parents after nearly two years (22 months) of pregnancy. Unaffected by his environment, he would live for about 170 years. However, due to their rough, uncivilized society, most trolls never make it past 50. A Bosek male becomes a man after completing an initiation rite held by the council of village elders and ancestral spirits at age 20. His prime is from ages 40-80. Disadvantages: Bosek are also widely regarded on The Sphere as being stupid. While this is certainly not the case, there is some validity to those claims. Trolls do not have as great a capacity for learning or memory and (on average) have a lower IQ than some other races. Mental Stats (Intellect, Perception, and Will) cost 200 Exp to raise as opposed to the standard 150 Exp. Notes: According to oral legends surrounding their origins (and that’s all there really is to go on since all such records were lost during the Third Age), the Bosek are the illegitimate children of the philandering West Wind, Zephyr, and a Little god of the earth. They are a highly spiritual people who live off the land, hunting large game, farming and leading simple lives. Their culture honors warriors and considers military training a spiritual pursuit. Those descended from great warriors are expected to excel at combat themselves and to pursue a different occupation is an affront to the ancestors, for which the offender is sure to be punished. Ritual hunts, dances and rites to commune with the gods and ancestors are administered by the tribe’s chief. Bosek chieftains are all warrior-mystics who see the future in their dreams. In many of these rituals, members of the tribe take hallucinogenic drugs that are said to give them visions of great meaning. These visions often lead members of the tribe in search of a great truth or on a quest to right something that has been set wrong. There is bad blood between Trolls and Dwarves, as the Dwarves have killed, threatened and cheated several clans out of many of their old mountain settlements where their ancestors are still buried. More than one war has been fought between the two people over land and beliefs. Not only have the Dwarves wronged the Bosek, but many tribes see the Dwarves as the embodiment of the modern age which threatens to destroy the land and swallow up a culture that has thrived for ages apart from the complex, self-destructive, modern world. Playing a Bosek: Before you even begin to consider playing a Bosek you should answer one very important question; what is he doing outside his tribe? Is he on a Vision Quest? Was he exiled from the tribe for crimes committed? Is he a rebellious youngster who left to see the cities (if so, then he has severed all connections to the tribe; he is dead to them)? His motive for leaving the tribe should be paramount to his character, motivations and philosophy. Once you’ve established why he is not living a secluded life with his people, you can go on to making the Troll into what he was born to be; a tank. His incredible Stamina bonus allows him to take massive amounts of damage and laugh as he smashes through the ranks of his enemies with savage strength. His strength is wasted on the pursuit of magic (the use of magic in Bosek society is exclusive to men and women of the cloth anyway) or stealth. What does a Troll have to be afraid of that he must sit in the back and cast spells or hide like a snake? Of course, his great strength does come with its own price. Bosek are perceived as dumb and while this stereotype isn’t completely true, there is some legitimacy to it. Trolls have a difficult time understanding complex ideas. Riddles and puzzles often frustrate them greatly. Additionally, they are not quite as perceptive or as hard-minded as others. Naming Trends: Bosek are not given a name at birth. Rather, individuals are named (in Bosk, their native language) for their character several months after birth. Once an individual undergoes the rites of passage to become an adult, he is given a title to reflect the trials and personal discoveries associated with his particular rite. Sample Troll names: Uhuze Rock-Breaker, Simdindu Tree-Thinker, Tatak Running-Wolf Bonus+3 Physical Armor +2 Strength +1 Stamina Racial AdvantageDurability: A Troll's Life stat is equivalent to his Stamina x 12.5. Additionally, Strength and Stamina max out at 12 instead of the usual 10.
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Posted: Tue Apr 01, 2008 10:58 am
DROWUnlike their cousins, the Elves, the Drow are not always so particularly striking in an aesthetically pleasing sense. They are usually hostile and unfriendly, but also reject the High Elves aristocratic attitude, which makes Drow more approachable and down to earth. They are certainly beautiful creatures as Elves tend to be, but telling one this would probably end in a fight. They started their existence as High Elves, but became genetic cousins through centuries of isolated breeding and evolution in the darker parts of the forest and even underground. Many made their way to Lockheed during the Second Age and that Disc still houses a great many Drow to this day; at least 45% of the total population. They are not as skilled with magic as their vain cousins, and prefer to deal with life’s little problems in a more “hands-on” sort of way…in other words, strangling the life out of said troubles. Though they are often mean-spirited, they are also incredibly loyal to whoever can win their trust. A Drow’s friendship is a thing to be treasured. Nicknames: Dark Elves, Moraquendi, Goths (derogatory) Disc of Origin: Arcadia (though the majority of the race dwells in underground cities on Lockheed) Stereotype: Aggressive, mysterious, and solitary Appearance: White, black, red, or dark brown hair with blue, purple, red, or yellow eyes. They can be anywhere from 5 ½ to 7 ½ feet tall, though most fall in the 6 ½ foot range. Their sharp, delicate features confess their Elven nature, but many mar their appearance with tattoos, piercings, scars, and strange haircuts out of angst or spite for wholesome things of beauty. Life: Like their blue-blooded cousins, the Drow usually live in the neighborhood of 250 years after sexual reproduction and live birth. Some live to be 300. All the Drow consider 30-100 to be the prime of their lives and since they are not nearly as selective about their breeding, as High Elves, there are no royal Drow lines to speak of. Disadvantages: Drow are often hostile and antagonistic, which leads to more than one fight that could have otherwise been avoided. They are ostracized greatly by other Elves and in some places, treated less than commoners. Drow will always be regarded with suspicion by an Elf. Even humans and several other races dislike and distrust them, much like they would an Orc or Fomorian. Any Social skill Feat that is not related to aggressive persuasion or bullying is made at a +3 difficulty. Notes: The Drow are closely related to Elves genetically and are in fact, descended from High Elves. Though some say that Drow are High Elves twisted and perverted by Plague Lands, this simply is not true. The Dark Elves came about as a clan of Elves who had little talent for magic and even less tolerance for the flattery, social climbing, and pervasiveness of rank in Elven society. These early Drow moved far away, to the dark parts of the woods where they evolved and bred with one another to, over the course of many centuries, become the Drow; a name that was taken from the father of the original dark Elven clan. The clan eventually grew so large it fragmented into many smaller branches who extended their borders to include not only the swamps, fens, and darker areas of the great forest, but networks of underground caverns as well. During the Second Age, the majority of the clans moved to Lockheed, following the same spirit that had led them to seek solitude from their High Elven cousins during the First Age. The majority of Drow live there to this day and see its frozen tundra as a fine contrast to the sunny meadows of Arcadia, just as the dark Drow are a contrast to the High Elves. Drow are slightly xenophobic and dislike outsiders or strangers; even other Drow from a separate clan. They are very much loners who are conservative in their mindset and distrustful of change. Those who follow the old ways openly practice varying forms of paganism which center around ancestor worship and dabble (often unknowingly) in Necromancy. Like High Elves, they believe that the clan is more important that the individual (though their beliefs in personal freedom are reinforced rather than stymied by the family) and Drow naming patterns put the clan or family name after the name of the individual. Playing a Drow: Drow fit well as fighters due to their aggressive nature. They can also make a decent mage though other races would be more suited to such a career. But the truest application of a Drow’s strengths is in the criminal pursuits of the more roguish templates. Their Visibility allows them to move freely in absolute darkness while others stumble around, looking for a light. Their Perception bonus keeps them alerted to danger or clues and their skills give them just the edge they need to strike quickly and escape. If you’re considering playing a thief, make sure you keep the Drow at the front of your list for racial picks. As far as role-playing goes, be sure to live up to the Drow’s solitary and aggressive nature. They don’t want friends…or at least they won’t admit that they want friends. Once he’s been won over (which is no easy task), a Drow is an ally for life and will do anything for those he’s befriended. They tend to overreact harshly and can be temperamental, moody and selfish…then again, this isn’t true across the board. Just know that, generally speaking, Drow aren’t the nicest folks around. Common Names (Male): Absalom, Ash, Duvik, Kabel, Kane, Malak, Maverick, Nivuk, Nodred, Ozdale, Ys, Zee Common Names (Female): Biké, Dalia, Eva, Frida, Mare, Nala, Nespa, Noke, Ovelia, Sha, Tarir, Unundova, Viralyn Common Family Names: Anatiru, Avery, Caviori, Faegrim, Inibook, Koto, Lenid, Orkel, Riddel, Rosadex, Sidone Bonus+3 Skill Points +1 Agility +1 Perception Racial AdvantageVisibility: The Drow are blessed with a very acute sense of sight. Their eyes adapt to see with 100% clarity in even pitch black. They are capable of seeing through fog, smoke and other translucent obstructions with a successful Perception Feat. Penalties regarding vision should not be assigned to a Drow save in the most extreme of circumstances.
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Posted: Tue Apr 01, 2008 11:22 am
DRYADThe deep woods of The Sphere are host to a great many mysteries. One among these are the people of the earth; the Dryads. This race of sentient plants has long lived alongside all the others, hiding inside dense thickets. Only recently have a few chosen to make themselves known to the world outside the forest. Without exception, Dryads respect, value and work to preserve the natural environment of whatever Disc they choose to occupy. Though some grow militant as industry harms the earth, they are famed for bringing life wherever they go which has earned them a reputation for being exceptional healers. Like the Kindre, a Dryad’s personality reflects the species of plant they embody. A flower would be beautiful, vain, and flirtatious…an old oak tree would be wise, grandfatherly, and patient. While this is not always the case, the Dryad are as varied as a people as the plants they emulate; the only thing that is certain from Dryad to Dryad is their naivety, generosity, and love for all things living. Nickname: Grassmen, Sylvans, Grass-Pixies (derogatory) Disc of Origin: All Discs (namely Arcadia) Stereotype: Generous, sanguine, and conscientious Appearance: Dryad all resemble both human and plant in some way. For some, it’s more on the plant side…others seem more human. They are all quite varied in appearance but share the common theme of being strongly plant-like in most physical respects. Life: Each Dryad grows upon its father plant; an enormous talking tree (or other appropriate plant, depending on the environment) with a face. They grow upon this plant until they bloom. Some live only a few days while others live for centuries. The oldest are said to be the tall Redwoods of Arcadia or the ancient Cactus of Ishtar though most don’t even keep count. Disadvantages: Dryads require plenty of sunshine and water to be healthy and gain their nourishment from placing their roots into the bare earth and absorbing the nutrients they find in the soil. This can present a problem when they are in a place with no sunlight or bare earth. Dryads are also less resistant to flame than other creatures. They take +50% damage from any fire based attack they are hit with. Dryads are not animated by a mortal soul; their spirit is similar the elemental base souls living in rocks, trees, and rivers. As such, Dryad behave and think on a much simpler level than mortals. Notes: Dryads are beings spawned from great, ancient plants called the Bora Dora. Though few mortals have ever seen (or are even aware of the existence of) these giant, talking trees, the Bora Dora are ancient, powerful nature spirits created to watch the forests and wilderness by the gods who made their worlds. Throughout much of the First Age, they were just that; spirits. But as they grew in age and understanding, some began to inhabit the plants of the forest, shaping the leaves, bark and roots as they grew into enormous plant-like forms that best suited them. As they took physical form however, they forgot their spiritual nature and became tied to the material world; immovable as the trees that surrounded them. And thus, the Dryads were born out of necessity to move and acts on the Bora Dora’s behalf, few at first but constantly growing in number. During and after the Disc Wars, they fought to protect the sylvan world, and are responsible for staving off much of the devastation associated with that era. During the Third Age, many feared to tread into the forests for fear of the “monsters” and living trees therein. After the Apocalypse, they rebuilt the Sphere’s fragile ecosystems. It was during this time that they made their presence known to mortals and gained their reputation as phenomenal healers. These days, Dryads live in the forests (for the most part) but have irregular interactions with the mortals who come there. Dryads are still regarded by many as old wives tales, so the sight of one is enough to startle those who don’t know better. Dryads prefer to reveal themselves and interact with humans only when necessary to preserve the natural order, though some have recently grown a desire to leave the forests for the sake of adventure in the outside world. Though Dryads are capable of acting according to their own free will, they never lose touch with their Father Tree. In fact, the Bora Dora create each Dryad with a personality, desires, and a general way of thinking that best suits the deeds which the Father Tree wishes to accomplish through that Dryad. In this sense, it can be said that Dryad only have the semblance of free will. Though the free-spirited may believe they are rebelling agains their Father’s plans, they are in fact fulfilling said plans in unconventional ways. Unlike mortals, Dryad have base souls similar to that of an Elemental. Though this allows them to commune easily with said spirits, Dryad do not live on after death as mortals do; they cannot return as ghosts or undead as their souls are different. Playing a Dryad: Dryads, like Kindre, are extremely versatile and the form of the Dryad says much about its character, personality and the best way to play such a creature. On role playing, be sure to remember that any Dryad’s primary motivation is to preserve the natural order. Anything that threatens this order must be dealt with…peacefully or otherwise. Dryads are more simple-minded than Men due to the fact that they are possessed by a base soul instead of a mortal soul. As such, they should be role-played with the naïve innocence inherent to such a creature. Sample Names: Budding Holly of the Western Woods, Lavender’s Blessing, He Who Walks Sylvan Shadows, Black Rose, Lips of Saffron, Goldenthorne, Keeper of the Lilies, Mighty Cypress, Heaven’s Oaken Arms Bonus+450 Experience points to be spent before the end of Character Creation. The bonuses chosen should be in keeping with the Dryad’s form, nature, and purpose. Racial AdvantageGreenspeak: Dryads are capable of communicating with natural objects that those who don’t know any better would consider inanimate. Trees, flowers, rocks and rivers all have a base nature spirit just like the core soul of a Dryad. Dryads are able to speak to these spirits freely (though none can hear the spirit’s reply save the Dryad). Each spirit has its own personality that corresponds to the type of object it is (flowers are vain and flighty, trees are patient and wise, rocks are grouchy, etc.) These spirits are fairly obtuse and one-dimensional, which can make speaking to them like talking with a small child. Also, since Dryad souls are so basic, they cannot become undead or ghosts.
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Posted: Tue Apr 01, 2008 11:30 am
DWARFThe Dwarves are an industrious and hard-bodied race; practical and tactless, preferring a good lager to a good conversation. Their talent as blacksmiths, miners, engineers, and inventors is renown throughout The Sphere and the truth is that Dwarves truly are simply the best at making things. One would think that a race with their disposition would be unconcerned about beauty and fine details, but Dwarven pieces rival the aesthetics of even the Elves. Your typical dwarf is fairly short and stocky, but incredibly durable. Males tend to be hairy, and the older ones grow long, braided beards to show their status and age. The growing of a beard is considered a rite of passage into manhood and the loss of said beard is a mark of deep shame. While loyal, resolute, brave, and uncomplicated, Dwarves are also stubborn, blunt, traditional and are noted for having short tempers. Some dabble in magic, but most have no skill for it…not that a respectable Dwarf cares about such frivolous pursuits anyway. Nicknames: Oafs, Moles, Dolts (all derogatory…unless said by another Dwarf) Disc of Origin: Midgard Stereotype: Straightforward, obstinate and coarse Appearance: Dwarves almost always have black or brown hair (some have red) and brown, hazel or gray eyes. They are always 3 ½ -5 feet tall, though there have been a few exceptional Dwarves who reached the unthinkable height of 5 ½ feet. They air stout, thickset, and the older males have long, braided beards and more than a few tattoos. Life: Dwarves reproduce sexually and gestate for a whole year before being born. The average Dwarf lives for 300 years. Very rarely will a Dwarf live longer than this. The prime of a Dwarfs life is from 30-75. Men are considered an adult at 40, and worthy for consideration of manhood at 60. Only adults who undergo the rites of passage where the Dwarf must survive on his own away from the rest of the town for 5 days can become men. Disadvantages: Dwarves are terrible swimmers and avoid the water if they can help it (that’s not to say they don’t bathe, though some would debate this point…) Dwarves feel uneasy on boats and some won’t even cross bridges. When he must swim, the Dwarf receives only 1d20 to make the required Athletics roll at +5 difficulty…so you can see that his fears of the water are quite justified. Dwarves are also very short, which can be a hindrance at times when height is needed. Notes: The Dwarven people prefer to build their cities beneath the ground where they feel most comfortable. On their home Disc of Midgard, great cavernous cities are carved straight into the mountains and Dwarven settlements are often built alongside ore-laden mines. These cities are more vast and intricate than most towns above ground, and are carved into the very rock itself. Of course, they are much fewer in number as a great deal more effort is required to build and maintain such structures. These metropoli tend to grow quite large as none are within reasonable proximity to one another. Because of their spaced out nature, the subterranean cities develop to enormous size as they draw in droves of permanent residents who become merchants, artisans, and miners. Dwarves place a great emphasis on tradition and honor. The rituals (such as rites of passage, holidays, and such) of yesteryear are those of this year and will be the same rituals followed for generations to come. Dwarves do not break oaths and they do not break tradition. To a Dwarf, honor and trustworthiness are very important. To lose one’s honor is worse than death. A Dwarf can lose his honor by betraying a friend or breaking a blood oath (the most sacred of promise in Dwarven culture, made when both parties cut the palm of their hand and shake). A dishonored Dwarf must shave his beard. Once shaved, a Dwarf’s beard will not re-grow; he is marked forever as one without honor and not to be trusted. The style of a Dwarven beard’s braiding is both a sign of one’s clan, status, and city and a literally hundreds of different styles exist in each community. Playing a Dwarf: Obviously, Dwarves make excellent engineers and craftsman. Any player interested in exploring the merits of creating and maintaining his own equipment should definitely look into playing a Dwarf. Also, players who love to fight, drink and play their character a bit rough around the edges might also enjoy this race. If their stats are configured correctly (in other words, take full advantage of the Stamina), Dwarves can take brutal punishment and keep fighting where other races would literally fall to pieces. This paired with their capability to make excellent quality weapons makes the mature Dwarf a force to be reckoned with indeed. When role-playing a Dwarf, the player should always keep in mind the Dwarf’s belief in honor and tradition. Most Dwarves don’t give their trust away easily, but when they make a promise they would rather die than break it (and so many avoid making promises altogether). If you’re playing a dishonored Dwarf (who’s lost his beard) remember that these Dwarves have lost something very important to their people and are most likely an outcaste from their society. If you’re playing a young Dwarf who has not yet grown his beard, remember that he probably has a strong desire to do so and join the ranks of the men in his culture. Common Names (Male): Albrecht, Baldur, Brandt, Gudmund, Hurin, Hoenheim, Karnath, Noldric, Ozmov, Valhun Common Names (Female): Britta, Dagny, Disa, Cikka, Ellsif, Freya, Heidi, Helga, Hilda, Ingrid, Rory, Runa, Skade Common Family Names: Earthcutter, Greyfell, Hardfoot, Ironhide, Norhawk, Redbeard, Rockjaw, Stonewall Bonus+3 Skill Points +2 Stamina Racial AdvantageSturdy Hands & Body: When rolling any Feat on his Craft skill, his Stamina or Will, a Dwarf receives an extra 1d20 due to his tenacity and sturdiness. Because Dwarves are so meticulous and unrelenting, they can never botch such a Feat with a Critical Failure.
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Posted: Tue Apr 01, 2008 11:37 am
ELFRenown widely as the most beautiful of all the races, Elves are known for their striking features, aptitude for magic, and aristocratic demeanor. They are a graceful, wise people who claim the throne as Arcadia’s lords. Since Miranda, the goddess of love and beauty created this world, it is not hard to see why the souls of men became creatures characterized by that world’s natural splendor. Elves are engrossed with all forms of art and beauty; most are artisans or poets after a sort (even warriors practice dance-like forms of swordplay called Kata). Their language is like silk and their cities are beautifully ornamented. Yet their sensitivity does not diminish their capacity as warriors in the least- the Elven armies are strong and capable and their archers enjoy a fearsome reputation that is not at all far from the truth. Though Elves are wonderful craftsmen, famed warriors, gifted mages, and beautiful dreamers, they are also aloof, vain, and have a superior air about them. These flaws have led to a misperception and general dislike of Elves by others – not that they Elves care for the praise of their lessers to begin with. Nicknames: High Elves, Viraquendi, Nymphs (derogatory) Disc of Origin: Arcadia Stereotype: Detached, idealistic and arrogant Appearance: Very beautiful. They have both hair and eyes of varying, exotic colors. Their skin is fair or pale and they are all very thin and tall, even the women. Most Elves range in height from 6-7 ½ feet tall. Elves are very light for their heights, however. The healthy weight for an adult male is around 130 lbs. Women are healthy at around 100. Life: Elves reproduce sexually and gestation time is normally 9-11 months. After birth, the average elf lives 250 years. Those of noble birth live to be around 300 and those rare few with royal blood live well past 500. 30-120 is the prime of life for a male. A female is in her prime from 40-130. Disadvantages: Elves are much more delicate than other races and can’t take damage on the chin like say, a Dwarf. Their attitudes also tend to land them in quite a bit of trouble as most Elves are quite aware of their beauty and often treat others as though they are somehow inferior. Notes: Family is very important in the Elven mind – and not family in the traditional sense. A better word for the Elven notion of family is Clan. There are a great many ancient bloodlines that are kept pure through marriage with distant cousins and Clans of equal social footing. Many large settlements on Arcadia could be mistaken for villages when they are actually the estate of a single household or even the manor of a powerful bloodline’s favorite son. These Clans regulate themselves to lower, middle, and upper social classes and it is exceedingly rare for a member of any household to ever rise above his Clan’s social station. Few ever have the desire to leave or dissociate themselves from the Clan; one’s loyalty is first to the family, then to the kingdom and community. Even an Elf’s name reflects his allegiance; Clan name comes first, then the individual’s name. Those who bring shame upon their family face exile from the Clan; a fate worse than death to many. These outcasts are the lowest of the low and are treated worse than dogs. Because of their society’s preoccupation with Clan and social status, Elves are very selective about their breeding. Marriages are often arranged years before children are even born. Unarranged marriages occur only rarely amongst commoners, and never among nobility; such a thing would bring shame to the family. The divorce rate among arranged couples is surprisingly low, however. Either this is because divorce is considered shameful or the Elven method of marriage is simply a better system. Of course there has been more than one occasion where a bride-to-be ran away from her family with the man she truly loved, much to the shame and anger of both Clans. Playing an Elf: An Elven Rogue or Mage can be very fun to play but there’s one important thing to keep in mind when considering an Elven Warrior; Elves do not make good tanks. Sure, in theory, their Stamina can be just as high as anyone else’s (at least during the beginning of their life as a hero) but they’re honestly built for more tactical pursuits. Their speed and maneuverability in melee combat make them ideal Rogues and their natural inclination towards magic should tempt you into at least dabbling. When playing as an Elf, keep in mind their culture of socializing and the importance of their bloodline. Even if they won’t admit it, most every Elf has something of a superiority complex. He may not mean to boast, but he just can’t help it. On the upside, he is never lacking in confidence, self-esteem or a degree of popularity. Common Names (Male): Alasdair, Amon, Camdul, Dae, Eorath, Eralith, Isolad, Koendul, Nandûn, Niminah, Ren, Sûl Common Names (Female): Anwyn, Celestine, Gwendolyn, Leilah, Namarie, Nikeas, Noma, Ril, Vanvarra, Yuna Common Family Names: Arkanara, Camneron, Duari, Galandira, Ipsodiel, Lorimithras, Sheograd, Solodia, Urimandil Bonus+3 Power Points +1 Charisma +1 Agility Racial AdvantageLithe: Elves may move across or stand on surfaces that would normally be unable to support their weight or that they could not normally balance on. In relation to what they are standing on, they are weightless (though they still retain their actual weight). This aids greatly in mobility and cancels any terrain hindrances that would act against the character. It is helpful for moving silently on dry leaves, running across still water, moving on rain-slicked rooftops, leaping through brittle tree branches, standing on enemy swords, etc.
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Posted: Tue Apr 01, 2008 12:58 pm
FOMORIANIf Fomorian lore can be trusted, they claim to be the secret children of the demonic Raksha who, being equal in power to the gods, created a race of creatures to help them sow discord. This explains the Fomorians penchant for mellifluence and their tendency towards the less civil pursuits. Though a Fomorian can be as kind and upright as anyone, his heart is always going to draw him to the dark side…and those who assume that he’s up to no good are probably right to do so. The race calls a twisting network of tunnels (affectionately called the Nethers) beneath the mountains of Helios home. Their subterranean cities are lit by the haunting light of luminescent mushrooms, lending them a twisting, sinister aesthetic. However, many have left the dark confines of these caves to live in the world of light, though they themselves remain creatures of darkness at heart. Fomorians reputation precedes them as both laid back, unscrupulous, and supremely dangerous in a subtle way. They are manipulators, deceivers, and creatures born from darkness at heart, despite their best efforts to do otherwise. Nicknames: Fiends, Infernals, Devils (none are truly derogatory…but all are slightly offensive). Disc of Origin: None, but most call the Nethers of Helios home Stereotype: Smug, devious, and corrupt Appearance: Black, dark brown, blonde or red hair with red, yellow, purple, and sometimes black eyes. Fomorians are slender, athletic, and well formed, often with a reddish tint to their skin, long pointed ears, non-functioning bat-wings (some larger, some smaller), horns of varying size and design (all males have horns, females normally have small horns or no horns at all) and some even have a pointed tail. They stand anywhere from 5’1 to 6’10. Life: Fomorians give live birth after sex and 13 months of pregnancy. Their wings, horns and tail (if they have such features) grow as they mature. Fomorians reach their prime from years 100-300 and live for a maximum of 1,000 years. None have ever lived longer. Disadvantages: Whether they mean to be or not, Fomorians have a natural bent towards chaos. Perhaps they really do have demonic origins. Whatever the case may be, Fomorians feel an unexplainable compulsion to cause discord and chaos, even among their own allies. A fair comparison of this urge’s strength would be the urge of biological creatures to engage in sexual intercourse. Fomorians feel a primal need to create strife, even if doing so harms them. The desire can be denied, but not easily and certainly not forever. Notes: Fomorians do not stick together like most other races do. They know their own basic nature as manipulators and fast talkers…so they are loathe to trust themselves, let alone someone else. This is perhaps one reason that cities in the Nethers don’t exist on the rare and grandiose scale that Dwarven cities do and aren’t populated by anyone but Infernals. This is also the reason for a lack of cohesive culture among Fomorians. Unlike other races, they do not have a great many customs, holidays, or other traditional social moors. Instead, there is a great deal of infighting between (and even inside of) clans and families. It is actually commonplace for a Fomorian to forsake her family’s name altogether. Their desire to cause dissension has for centuries prevented them from establishing a culture of their own and most “cities” in the Nether are rather small, poor, and run-down. All things considered, it’s no wonder that Devils seem to live happier lives among others outside their own species. They adapt their way of living to match that of the people around them and they love the modern world with its new ideas, new people and ever-changing way of life…plus, all the suckers live there. Fomorians often make a formidable living as conmen or thieves…however, there is a certain unwritten code of honor that Fomorians tend to follow…sure, they’re shiftless, deceptive and calculating…but catching a Fomorian in a lie or a trick is a surefire way to earn his respect (even if it is grudgingly given). Playing a Fomorian: You don’t have to be rotten, but it helps. Fomorians are ideally suited to be Rogues and conmen, though there’s nothing like the cunning Warrior. Mage is also a very logical template choice for these schemers. It takes a certain panache to play a Fomorian well. You must play to their shrewdness and use their abilities in a subtle way. Don’t kick down that door yourself…have someone else do it for you. And make them think they’re doing themselves a favor; that’s the way to play a Fomorian. When considering a Fomorian’s Morality and Philosophy, be aware that their natural tendency is to be either Evil or Chaotic; neutral at best. Even though she may try to do good, she will be unable to stave off her hunger for chaos and friction for long. Common Names (Male): Azimoff, Azriel, Betelgeuse, Berith, Deimos, Grigori, Koba, Malphas, Raiju, Samael, Xerxes Common Names (Female): Allu, Bitru, Chaym, Desdemona, Eurynala, Jezebel, Lilith, Medea, Morgan, Nycora, Oro Common Family Names: (most Fomorians either do not have a family name or do not include the family when giving out their name) Buer, Carden, Dantalion, Ekaseh, Eligos, Imflas, Murmur, Nyx, Sojobo Bonus+3 Power points +1 Charisma +1 Power Racial AdvantageDark Voice: Fomorians have a supernatural gift for persuasion. By speaking in a soft voice, looking a target in the eyes and rolling a Charisma+Influence Feat, the Fomorian may exert basic mind control over a target (so long as the target’s Will score is currently no more than 1 point above her own). She may issue commands, plant suggestions, extract information or tell convincing lies using this ability. Her requests/commands must play on a desire, emotion or circumstance that already exists. Thus, they cannot directly harm the target (“stab yourself”), endanger his livelihood (“give me all your money”) or go against the grain of what he strongly and truly believes in (“murder that child”) unless the target already has a desire to comply with such a command. The target must be able to hear the command and must be looking the Fomorian in the eyes in order for this ability to work.
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Posted: Tue Apr 01, 2008 1:08 pm
GNOMEThe Gnomes are a race of people no bigger than human children (in fact, they are sometimes mistaken for such). But despite their small stature, they are a capable race noted for their skill in craft, invention, business, engineering, and the more level headed arts. They are traditional thinkers who place a strong emphasis on family. Gnome households include not only mothers, fathers, and their children, but all the aunts, uncles, cousins, and grandparents as well. Gnomes are often stereotyped for being frugal, cautious, and temperate to an extreme. Many youths break these trends in their teenage and young adult years, which causes their families (particularly their mothers) undue grief. But most eventually settle down, embracing sensible life in the trade of their father’s father’s father. Like many other worlds, the Disc that the Gnomes called home was destroyed during the Apocalypse that signaled the beginning of the Third Age. Those Gnomes living on The Sphere now are the remainder of their species descended from those who settled elsewhere during the Second Age. Nicknames: Wee Folk, Halflings, Kids (derogatory) Disc of Origin: Formerly Tendale, now scattered. Stereotype: Friendly, cheerful, and shrewd. Appearance: The most notable feature is their height. Halflings start at 2 ½ feet, but never exceed 4 ½.. Their hair comes in shades of brown, blonde, and red with brown, hazel, gray or occasionally green eyes. Any Gnome, male or female, over 120 lbs is overweight. They are sometimes mistaken for human children (ages 10 or so) though their faces and bodies appear as fully mature adults with especially pronounced noses and brows. Life: Gnomes live long, full lives-up to 120 years after sexual reproduction and a 6 month gestation period births them into the world. Some exceptionally healthy Gnomes can stay alive for 150. Their prime is from years 30 to 55. Disadvantages: The Gnome’s short stature is at once a great strength and a great weakness. Because they are so small, they can often go unnoticed (A Stealth roll defaults to 10 or higher to be successful) . However, their lack of size not only hurts their reach (+2 Difficulty to hit and block normal sized targets in melee), but their Stamina as well; Gnomes suffer a permanent -1 bonus to Stamina Notes: Gnomes are spirited and pessimistic creatures with great mental fortitude, a lot of personality and a love for family. They are natural gossips, planners, and excellent businessmen. Gnomes are known for being frugal with money though they always seem to have a lot of it. Though some may work in the criminal world as pick-pockets, scam artists and thieves, few commit truly heinous crimes as even these Gnomes have a generally benign disposition. Those who are not criminals or businessmen work as accountants or treasurers. Few ever go on adventures as stability and predictability are seen as virtues. Though most of the “core worlds” were shaken to the foundation by the tremors through Mana that led to the Apocalypse, some were destroyed completely. The Gnomes home-Disc of Tendale was one such world. All traces of Gnome history and culture vanished with the terrible cataclysm that broke their Disc in two. The only remaining Gnomes on The Sphere are descended from those who left Tendale and settled elsewhere for one reason or another. The Gnomes have no homeland and their culture has come to amalgamate their racial nature with whatever societal norms are prevalent in their new homes. Playing a Gnome: Mulligan or no, the Gnome’s disadvantages make him a poor choice for extended melee combat. But while Gnome Warriors aren’t uncommon, they are better suited as Rogues. They receive a natural Stealth bonus because of their size and their great luck comes in handy in a tight spot. As stated earlier, many make a living through business - legitimate or otherwise…and the latter individuals are more likely to go on adventures anyway. Gnomes tend to worry and over rationalize decisions. They are also very tight with money and the thought of a bad investment (of time or money) gives them a stomach ache. They aren’t cowards by any means…they just tend to analyze every step ten times before they make one. Common Names (Male): Abdon, Bodar, Jonas, Gilliam, Melvin, Mika, Nicco, Patton, Reynold, Seamus, Tal, Zvi Common Names (Female): Alma, Berlith, Casja, Ellen, Hegda, Magen, Nuri, Ori, Purcia, Ruspita, Soffie, Zimra Common Family Names: Ayora, Bo’endo, Cien, Eldred, Elsar, Kale, Molsdek, Odai, Sinclair, Telle, Uvi, Wynne Bonus+10 Gold to start with +1 Skill Point +1 Power Point +1 Intellect +1 Luck Racial AdvantageMulligan: Gnomes have extraordinary luck, so much so that it spills over to those around them. A Gnome’s player may re-roll any of his dice that roll poorly. Each real-world month, he may re-roll a number of dice equal to his Luck stat. He may also allow his allies to use his re-rolls if his character is in their presence at the time. Despite what is rolled, the player must keep the second roll; he cannot use Mulligan or any other ability to re-roll a dice that has already been re-rolled.
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Posted: Tue Apr 01, 2008 1:30 pm
KINDREIf you took an animal and a human and somehow mixed them together, the end result would be a Kindre. These people call every corner of The Sphere home, though they are intrinsic to no one Disc. They were made by Festus, the joker-god, who thought it would be funny to sprinkle his race on every Disc throughout The Sphere during the age of creation. Very funny, Festus. Their very form which combined human and animal traits was a satire of Kibs’ humans. A Kindre’s Tribe determines his animal form and each Tribe is an assimilation of various species with similar traits. A Kindre’s Tribe is very important to him and the community serves as family rather than the traditional mother/father arrangement. As a result of Festus’s actions, they are incredibly widespread with certain Tribes living on worlds whose environments suit their bestial shape. Men everywhere are used to seeing Kindred around them. On most worlds, Kindred are regarded just the same as men…except they have fur and a tail. On other Discs, they aren’t as fortunate. Nicknames: Beasts, Changelings, Mutts (derogatory) Disc of Origin: None Stereotype: Varies by Tribe and reflects animal shape (bulls are stubborn, rats are cunning, etc.) Appearance: Varies by Tribe but all are a combination of human and animal traits. Life: Kindred reproduce sexually. Pregnancies and litters vary by Tribe, but most have more than one pup at once. However, all Kindred can breed with one another. The general rule of thumb with inter-tribe breeding is that some children look like the mother, others look like the father…but none are a combination of two species’ traits. For example, if a Rabbit mated with a Fox, some of the children would be Rabbits and some would be Foxes, but none would be a Rox or a Fabbit. Kindred normally live somewhere in the neighborhood of 30-50 years depending on the species. Their prime is from 10-30/40. Disadvantages: Kindred are color blind, regardless of species. While this may not be anything more than a minor annoyance at times, at others it can be a serious problem like when trying to spot a white target against the snow, identifying an enemy based on hair or eye color or when coordinating one’s wardrobe. Notes: There are several hundred different Tribes of Kindre, each with their own customs and beliefs. Below is a short list of some of the more prevalent Tribes and their characteristics: Callipa: The bovine Callipa are a generally peaceful tribe who call the open plains home. Here, they live simple lives as hunters, gatherers, and highly spiritual primitives. Bonus: +3 Skill Points, +1 Stamina, +1 Luck Common Names: Alameda, Denali, Kiowa, Hewiova, Honani, Humita, Jolon, Lootah, Onida, Shada, Tiponi Centauri: The nomadic Centauri roam the wild plains in small bands of hunters, living off what the land offers for a time before moving on. They are notoriously hostile to outsiders. Bonus: +3 Skill Points, +1 Strength, +1 Intellect Common Names: Akando, Dasan, Enapay, Gaho, Hakan, Igasho, Mokado, Nakomis, Nigan, Paloma, Skah Eku: Mice, rabbits, lemurs, squirrels, and other rodents are embodied in the quick-thinking, resourceful, mischevious, and generally well-liked (but mistrusted) Eku Tribe. Bonus: +3 Skill Points, +1 Agility, +1 Luck Common Names: Aiko, Bae, Dewey, Eflina, Gilly, Jinx, Kemo, Mika, Risa, Satu, Viola, Zale Felis: The spry, nimble Felis are a large tribe of cats who are smaller and less aggressive than their sister-Tribe, the Raza. Felis are cunning, sociable, and independent. Bonus: +3 Skill Points, +1 Agility, +1 Perception Common Names: Ace, Ajax, Belladona, Calloway, Elwood, Emerson, Ferris, Jacomel, Keegan, Tyve Gida: Lizards, turtles, toads, and salamanders. The Gida the most widespread of all the tribes, living in swamps, forests, cities, and deserts. They can be very shrewd and cynical. Bonus: +3 Power Points, +1 Agility, +1 Will Common Names: Anasi, Anderlees, Bakaru, Beylare, Ebitsu, Faruuq, Kotru, Libian, Mahari, Nephiz, Samiri Hokur: This misunderstood tribe is comprised of bats, owls, snakes, and other animals associated with darkness or the night. Hokur are secretive and decidedly amoral. Bonus: +3 Skill Points, +1 Perception, +1 Agility Common Names: Arves, Ather, Eko, Garuda, Gehreik, Hassan, Kantora, Makata Issus: By combining marine animals like fish, whales, sharks, and dolphins with the forms of men, Festus created the adaptive, creative, and free-wheeling Issus Tribe. Bonus: May breathe and move freely underwater. +1 Intellect. Common Names: Amira, Atua, Hariki, Io, Kahu, Koro, Maitai, Naho, Omaka, Poto, Reka, Shiri, Tahu, Whiro Kudar: The Kudar are fewest in number among the Kindre Tribes and combine the traits of dragons, wyrms, and wyverns with those of men. Though their strength is impressive, their candor, wisdom, and mental fortitude have earned them the respect of other Tribes. Bonus: +3 Physical Armor, +1 Stamina, +1 Power Common Names: Ataro, Braxus, Galeru, Jorumund, Kalser, Magellan, Nidhorr, Paidrag, Tiamat, Zula Lau-Pau: This tribe of panda bears from Shoukai are a secretive, highly spiritual group who make their homes in high mountain convents where they practice the martial disciplines. Bonus: +3 Power Points, +1 Power, +1 Strength Common Names: Bai, Chin, Ensa, Feng-Po, Hu-to, Ijo, Isaka, Li-Mei, Manchu, Ping, Sha-Ning, Shu, Xiang Navish: Navish are similar to humans superficially except for the pair of wings on their backs that enable them to fly short distances, a gullet, and their hollow bones. Bonus: Can fly for up to 20 minutes before needing to land and rest. +1 Power. Common Names: Anya, Avery, Elise, Fleur, Gavotte, Ixia, Kefir, Lamont, Noir, Reine, Sari, Sy, Zozo Ortesus: Members of the family-oriented, stubborn Ortesus Tribe love nothing more than a good party. These pigs and boars may be hedonistic, but they also make solid warriors. Bonus: +3 Skill Points, +1 Stamina, +1 Charisma Common Names: Alvis, Calhoun, Galtero, Gozo, Harlow, Hogan, Humbert, Magnus, Olaf, Osborne, Uso Raza: The Raza are modeled after lions, tigers, and other predatory cats. They are powerful warriors with a deep sense of spirituality and surprising wisdom. Bonus: +3 Skill Points, +1 Strength, +1 Agility Common Names: Antu, Arjuff, Banora, Biran, Dara, Kabul, Kafkat, Karnath, Musa, Rhamat, Simba, Sokoro Rhodiran: Elephants, rhinoceros, hippopotami, and other large, thick skinned creatures compose the war-like, hard-minded Rhodiran who call Ishtar’s savannah’s home. Bonus: +1 Skill Point, +2 Strength, +1 Stamina Common Names: Banju, Dondo, Ghoba, Gunjur, Kurukulla, Kusuma, Ndari, Pongo, Roland, Sanji, Temba Simi: Monkeys who are often gregarious, outgoing, and mischievous. Simi live among the other races primarily, though some clans make their homes in the tree-tops of jungle thickets. Bonus: +3 Skill Points, +1 Agility, +1 Intellect Common Names: Alo, Bali, Faja, Jinpa, Ika, Leng, Modou, Rikka, Tashi, Yorro, Zi Taven: Solitary, serious, and mercenary are the words that best describe members of the harsh, caste-based tribe of wolf-like Taven. Bonus: +3 Skill Points, +1 Perception, +1 Strength Common Names: Aldon, Darkas, Fenris, Kojak, Lubon, Merkur, Obelix, Remus, Seth, Silas, Vargas, Volsig Tenrec: Moles, shrews, hedgehogs and others who prefer to make their homes under the earth. They are primitive traditionalists who segregate themselves from those outsiders. Bonus: +3 Power Points, +1 Perception, +1 Intellect Common Names: Andrik, Casimir, Chesna, Dita, Fedosia, Laszlo, Madge, Mischa, Nikolai, Rorik, Vladek Tetsuda: The patient, hospitable, yet cautious Tetsuda tribe are all armored creatures of a sort; armadillos, turtles, and tortoises. Bonus: +2 Skill Points, +3 Physical Armor, +1 Intellect Common Names: Abbot, Adler, Benedict, Chadwick, Davenport, Fillmore, Gentry, Harper, Quincy, Saunders Ulric: Members of the Ulric tribe are feared for their strength and short tempers, but revered for their mental fortitude. Physically, they resemble bears of all shapes and sizes. Bonus: +3 Skill Points, +1 Strength, +1 Stamina Common Names: Aidan, Bellatrix, Elroy, Finnegan, Gavin, Hagan, Jago, Liam, Owyn, Urian, Weyland Wodo: The dogs of the Wodo tribe are more benign and loyal than the war hounds and lone wolves of their sister-tribe, the Taven, though no less intelligent or capable. Bonus: +3 Skill Points, +1 Perception, +1 Will Common Names: Duran, Egon, Fidelio, Jada, Kiran, Lex, Maxus, Nando, Reinhart, Rocco, Sirus, Tobias Yuribi: The wise, even-tempered, and religious Yuribi resemble goats, llamas, deer, antelope, and sheep. The Tribe has a gift for magic and many go on to become sages of a sort. Bonus: +3 Power Points, +1 Intellect, +1 Power Common Names: Atma, Batara, Buwono, Jabu, Lakshmi, Nori, Sosseh, Teshibbe, Ubu, Yahati Note on Naming: In the case of Kindre, one’s Clan name is substituted for the family name and generally not given as a part of one’s name. When the Clan name is given, it is listed before the individual’s name (example: Simi Alo or Hokur Garuda). For all Clans, male and female names are completely interchangeable. Racial AdvantageInstinct: Like most wild animals, Kindred have a preternatural sense that defies explanation. This sense alerts them when danger is near, even if all their other senses tell them that the coast is clear. A Kindre gains +1d20 to Perception Feats when looking for danger and only critical opposing Stealth rolls can catch them off-guard. Kindred don’t fall easily to ambush, even when magic is involved and Judges should give any Kindre a fair chance to perceive that something somewhere is not right before letting them walk into a trap
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Posted: Wed Apr 02, 2008 9:51 am
MACHINAThe mechanical people, the Machina, are ghosts of an older and greater age. They are the remnants and the echoes of the glory of the First Age; technological marvels even in their own day. And like all relics of the bygone golden age, they have a story to tell…unfortunately, no Machina fully remembers his story. For one reason or another, the doom that spelled the end of the Second Age also had a profound and unexplainable effect on the Machina. Many were destroyed completely in the devestation, but the majority shut down and were buried along with the ruins of the First and Second Ages. As the Apocalypse faded and the light of civilization spread at the dawn of the Fourth Age, the Machina began to awaken. Before the cataclysms, they were soulless, mindless mechanical servants. After the mass shut down and reawakening, those Machina who rose from the dust were self-aware; intelligent, free-willed, and capable of perceiving the world on an emotional level native to Man and other sentient races. However, none remember what their “lives” were like in the old days. Some chalk up their strange new behavior to some kind of data corruption…others say that the flux in Mana created a soul in the formerly empty shells. Nicknames: Machines, Robots, and Droids Disc of Origin: None Stereotype: Placid, passionless, and logical Appearance: Widely varies from Machine to Machine. Some appear to be definitely robotic and others can pass for a Human, Elf, or other humanoid with a reasonable disguise. Robots are constructed from metal and synthetics and are built to be efficient and streamlined; as such, certain parts of their anatomy can vary greatly from the human form. Life: Machina do not reproduce, age, get ill or die in the traditional sense. They are composed of man-made synthetics and complex wiring. If maintained poorly or badly damaged, they may become unable to function. But so long as their Core (the AI center that houses their mind, personality, memories and “soul”) remains intact they will live on regardless of the body they currently inhabit. A Machina can live a thousand years, be torn limb from limb or fall from the top of a high cliff…so long as his Core stays in one piece, he can be brought back to “life” in a different body. Notes/Disadvantages: One of the Machina’s greatest strengths is also a great weakness. Though his artificial nature prevents him from being the target of direct magical attacks, the downside is that the power of Mana cannot flow through him as it does all living things…because he is technically not a truly living thing. Machina are incapable of casting any type of magic, cannot be the target of beneficial (or detrimental) spells, cannot use the magic in artifacts that require a magically natured Feat to activate and cannot spend Mana on anything but special abilities. They cannot drink poisons but at the same time, cannot drink potions. They do not have to eat, but at the same time they cannot eat. Meditating does nothing to replenish depleted stores of Mana (it must be recovered by shutting down for one hour per 2 points recovered - “sleeping”, so to speak). Their abilities come from their programming and engineering and special abilities should be played out as being integrated in the Droid’s frame (for example, a super-jumping Stunt would be the result of the Machine’s hydraulic system). Because of this, new stunts are upgrades either due to adaptive programming, new equipment, or novel ways of using old parts – as such, learning new abilities from a teacher is quite a different (and often difficult) experience. Damage to a Machina does not heal over time. They must be repaired by a craftsman of suitable skill (Craft of 4 or more). Electricity-based attacks deal +50% damage. Machina have no memories of their former identites, feel like outsiders and, on many worlds, are often treated like nothing but objects. Playing a Machina: A Machina’s Disadvantages make him a poor Mage. Machina work best when their computer intelligence and inhuman strength are exploited. Machina can be a lot of fun or very frustrating to play (often both at the same time). They feel like outsiders in a world full of organics and on top of that, they are either treated as an oddity at best or nothing more than a glorified hammer at worst. While Machina do not have a soul in the traditional sense, (their “Aura” is merely the oscillations of energy that flow through their circuits and is faint and colorless to those who read Auras) they do have a mind, memories and emotions that are very real. The philosophical question posed by the existence of Machina is “what makes someone a person? What grants them rights as a person?” Those who treat Machina as objects would say that it’s a body and the existence of a true soul. The others with a more liberal view who treat Machina as equals would say it’s a mind, emotions and a free will. In any case, the debate is up in the air. Some machines tend to believe they are objects and others believe they are people. One should decide how a Machina character perceives himself and play him accordingly. Naming Trends: Machina take one of two very different approaches to naming; those who believe themselves to be sentient creatures take the names of other creatures such as Humans, Elves, or Dwarfs or a word they particularly like. Others who view themselves as objects assume the name of their serial number (2 letters followed by four numbers. Example: JN-2045) Bonus+3 Skill Points +1 Stamina +1 Intellect Racial AdvantageArtificial Body: A Machina’s unique body affords it certain immunities to the frailties that plague other races. They cannot eat or breathe (even if they want to) and have no need for sleep (though shutting down for a few hours will recover lost Mana). Their bodies cannot be affected by poisons, smells, potions or mental attacks. Direct Magic can never affect them and their Resistance stat is N/A since all Resist Feats automatically succeed. Their synthetic bodies grant a natural +3 Physical Defense, +2 Elemental Defense and invulnerability to Biological and Mystical damage.
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Posted: Wed Apr 02, 2008 10:01 am
MISRAHIThe children of Ishtar, the world of endless sands and blazing suns, are a durable and thick-skinned race, having survived on their hostile world since its creation. Their Disc is brimming with peril; hidden sand traps, rainless lightning storms, days of blazing heat, nights of freezing cold, black desert scorpions the size of horses, drought, famine, and bands of demonic raiders. And yet the people of Ishtar have pressed on for countless centuries, building from the sands a magnificent empire of gold and ivory towers. The Misrahi themselves are masters of science and magic, and are credited as the inventors of Alchemy. They are also skilled survivalists in Ishtar’s vast wilderness, fierce warrior poets, enchanters, and philosophers. They are very secretive, however, and generally dislike non-Misrahi for no reason other than their status as outsiders. Perhaps this comes from the caste system of their religion, which the vast majority of Misrahi practice faithfully. Regardless, many people outside the Misrahi community view them as hostile and dangerous. Nicknames: Lemurians, Sand Rats (derogatory). Disc of Origin: Ishtar Stereotype: Courteous, secretive and intellectual Appearance: Misrahi have tan to very dark skin with red, blue, black or lightly colored hair. Their eyes are usually a light gray color though many also have red, white, or yellow eyes. Their lips are the same color as their eyes. All Misrahi have a great many tattoos on their bodies that symbolically portray their family, social caste, crimes and important achievements. On average, Misrahi are very tall and stand from 6-7½ feet tall. Men usually stand a few inches taller than women. They have long, pointed, pronounced noses and angled faces. Life: The Misrahi live anywhere from 70-110 years of age, normally living a little longer than the average human. They reach maturity at 20 and undergo various physical, mental and character trials (that vary according to caste) to obtain the rank of adulthood, which is commemorated in tattoo. These trials are exceedingly difficult and many Misrahi go their entire lives without ever officially becoming adults. Only adult men are allowed to marry more than one wife or own slaves and concubines. Pregnancies last for 9 months. Disadvantages: Misrahi have a strange and strong metabolism that gives them more nourishment from what they eat and drink. This metabolism sustains them in the sparse wilderness where food and water are scarce. While this is a great blessing, it can also be a great curse as everything that is ingested has more effect than it would on another creature. This means that poisons deal double damage to Misrahi, require two Stamina Feats to resist and the level of the poison is doubled for the purpose of treatment. Notes: The attitudes of a Misrahi vary depending on his upbringing. Most are born and raised in one of the great, expansive cities of Ishtar. These Misrahi are likely to discriminate against non-Misrahi as they are regarded very lowly in the caste system and the majority of city dwellers are faithful practitioners of Ishtar’s official religion, Kabos. Those born and raised on one of the farms or ranches that occupy Ishtar’s few fertile steppes and savannahs will have a much more liberal viewpoint. Rather than adhering to caste or the tenants of ancient religions, these Misrahi believe in making their own way and that the only way to be sure of a person’s character is to measure their deeds. Those Misrahi who faithfully practice Kabos are certain to observe religious festivals, fasts, and will make pilgrimages to holy sights on Ishtar when they are able (this can serve as the starting point for many adventures for Misrahi characters). Those who do not practice Kabos on some level were most likely born and raised outside of Ishtar as even the non-city dwellers observe some of the religion’s holidays and customs. Unfortunately, due to their society’s intolerance of outsiders, Misrahi are often stereotyped as hot-headed, reactionary, religious zealots who are easily offended. Though this is certainly not always the case, Misrahi living outside of Ishtar often must unfairly deal with the consequences of their reclusive desert brother’s beliefs. Playing an Misrahi: Misrahi are serious minded and conduct themselves courteously in front of others they deem important to them. This usually doesn’t apply to outsiders, as they holdno respect for such people at all. Of course, those born and raised in a city have different views than those born on the ranch or off-world. They hold strongly to their traditions, no matter their origin. Misrahi are frugal with their resources and, like humans, make a solid choice for any Template. Common Names (Male): Abdul, Alu, Fakhir, Ghassan, Hakeem, Khadar, Mufalah, Qusay, Sa’ad, Sim, Wasil, Zayid Common Names (Female): Aisha, Ashira, Balqis, Cala, Diya, Ermina, Jabira, Nadia, Safa, Sahn, Saralai, Yusri Common Family Names: al Din, Babusa, Fadeelah, Gul, Hotept, Karida, Jabib, Mahfouza, Sarit, Shunti, Zabala Bonus+3 Power Points +1 Stamina +1 Power Racial AdvantageMetabolism: The Misrahi have a heightened metabolism that allows them to get more out of what they ingest than other creatures would be able to. Misrahi need to eat and drink only once every few days. They also receive double the normal effect when taking potions or other medications. On the downside, poisons also have double effect.
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Posted: Wed Apr 02, 2008 10:24 am
NUBIANNubians are a bizarre race of men, shaped by the dream-world of Nod at the beginning of things. They look and dress oddly, and take the word “freak” as the ultimate compliment. They are flamboyant, irreverent, chaotic, and absolutely love the attention and raised eyebrows they draw with their strange dress and behavior. Nubians are quick to disrupt the comfortable social norms that everyone else is happy to comply with. There are two branches of the Nubian race; the Nubians and the Chimera. Nubians, while odd and colorful, are generally benign. They are the bearers and keepers of dreams. Chimera, on the other hand, are the stuff of nightmares. They sport fearsome (yet decidedly outlandish) appearances and would rather someone be inspired to scream in terror than write a poem. Oddly enough, there is no conflict between the Nubians and the Chimera. Both see the other as an integral part of the same world and regard one another with the respect they otherwise lack for anything but their belief in the beauty of chaos. Nicknames: Freaks, Dreamers, Spooks, Weirdos (all taken as a compliment) Disc of Origin: Nod Stereotype: Flamboyant, impractical, and childish Appearance: Chimera and Nubians take different approaches to appearance, but all look like strange apparitions seen in sleepy visions. Nubians wear flashy colors, mismatched clothes and sport strange physical accessories like tails, animal ears or wings. Chimera have the same taste but in a much darker sense. Their clothes are often dark, regal, and antique, complete with top hats and diabolical, over-spoken features like horns or bat wings. Life: Nubians and Chimera are pseudo immortals and will not perish unless willfully killed by another. After sexual intercourse, females lay a small, fertilized egg that grows as the child inside does. After about 18 months, the newborn hatches from the large egg at full maturity. Nubians do not age for the whole of their existence, hatching at the age they will always appear to be. Disadvantages: Nubians and Chimera both have a tendency to embellish and make up the truth. In other words, they are compulsive liars. Not every word out of a Nubians mouth is a lie… just every other word. They love to see their “stories” cause confusion and if confronted about their habit, they’ll just shrug it off as harmless fun. As a result, Nubians are often the boy who cried wolf since no one believes them when they actually are telling the truth. Notes: Chimera, like Nubians, are melodramatic, sensational and way over the top. There is little true difference in the two halves of the dream-people. Chimera often appear as twisted, frightening shadows-but upon closer inspection, the “terror” they shroud themselves in often tends to be almost comical in its exaggeration. Of course, laughing at a Chimera is a faux pas of Biblical proportions. After all, he is trying to scare you. There is no ill-will between the Chimera and the Nubians. Both see each other as an integral part of the same philosophical whole. They aren’t particularly evil-though they aren’t particularly good either. They simply reflect the darker side of a coin. And while there is the occasional bad apple, their frightening appearances belie their gentle natures. Of course, not a one of them would hesitate to jump out of a dark alley and scare someone if the opportunity ever presented itself. On Nod, Nubians primarily live in the northern half of the Disc; the rolling, dreaming hills and glowing cities of the Dreamscape. Chimera inhabit the fens, marshes, and nightmarish lands known as the Netherscape, as is their preference. Both can be found off-world, though for most Nubians, excursions away from their sleepy homeland are rather infrequent. Those who do stay away for extended periods of time are those with an insatiable sense of adventure (and more than just big talk). Playing a Nubian: Nubians are all (even Chimera) flamboyant people who love to be the center of attention. Their exploits, while annoying to some, are comical to most. They are the “class clowns” of The Sphere, so to speak. It’s recommended that you only play a Nubian if you have a good sense of humor, an ability to make others laugh, and a flair for over-the-top dramatics. As far as concept goes, Nubians and Chimera fit anywhere well but work best as Mages or Rogues of some sort. Common Names (Male): Adagio, Bones, Fandango, Mobius, Staccato, Scherzo, Shadow, Sharkey, Zeebro, Zix Common Names (Female): Allegra, Caprice, Lily, Luna, Peaches, Raven, Salsa, Sonoma, Wednesday Common Family Names: Bobble, Bogart, Bungles, Ghoulie, Haberdash, Mudge, Pumpkinhead, Snicklespit Bonus+3 Skill Points +1 Charisma +1 Luck Racial AdvantageDreamer's Daring: Once per real-world week, a Nubian may automatically succeed on a Dare roll.
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Posted: Wed Apr 02, 2008 10:37 am
ORCThe Orcs are brutal and violent Men with few redeeming qualities. They are warmongers who have a tendency to gravitate towards whatever conflict is brewing at the time. Most people on The Sphere do their best to avoid Orcs; there is a palpable and outright racism towards them on virtually every Disc (save for Helios, their home world). Not that this bothers most of them…Orcs seem to enjoy the idea of everyone hating them. It makes it all the more satisfying when your head is mounted on the end of their pike. It is not uncommon for small groups of eight to fifteen Orcs to band together and hire themselves out as thugs to the highest bidder. Though they are the mercenaries in an army or the thugs in a local crime syndicate, an Orc is loyal to no one but himself. Even other Orcs that he calls brothers-in-arms become enemies when fortune is turned slightly. Their reputation fits them as an untrustworthy and dangerous race of hooligans. Nicknames: Scum, Demons , Boogars (all derogatory unless said by another Orc…and even then, it’s borderline) Disc of Origin: Helios Stereotype: Vindictive, underhanded, and violent. Appearance: Those with hair have it colored a greasy black, but many Orcs are bald or balding. Orc’s eyes are most often yellow, but some have red, white, and even black irises. Their skin ranges widely from shades of dark brown to a yellowish green. The common Orc stands at about 5½ feet tall and weigh around 160 lbs (of mostly muscle). The larger, more powerful Orcs (known as “Blood Orcs”) are 6 to even 7 ½ feet tall and have red skin. This rare breed is different from other Orcs in that they are born occasionally in pure family lines, are larger, more aggressive, and treated with more respect by common Orcs. Life: Orcs reproduce through aplacental viviparity; In layman’s terms, anywhere from 3 to 12 fertilized embryos brew inside the mother Orc after sex. A month later, she gives birth to these protoplasmic sacks and buries them in mud or soft earth to grow and gestate. Some abandon their young at this point and let them fend for themselves, but most guard their children until they break from the gelatinous sacks 6 months later. Orcs learn to walk within hours of life and learn to fight just as quickly. If any Orc lived long enough to experience a natural death, he would be around for a good 50 years. As it stands, however, Orcs (on average) die from 25-30 due to their lifestyle. Their prime years are from ages 10-25. Disadvantages: Orcs are hated wherever they go. And not just hated…hated and spit upon. Almost uniformly across The Sphere, people regard an Orc with fear and distrust due to misinformation, stories of Orcish encounters, their frightful appearance, and the reputation they have earned for themselves. No matter how noble his deeds or true his character, an Orc will always be regarded with fear and disdain. It’s understandable why most Orcs say “to Hell with it. If you’re going to treat me like a criminal, I may as well act like one.” Any social Feat that is not related to intimidation is made at a +3 difficulty. Notes: Orcs on Helios rarely live as anything but wandering Nomads. Occasionally, several hundred may serve as the crack troops of a Death Lord (one of Helios’ Necromancers) or the militia of a city. Elsewhere on The Sphere, Orcs live among other Men as outcasts or criminals. They have few standing traditions as fathers and mothers both abandon their children either before they are born or soon after either due to death or disinterest. Surprisingly, one of the few standing traditions in Orcish culture is reverence for elders and ancestors. However, when one considers that any Orc old enough to be considered an elder is probably one of the toughest, meanest bastards to still be alive considering his brutal lifestyle, it’s no wonder that other Orcs respect him out of fear rather than honor for his wisdom. Many Orcs honor their cultural ancestors as well – those who proved themselves as great warriors or leaders during life through their great and/or terrible deeds are worshipped after death. Each year, on the day of the iconic “hero’s” death, other Orcs (even those not related to him) will bring offerings to his grave as a sign of respect for the life of strength he lived. But no matter where an Orc lives, he spends his whole life as an outsider, feared and loathed by mainstream society. Orcs lead short, lonely lives that usually end in violence. They live off of their aptitude for war, serving as thugs and mercenaries for those too weak or too powerful to get their own hands dirty. Most trust no one and despise everyone, especially other Orcs. Playing an Orc: Orcs are warriors, no question about it. While the small, wormy ones or the brainy, smart ones break away from the norm to become Rogues and Mages respectively, there should be no question in anyone’s mind that the Orc is best suited for killing. Their gift and racial bonuses make them ideal for dishing out punishment to anyone stupid enough to be on the wrong side of their sword. Of course, those who live by the sword will die by the sword as is evidenced by Orcish society. Coping with the Orc’s disadvantage should be a prime aspect of playing these strangely tragic creatures. Even Orcs who try to shake the stigma of being a merciless killer are sucked back into it as unmerited hatred is directed at them for crimes they’ve yet to commit. No matter how good an Orc’s intentions, he will inevitably be viewed as the bad-guy regardless of their outcome. Common Names (Male): Bez, Bragg, Duzgok, Hiluk, Gar, Grashnak, Guzner, Monz, Pugduk, Rugar, Taz, Zezner Common Names (Female): Argha, Bruagh, Carga, Dekgu, Eggha, Frug, Honuk, Krilge, Omegh, Slaugh, Vagabu Common Family Names: Traditionally, Orcs do not have family names. Those who create their own are considered whipped dogs to new ways of thinking; traitors to their heritage of primal freedom. Bonus+2 Skill Points +1 Strength +1 Stamina One extra weapon proficiency Racial AdvantageBrutal: Orcs automatically succeed when the d20 displays a 19 or 20 for all combat related rolls. This bonus applies only to rolls made during combat or Feats that are relevant to inflicting damage on a target in some way (such as setting traps, poisoning, etc). Additionally, Orcs roll 2d12 when making a Dare roll on any combat related feat.
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