Humans

Humans are the most common race on Geos. Human tribes, cities, and civilizations are found everywhere across Geos; there are very few places in the world where mankind has not been able to settle. Creation scholars suggest that humans were the last race created and that they were a balanced race: capable of both true good and true evil, of being both truly choatic or truly lawful. The success of humans stems from their adaptability; humans, more so than any other race, are able to adjust rapidly to changes in their environment and situation. This has lead most human scholars to believe that humans were designed by the gods to be superior, and are therefore destined to rule.

Amazons

Somewhere off the Keltoi coast is a small hidden island which isn’t found on any maps, this volcanic island is rich in gold, significantly warmer than the surrounding area, and is the home of a civilization of female warriors. History tells of an ancient culture of warrior women who were decimated during the first Oblivion War. A few decades before the Inritian War a group of escaped female slaves were drawn to the hidden island by the spirit of one of the ancient Amazons. These ‘new’ Amazons set up a new culture and started to purchase strong female slaves to boost their civilization. Amazons who want to conceive tend to travel to the mainland and find a suitable male, once they are pregnant they return home, female children are raised and male children are returned to the mainland. After the end of the Inritian War a female dwarf somehow made her way to the island and after a few years went through the challenge of leadership defeating all challengers and being crowned Queen Tamarack, she has ruled the Amazons for almost 15 years and the Amazons have never been stronger.

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Race: Human
Subrace: Amazon
Gender: Female Only
Alignment Guideline: LNN
Banned Alignment: It is extremely rare to have a Chaotic Amazon.
Religion Guideline: Female Deities
Banned Religion: Male Deities
EXP Adjustment: -10%
Boon Cost: 100
Racial Lores: Lore Amazon Rank 2, Lore Women Rank 2.
Suggested Geographies: Island.
Barred Geographies: City
Suggested Heritages: Pureblood, Angelic, Fire Elemental
Barred Heritages: Amazon
Multiplier Reduction: Might and Agility by 1.
Multiplier Increase: Intellect and Connection by 1. Arcane and Psionic by 2.
Language: Argead S
Loc: 5
Con: 12
Halo: 10
Mana: 0
Willpower: 0
Wealth: 30gp [In Gold]

Costuming

  • Amazons tend to dress in warm autumn colours, they don’t wear black, white, or blue.
  • Amazons tend to adorn themselves heavily with armour and jewelry made of gold, bronze, and copper.

Racial Advantages

  • Well Trained Amazons are trained from birth to be able to surpass all others in combat and physical challenges. Amazons start with weapon proficiency in one handed sword and spear. Amazons start with Style Mastery Rank 1 with a single melee style of their choice. Amazons start with Climb, Balance, and Swim at Rank 1.
  • Golden Standard Amazon characters start play with 30gp. At character creation, Amazon characters may choose to swap a single item from their starting equipment for an equivalent item made of gold. Amazons in good standing gain Profession Investments at Rank 1 (Low Level) Rank 3 (Mid Level) Rank 5 (High Level) Rank 8 (High Level), this represents a stipend from the Queen.
  • Resistant Amazon characters have a +2 constant bonus Defensive Willpower against mind effecting, and any form of possession effect.
  • Ghost Touch The rituals of the Amazon’s draw a great number of spirits, Amazon champions are skilled in fighting off malevolent spirits. For 25 Halo, an Amazon can add the Pre-Fix Ghost-Touch to a melee or ranged attack, this attack allows them to strike incorporeal or ethereal beings and even allows them to strike weaker possessing creatures within the host without harming the host. Insidious possessing creatures hide themselves within the spirit of the vessel which protects them from this ability unless the Amazon is willing to kill the host as well.

Racial Disadvantages

  • Racial Skill Restrictions Amazon culture shapes its maidens along particular lines. Amazon’s may not learn Craft and Profession skills above Rank 4. Amazon’s may not learn Research or Diplomacy. Amazon’s may not learn Meditation. Amazon’s may not learn Psionic or Arcane casting. Amazons may not take the Absent Halo or Pacifist flaws.
  • No Dreams The rituals of the Amazon’s utilize a huge amount of Gold, constant exposure to that amount of Gold has forever stripped the Amazons of their ability to Dream.
  • Sun Metals Amazons use only the metals. They may not use any other material as they represent the cold and the moon.

Argeads

One of the first cities of man on Antios was created in an excellent position; it was shielded by other hills, was immensely successful, used its resources well, and possesses the Cornucopia of Plenty which handled their food needs. Argead specialists developed weapons, armour, and military techniques that allowed Argea to rapidly become the dominant city on the continent. As the centuries passed, Argea spread; it created colonies across much of Geos. In order to obtain additional resources they successfully challenged their neighbors in combat and warfare using both magical and mundane methods; they soon dominated and controlled almost all of the other cities of man. The citizens of Argea judge others as lower, they believe that humans were designed to rule the world and while they understand that the other races have knowledge and abilities that they lack they still consider them to be lesser races. Argea was ruled by a series of Emperors who they venerated because they believed they assumed a divine mantle. After the death of Emperor Maximus, the corrupt Prince Inritius assumed power and used his divine power to corrupt the Argead people. When Jovan was restored to power, and located the Imperious Blade, he freed his people of the corruption of Prince Inritius and repaired the damage his younger brother had done. Jovan refused the position of Emperor and transformed Argea into a Republic under the control of the senate, a Republic that all citizens are able to vote on. Before Jovan refused the position he reinstated the old Legions, emancipated the slaves, codified the laws, and established a series of safe-guards to protect the people from future leaders.

While the transition from Empire to a Republic enacted a wide series of changes, the face of Argead politics changed only marginally. Direct power and control were removed from the Noble Houses, or Patricians, and replaced with a voting body; however, plebian voices are still largely unheard in Argea’s political system. With 101 seats to represent the various parts of the now defunct Empire, the reins were been outwardly spread amongst the population. In truth, the three largest Patrician families still controlled over half the political seats, in a shifting ratio.

With the usurping of the position of Emperor by the avatar of Tridian, Bel-sham Haroth, in 2014, the Argead political situation moved even further back towards the Empire it had once been through manipulation, bribery, threats, and forced conversion to the worship of Tridian.

In 2015, in retaliation for an attempt on his life, Bel-sham Haroth had a number of senators executed and completed his consolidation of power. With the senate now largely stripped of real power and the patrician families mostly sidelined, a small group of senators based in southeaster Argea declared Bel-sham Haroth to be an imposter and Inritius to be the true Emperor of Argea. At the same time, the western portion of Argea, centered in Arenevar, split away entirely declaring themselves to be the Free State and Protectorate of Arenevar under the Emperor Jovan.

The former lands of Argea are now divided political in three entities:

The Republic of Argea ruled by Bel-sham Haroth.
The Inritian Empire, ruled by a small group of former senators.
The State and Protectorate of Arenevar, ruled by Duke Wilhelm.

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Race: Human
Subrace: Argead
Historical: Romans
Alignment Guideline: NNN
Banned Alignment: None
Religion Guideline: Urbanus
Banned Religion: None
EXP Adjustment: +5%
Boon Cost: None
Racial Lores: Lore Argea Rank 2, Lore Politics Rank 2.
Suggested Geographies: City.
Barred Geographies: None
Suggested Heritages: Pureblood
Barred Heritages: None
Multiplier Reduction: Select Any One.
Multiplier Increase: Select Any One.
Language: Argead RWS
Loc: 4
Con: 10
Halo: 0
Mana: 0
Willpower: 0
Wealth: 7gp

Costuming:

  • Argeads should always dress according to their status. It should be easy to tell the status of an Argead from their dress. It is important to keep in mind that Argeads can be of any status from Slave to Nobility. The colour purple is an Imperial colour and should only be worn by those of the highest status.
  • Argeads put great store in armour and are rarely seen without it.

Racial Advantages:

  • Military Training: Argead citizens are required to take part in military training once every three years. Because of this training, Argead citizens start with proficiency with one handed, crossbows, and polearms. Argeads tend to stay away from two handed weapons and bows.
  • Word Of Honour: Argead citizens in good standing have a special power which allows them to convince someone that they believe what they are saying. Use of the ability costs twenty halo and affects those who hear the statement. If an Argead, regardless of standing, attempts to use Word of Honour on a statement they know to be false they suffer an immediate heart attack.

Racial Disadvantages:

  • Racial Skill Restrictions: Argeads are accustomed to polite society, and are unable to learn Rage above Rank 6.
  • Past Mistakes: Argead characters are often condemned by the actions of their forefathers. Argeads have attacked, slaughtered, and wronged most other races, and their new-found policy of peace and cooperation is not trusted by those who remember their atrocities.

Barbarians

No matter how many tribes of rough north-men were challenged, enslaved and destroyed by the Argeads more came. The north-men were looking for the softer lands to the south and for an easier life away from the harsh cold that had bred strength into their frames and fury into their hearts. The Argead explorers could not understand their speech so named them barbarians after the fast, burbling “bar, bar, bar” sounds that they uttered. Barbarians tend to live in huts and yurts made of stretched skins and bulky timbers. Their diet tends to focus on meats as the only grains and vegetables they eat are those taken from their enemies. Barbarians believe themselves to be the strongest race alive and they challenge everything even much larger creatures. The homeland of the barbarians is a tundra, but many have settled all over Geos. The barbarians on Antios live in small colonies, they are veracious and are a drain on their surroundings. Barbarians do not speak the common tongue and tend to feud with those near them as they are rarely willing to respect boundaries or ownership. They expect each member of their civilization to prove themselves to be of worth otherwise they are cast out of the camps. The mottos “might makes right”, “better to die on your feet than to live on your knees”, and “dare all and fear nothing” are fundamental to their culture. Their culture is very masculine, but their legends include potent witches and the Valkyries [The Choosers of the Slain]. The Barbarians tend to shun magic, although they are deeply religious in their way. After the coming of the Elder Gods, the barbarians have selected Cerberus as their deity of choice as they see in him the embodiment of rage and strength.

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Race: Human
Subrace: Barbarian
Historical: Norsemen, Picts, Danes
Alignment Guideline: CNN
Banned Alignment: Lawful
Religion Guideline: Cerberus
Banned Religion: Khama, Eos
EXP Adjustment: None
Boon Cost: None
Racial Lore: Lore Barbarians Rank 2, Lore Survival Rank 3,
Suggested Geographies: Tundra, Plains, Mountains.
Barred Geographies: Oceans, Cities.
Suggested Heritages: Bestial, Giant, Shapeshifter
Barred Heritages: Fae, Elemental
Multiplier Reduction: Might decreases by 2.
Multiplier Increase: Arcane, Nature, Psionic, by 2. Intellect and Connection by 1
Language: Runic S.
Loc: 6
Con: 16
Halo: 0
Mana: 0
Willpower: 0
Wealth: 1gp

Costuming:

  • Cultural Dress: Barbarians are required to wear fur on every part of their body. In addition, they are required to have runic symbols and glyphs on their faces and skin.

Racial Advantages:

  • Feral Warriors: Barbarians are trained to fight and to destroy their opponents. They are considered proficient with 1H & 2H axes, 1H & 2H clubs. Barbarians start the game with Strength Rank 1, Brutal Strike Rank 1, and Rage Rank 1. Barbarians also have a constant +1 bonus to their Rage rank.
  • Layered Pelt: Barbarians characters can wear three layers of light armour, assuming the props are real or of excellent quality. This is helpful as most Barbarians hate to wear armour other than light armour.
  • Fight or Flight: When Barbarians are confronted with a fear or terror effect, they may choose to run or Rage and attack their opponent.

Racial Disadvantages:

  • Racial Skill Restrictions: Barbarians are unable to learn any Craft, Lore, or Profession skill above rank 6. They cannot learn any language skills except RW Runic.
  • Reduced Lore: Barbarian characters generate free lore at half the normal rate.
  • Limited Language: Barbarian characters cannot speak common, they start only understanding 20 words of common, but can gain new words at a rate of 1 per level. They may also purchase new words for 2 exp per word.
  • Magical Incomprehension: Barbarians have a dislike of Arcane and Psionic magic and are uncomfortable around Nature and Divine magic. Barbarians can only ever have one type of magic and are normally capped at level 5 casting.

Cathayans

While the Argeads thrived on their continent of Antios the Cathayans on their far off continent of Elentian suffered through centuries of a demon war. Before the coming of Anharat, demon lord and lord of oblivion, people on Elentian believed that everyone should be happy with their lot in life, but Anharat twisted the minds of men so that they believed they should rule and that other races should bow before them or be slaughtered like vermin. After the other races were decimated, their lands strip mined, and their treasures stolen Anharat revealed the armies of demons, the corrupted, and the possessed that he had been building in secret and the humans rejoiced, panicked, attacked, or fled. Those that rejoiced were embraced into his armies, those that panicked or attacked were culled, and those that fled were pursued until only two settlements of Cathayan’s remained, both protected with powerful magics and geography. “The Empire of the Rising Sun” is based on an island off the continent of Elentian many thousands of miles to the west of Antios. The “Land of Morning Calm” is small settlement of scholars and monks who dwell behind an impenetrable mountain range. As a punishment for facilitating Anharat’s domination of Elentian the Cathayan’s were stripped of their halos by Tridian, however, through careful rituals, they have replaced that void with a manmade substitute called Chi. In the wake of the coming of the Elder Gods, the Cathayans have generally accepted the worship of Urbanus. Very few Cathayans have reached Antios, for this is a time of war not a time for diplomacy and trade.

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Race: Human
Subrace: Cathayan
Historical: Chinese/Japanese/Korean
Alignment Guideline: Non-Chaotic
Banned Alignment: Chaotic
Religion Guideline: Urbanus
Banned Religion: None
EXP Adjustment: None
Boon Cost: 50
Racial Lore: Lore Cathay Rank 2, Lore Demons Rank 2
Suggested Geographies: Island, Mountains
Barred Geographies: None
Suggested Heritages: Demonic, Angelic,
Barred Heritages: None
Multiplier Reduction: Select Any One
Multiplier Increase: Psionic 2 and Connection 1
Language: Cathayan RWS.
Loc: 4
Con: 12
Halo: Absent
Mana: 0
Willpower: 0
Wealth: 5gp

Costuming:

  • Ravaged: Cathayans have pale skin with purple veins which show their souls have been ripped away.

Racial Advantages:

  • Ancestral Spirit: Each Cathayan can ask questions of ancestral spirits. This costs ten Chi, but more can be expended for more detailed answers. The spirits can only answer from their own knowledge. Cathayan ancestral spirits are usually ancient coming from before the Cathayans lost their Halos, although some come from those who sacrificed themselves in the ritual to create Chi for the Cathayan people.
  • Veteran of a Demon War: Every Cathayan is involved in the Demon War, on one side or another. Cathayans gain one weapon proficiency for free and all of their attacks are Bane Demon [Anharat’s Cathayan’s weapons are Bane Human instead, yet they can still wield them]. In addition, every member of a Cathayan community comes together for great rituals against Anharat’s forces, so they gain Contribute to Ritual Rank 2.
  • Purpose: Every Cathayan gains Rank 2 in any one Craft or Profession skill, that they meet the requirements for.

Racial Disadvantages:

  • Racial Skill Restrictions: Cathayan’s may not purchase any Psionic or Bardic skills or abilities. Cathayan’s may not purchase additional Halo. Cathayan cannot purchase the Linguist skill and it cost 3x the normal xp to purchase a language skill.
  • Chi: Tridian stripped the Cathayan’s halos from them, however, they have replaced their halo and connection to the World Halo with ritual-made Chi. Cathayans gain 5 Chi per level and, as it does not come back naturally, must perform meditative rituals called Tai Chi for twenty minutes each morning to restore it. If they don’t perform Tai Chi on a day they have no Chi for that day. Chi is a poor substitute for halo and if Cathayans ever gain real halo they become intoxicated and addicted to the substance, the strength of the addiction and the intoxication comes down to how much halo they held; if a Cathayan ever holds more halo than their Chi maximum, they die. Corrupted Cathayan’s are fueled by Anharat’s Demonic Chi.
  • Honour and Superstitions: Non-corrupted Cathayans are bound to strict honour codes as they believe their ancestors can see them. They should not lie in normal circumstances. Cathayan’s do not like to touch the dead, rarely steal from the dead, and never despoil the dead. They are required to select 10 points of Superstition [honour/the dead/ancestor] based flaws for which they receive no benefit.

Forgotten

In centuries past, the Plains of Dust were the home of the first major civilization on Antios; a desert culture that was hugely developed for their time in terms of thinking, science, politics, and architecture. Unfortunately the younger brother of the heir apparent, Akhenaton, seized power and spread worship of the Un-Maker. Ramses, the heir, led every loyal member of his race into a chasm and using powerful sympathetic magic ritually sacrificed his entire race trapping them in The Bleed and stripping them from the memory of the world. Akhenaton, even though he was the Avatar of the Un-Maker was trapped with the rest of his race. A decade or so before the fall of Inritius, heroes of hope freed the Forgotten and learned a lot about the nature of oblivion. With the coming of the Elder Gods, the Forgotten lost the deities which meant everything to them. Forgotten were devastated by the loss of their gods, around half embraced the worship of Greymayre or Urbanus and created an Argead colony in the Plains of Dust, the other group have denounced all of the gods and preach their dissolution. Ramses the Ever-Living, the Pharaoh of the Forgotten took the position of Paladin of Urbanus after Jovan gave it up. Although the numbers of the Forgotten are so few, prophets all believe that they have a key role to play in the wars against the Un-Maker.

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Race: Human
Subrace: Forgotten
Historical: Egyptian
Alignment Guideline: LNH
Banned Alignment: None
Religion Guideline: Urbanus
Banned Religion: None
EXP Adjustment: None
Boon Cost: 30
Racial Lore: Lore Planes Rank 2, Lore Forgotten Rank 2,
Suggested Geographies: Desert, Caverns, The Bleed.
Barred Geographies: Ocean, Swamp, Forest
Suggested Heritages: Heretic Atheist, Null, Angelic, Vampiric
Barred Heritages: Deity's Chosen
Multiplier Reduction: Intellect, Arcane, or Connection
Multiplier Increase: Divine by 2, Psionic by 2.
Language: Argead RWS, Forgotten R,
Loc: 4
Con: 10
Halo: 0
Mana: 0
Willpower: 0
Wealth: 5gp

Costuming:

  • Cultural Dress: Forgotten characters tend to wear clean, good quality costumes comprising of whites, blacks, and golds. In addition, all Forgotten, male and female, must wear dark eye-liner.
  • Bleed Survivors: Forgotten often bear permanent marks and scars from their time surviving in the Bleed; strangely these scars have been known to appear on young Forgotten who never lived in the Bleed.

Racial Advantages:

  • Word Of Honour: Forgotten citizens in good standing have a special power which allows them to convince someone that they believe what they are saying. Use of the ability costs twenty halo and affects those who hear the statement. If a Forgotten, regardless of standing, attempts to use Word of Honour on a statement they know to be false they suffer an immediate heart attack.
  • Racial Skills: Forgotten characters all learn the ways of their culture, including Rank 1 Ritual magic, Rank 2 Contribute to Ritual, and Rank 2 Chirurgery.
  • Seekers of Light or Dark: Goodly Aligned Forgotten gain DR10 Solar, Lunar, Star, Light damage and are immune to Flash effects. Evilly Aligned Forgotten gain DR10 Dark and gain Dark-vision.

Racial Disadvantages:

  • Racial Skill Restrictions: Forgotten may not learn Psionic Sciences, Craft Technology, Brutal Strike, or Rage above Rank 4.
  • Mark of the Bleed: Forgotten all start with an a Minor (at least) physical or supernatural flaw for which they receive no benefit. In addition, this flaw cannot be bought off through normal means because they are caused by the Bleed. Strangely even young Forgotten who never lived in the bleed suffer these flaws, although they are more commonly supernatural than physical.
  • Loyalty and Duty: Forgotten characters must obey the Pharaoh, directly and indirectly, even the heretics. They would not act or speak against Ramses because he is the only thing remaining of their gods.

Keltoi

On Antios, the last civilization to hold off Argead assimilation were the Keltoi, they avoided contact by living as woodsmen, warriors, scouts and priests. Keltoi mages are rare and are figures of dread. Keltoi knights are rare heroes, although many Keltoi believe armour is worn only by cowards. The Keltoi farm huge hordes of cattle and steal cattle whenever they can, seeing it as a game. Many Keltoi men write songs for the cattle they wish to steal to lull the beasts into being stolen. They are an intensely religious people and they protect their freedom with all that they have. After the coming of the Elder Gods, the Keltoi have changed their worship to that of Gaea in whom they see shadows of their Triple Goddess and Horned God. Keltoi oppose dark magic and will always attack undead, in addition, they will cull those who do not dream. The Keltoi nation is divided into five clans, all others have been wiped out. The current clans are the Dumnoni, the Eceni, the Siluries, the Caledonii and the Trinovantes. The current Bret Walla (King) of the Keltoi is of the Dumnoni. The Eceni live on the Sacred Isle of the Keltoi called Yns Mon and are seen as the spiritual authority of the Keltoi. The Eceni work to interpret signals of the divine and sculpt powerful dream magic which affects the whole world.

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Race: Human
Subrace: Keltoi
Historical: Scots and Celts
Alignment Guideline: CGN
Banned Alignment: None
Religion Guideline: Gaea (Eceni: Gwiddion)
Banned Religion: None (Eceni: Non-Gwiddion)
EXP Adjustment: +5% (Eceni: -20%)
Boon Cost: None (Eceni: 300)
Racial Lore: Lore Keltoi Rank 2, Lore Farming Rank 2, (Eceni: Lore Dreaming Rank 4 instead)
Suggested Geographies: Plains, Hills (Eceni: Dreams)
Barred Geographies: None
Suggested Heritages: Bestial, Heroic, (Eceni: Dream, Nightmare)
Barred Heritages: Vampiric
Multiplier Reduction: Might or Agility (Eceni: Arcane or Divine)
Multiplier Increase: Intellect or Arcane
Language: Keltoi S, Argead S,
Loc: 4
Con: 12
Halo: 0 (Eceni: 10)
Mana: 0
Willpower: 0 (Eceni: Rank 2 Offensive, Rank 2 Defensive)
Wealth: 1gp (Eceni: 10sp)

Costuming:

  • Keltoi must wear at least a sample of the Tartan of their Clan and must mark their faces with swirls of paint.

Racial Advantages:

  • Ancestral Spirit: Each Keltoi has an ancestral spirit which they can ask questions of. This costs twenty Halo and can be used as often as the character chooses, or until the ancestor gets annoyed. The spirit can only answer from its own knowledge.
  • Clan Training:
    • The Dumnoni are the champions and gain Weapon Proficiency with any one weapon and Style Mastery Rank 1 with any one style.
    • The Eceni are the casters of the Keltoi and do not suffer the magical restrictions other Keltoi do. Eceni can always sense when people have no dreams and usually kill them for it. Eceni start with Attunement to Arcane or Divine magic; in addition, they may select the Dream Magic sphere even without taking the Dream Walker template.
    • The Siluries are the scouts of the Keltoi, they start with DAC Rank 2 and Stealth Rank 2.
    • The Caledonii specialize in the Highland charge style of combat and gain Rage Rank 2. In addition, they may choose not to attack other Keltoi while raging.
    • The Trinovantes are the farmers, healers and trackers of the Keltoi, they gain Profession Farmer or Herdsman Rank 2, Handle Animal Rank 2, Tracking Rank 2, and Chirurgery Rank 2.

Racial Disadvantages:

  • Clan Restrictions:
    • The Dumnoni as the champions of the Keltoi may not lie about their race or their tribe.
    • The Eceni as creatures of Dream find the touch of Gold to be Bane. In addition, the specialized training the Eceni receive in their youth does not provide the same conditions as other Keltoi and so they may only choose from Arcane or Divine for their multiplier reduction in stead of Agility / Might as do the rest of the Keltoi. (Items listed above in parentheses for Eceni are replacements for Keltoi traits, not additions to).
    • The Siluries as the scouts of the Keltoi may not wear any armour other than light armour nor may they use shields.
    • Caledonii: May not resist Rage effects or purchase Calm.
    • Trinovantes: As the healers of the Keltoi must always attempt to heal fallen Keltoi, even enemies, before healing others.
  • Hatred of Undead: According to the folklore of the tribes the Keltoi’s primary purpose on Geos was to oppose and destroy undead. Because of this, Keltoi are affected by the Hatred flaw against Undead from the day of their birth to the day of their final death.
  • Magical Limitations: Non-Eceni Keltoi characters are only permitted to have one type of casting, cannot cast spells above Level nine, and are unable to learn Ritual Magic.

Minerians

Over three centuries ago, a small island appeared in the middle of the Ocean. Humans from all over Geos received strange messages urging them to relocate to the island. The varied people came in peace and realized they all knew a common language. In the old days outsiders were not permitted to visit the island which was a haven for research, astronomy, unique sciences, and the mastery of arcane and ritual magic. The Minerian tendency towards isolationism, their hatred of slavery, and their love of the night-sky made most people mistrustful. The Minerians viewed the stars as a language which was copied onto their skin in the form of Minerian glyphs. The Minerians were the first to sense the coming of Oblivion, it caused a schism with approximately half joining Oblivion and the others opposing it. However, before the wars against Inritius started Minera was betrayed to Oblivion and was sunk below the ocean. However, the champions of hope managed to restore the island and make it a sanctuary from Oblivion’s assaults. After the coming of the Elder Gods, the Minerians came to realize that Tridian was the sojourner who had created the island and the Minerians; as such many Minerians from both sides have flocked to his banner.

minerian-technologies

Minerian.jpg

Race: Human
Subrace: Minerian
Historical: Atlanteans
Alignment Guideline NGH or NEO
Banned Alignment: Cannot be Neutral on Hope/ Oblivion axis.
Religion Guideline: Khama if Good, Tridian if Evil, Oblivion if Oblivion-aligned.
Banned Religion: Oblivion if Hopefully-aligned, Greymayre if Oblivion-aligned.
EXP Adjustment: None
Boon Cost: 10
Racial Lore: Lore Minera Rank 2, Lore Astronomy Rank 2, Lore Arcane Magic Rank 2,
Suggested Geographies: Island
Barred Geographies: Desert, Tundra
Suggested Heritages: World Halo, Arcana
Barred Heritages: Pureblood, Bestial, Giant
Multiplier Reduction: Arcane and Intellect
Multiplier Increase: Might increases by two
Language: Minerian RWS, Argead RWS.
Loc: 2
Con: 6
Halo: 10
Mana: 10 [Arcane]
Willpower: Rank 1 Offensive and Rank 1 Defensive
Wealth: 2gp

Costuming:

  • Minerian Runes: Unknown to them, Minerians are part of a ritual written by Tridian unfortunately no Minerian knows how to read Minerian Runes. These appear across the Minerian’s body and especially their face. Runes are usually black; red runes mean the individual has no halo and green runes mean long-term sickness.

Racial Advantages:

  • Minerian Echo: Minerians are part of an ancient ritual belonging to Tridian, unfortunately no Minerian knows how to read Minerian Runes or tap into the Echo. The Echo can cause ritual effects to occur or rituals to repeat themselves and the more rituals a Minerian is involved in the stronger the Echo becomes. Minerians cannot suffer the Abberant Parasite Infected Heritage.
  • Minerian Technology: Minerian Technology was significantly more advanced than that of everyone other than the Gnomes. Minerians start with one piece of Minerian Technology worth 50gp or less. When buying Minerian Technology with boons Minerians pay only half the cost.
  • Star-Reading: Minerian characters start the game with the Prophecy (Star-Reading) skill.
  • Research: Minerian characters start the game with the Research skill.
  • Magical Training: Minerians who start play with Arcane Attunement also gain Rank 1 Minor Arcane Spell Access. Minerians also have a constant +1 bonus to their Ritual Leading and Ritual Contribution skills.

Racial Disadvantages:

  • Racial Skill Restrictions: Minerians are weak and non-militaristic; they may not purchase Rage or Brutal Strike. In addition their Strength, Style Mastery, and DAC cannot exceed rank 6. Minerians may not wear armour which provides more than three points of hindrance.
  • Minerian Journal: Minerians are required to write up each game they attend as a journal article on the IA Forum. This must be done within a week of the game or the character receives no experience. Fortunately Minerian characters are always assumed to have journal paper and ink which they do not have to pay for.

Nomads

The Nomads are not a single race, more a number of races who move camps regularly to follow herds, avoid harsh winters, or seek a promised homeland. The most common of the Nomads organizations are the Bazhir, The C’miri, and the Tyrans; many believe the Rumana to be part of the Nomad nation, yet the Nomads and the Rumana think differently. Nomads spend a good part of their lives as hunter/gatherers because they do not always have the convenience of the market to purchase their supplies. Nomads may seem like a timid people, but strangers should be careful to avoid their wrath. Nomads are known to keep grudges for life and will take revenge on someone who has wronged them, their family, or their tribe. Nomads are just as skilled with weapons as they are with trade, especially with spears and bows. Nomads are also very spiritual, as a general rules they worship Cthon as the land beneath their feet; due to their spirituality, they are also highly superstitious, believing that the gods communicate using signs and manipulating the animals and environment to their will.

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Race: Human
Subrace: Nomads
Alignment Guideline: NNN
Banned Alignment: None
Religion Guideline: Cthon
Banned Religion: Gwiddion
EXP Adjustment: None
Boon Cost: 10
Racial Lore: Lore Nomads Rank 2, Lore Survival Rank 2, Lore Navigation Rank 2, Lore Natural Animals Rank 2
Suggested Geographies: Any.
Barred Geographies: None
Suggested Heritages: Elemental, Bestial
Barred Heritages: None
Multiplier Reduction: Might or Agility
Multiplier Increase: Arcane, Connection, or Intellect
Language: Argead S, Nomad S,
Loc: 4
Con: 12
Halo: 0
Mana: 0
Willpower: 0
Wealth: 3gp

Costuming:

  • Cultural Dress: The dress style of the Nomads varies from tribe to tribe but tends to include leathers and fur. Their clothing also tends to be un-encumbering and easy to ride in.
  • Equipped: While Nomads tend to dress in a un-encumbering way they tend to carry lots of equipment

Racial Advantages:

  • Racial Skills: In order to survive to adulthood, Nomads have to learn certain skills. This skill set includes Handle Animal Rank 2, Chirurgery Rank 2,Craft Mundane Consumable (Herbalism) Rank 2, Tracking Rank 2, and Appraise Rank 2. In addition, they start with proficiency in Bow or Spear.
  • Survival: Nomads are by culture survivalists, when accessing a characters ability to survive in a given terrain only, their terrain lores are considered to be at double their normal rank [to a maximum of Rank 11].

Racial Disadvantages:

  • Racial Skill Restrictions: Nomads are prohibited from purchasing Research, Arcane Casting above rank 7, and Psionic casting. In addition, they are restricted from wearing heavy armour or using shields of size large or larger.
  • Superstitious: Superstitious: Nomads are extremely superstitious and firm believers in good and bad luck. Nomads gain 20 points of Nomad superstitions, for which they receive no benefit.
  • Nomad Honor System: “Me against my brother, We against my cousins, then We against strangers.” The Nomad has a very strict system of trust and honor. A nomad will almost never trust a stranger over family and friends.
  • Grudges: Nomads are known to hold a grudge. Sometimes over simple things, and it’s quite difficult for a Nomad to release the grudge. There are tribal wars that have been going on for centuries because of a simple disagreement; don’t get on the wrong side of a Nomad.
  • Carried Wealth: Because Nomads often do not travel to the same place as they were the day before they must carry their entire wealth on their person or at least in the party. They may not have bank accounts.
  • Wanderlust: Nomads wander constantly from location to location and may not establish permanent residence. Nomads may play in one game a month, after that, there is a 50% chance that they will be unavailable for that game.

Rumana

Rumana live out of multi-purpose wagons. Rumana communities are close and always rally around its members. The Rumana are a very social race, composed of a large amount of talented performers and craftspeople. The Rumana always show their best side to those who are watching, mainly as a distraction to facilitate their worse side. Many communities have been enthralled by the celebrations of a Rumana caravan, only to discover their pockets lightened, their baubles missing, and their daughters deflowered, after the Caravan has left. Most settlements, while wary of the Rumana, are willing to accept such annoyances, in exchange for the prophetic abilities and curses the race is known to possess. Missing family members found, cures for mysterious illnesses discovered, true love revealed, and terrible tragedies avoided have all been accredited to the prognostications of the Rumana people. Tales are told of the most revered Rumana foreseers being not only able to see and read the future, but to weave and cut the very fabric of fate itself. Rumana are very respectful and call all elderly members of the camp grandfather or grandmother. The Rumana are inexorably tied to Fate magic and since the coming of the Elder Gods, the Rumana have adopted Gwiddion as their God of prophecy.

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Race: Human
Subrace: Rumana
Alignment Guideline: CNN
Banned Alignment: Lawful
Religion Guideline: Gwiddion
Banned Religion: Cerberus
EXP Adjustment: -10%
Boon Cost: 100
Racial Lore: Lore Fate Rank 2, Lore Rumana Rank 2, Lore Crime Rank 2
Suggested Geographies: Any.
Barred Geographies: None.
Suggested Heritages: Any.
Barred Heritages: None.
Multiplier Reduction: Agility, Connection, or Divine
Multiplier Increase: Might
Language: Argead RS Rumana S
Loc: 3
Con: 10
Halo: 10
Mana: 10 [Divine]
Willpower: Rank 1 Defensive and Rank 1 Offensive
Wealth: 2gp

Costuming:

  • Rumana Dress: These characters should wear flowing, loose fitting, clothes. They should wear an abundance of jewelry and accessories. All Rumana must have an amulet in the shape of an eye.

Racial Advantages:

  • Practiced Rogues: Rumana are proficient with knives and gain Weapon Proficiency in a Small Weapon, Style Mastery Single Small Rank 1. They gain skills-dexterity Rank 2, Stealth Rank 2, Pick Pockets Rank 2, and Disguise Persona Rank 1. Rumana also gain one Performance, Craft, or Profession skill at Rank 2. Rumana start play with the Fair Escape ability.
  • A Rumana gains the ability to read the future of another person. For 30 Halo a Rumana can attempt to read an element of someone’s fate be it specific or general. Information revealed is dependent on the Offensive Willpower of the Rumana. This ability takes five minutes to complete and cannot be used more than once per hour.
  • Spirit Innates: The Rumana are very tied to the spirit world. For 10 Halo they may use the Detect Curse spell. For 30 Halo, a Rumana may use the Curse of Senses spell.
  • Dying Curse: Rumana can lay a Dying Curse upon a foe in the moment before they die. This curse is a constant penalty of -20% to the killer's Halo. The Dying Curse of a Rumana may be removed by the senior member of that Rumana's family and is automatically lifted if the Rumana is restored to life through any means.

Racial Disadvantages:

  • Racial Skill Restrictions: Rumana cannot use heavy armour or large shields. Rumana may not buy Rage or Strength above Rank 5, or any Brutal Strike ranks. Rumana may never learn to write in any language.
  • Wanderlust: Rumana wander from location to location and may not establish permanent residence. In addition strange mists come from time to time and take them away for a week or more at a time. They return with no memory of what occurred, yet do not fear the Mists. Rumana may always play in one game a month, after that, there is a 50% chance that they will be unavailable for that game.
  • Superstitious: Rumana are extremely superstitious and firm believers in good and bad luck. Rumana gain 20 points of Rumana superstitions for which they receive no benefit.
  • Bound to Fate Rumana are unable to resist magical effects which affect their Fate or Destiny.

Shaman Kin

Of the nomadic tribes, the Shaman-kin stand as a separate and distinct race. In ages past they were numerous and their rituals strengthened Gaea, unfortunately others encroached on their lands and wars destroyed their holy places, now very few remain. All members of a Shamankin tribe are trained as ritualists and the entire tribe gathers together to perform great rituals. Shamankin society is tribal and nomadic, moving based on the migration of the herds which they depend on, live off, and protect. Shamankin are very spiritual, and dedicate themselves to the worship of Gaea. They hold a great reverence for animals and nature, and make sure they use every part of any animal they kill in order to honour it. Shamankin are so spiritually devoted to animals that their rituals of adulthood include bonding with a single animal spirit whose form they can then assume. They bond with one spirit for life, although legends tell of those who have changed their totems or bonded with totems that are more than mundane.

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Race: Human
Subrace: Shamankin
Alignment Guideline: NGH
Banned Alignment: None
Religion Guideline: Gaea
Banned Religion: None
EXP Adjustment: -20%exp
Boon Cost: 100
Racial Lore: Lore Nature Rank 3, Lore Ritualism Rank 3, Lore Spirits Rank 3.
Suggested Geographies: Plains, Forests.
Barred Geographies: Ocean, Underground, Tundra
Suggested Heritages: Bestial, Elemental, Gaean, Shapeshifter.
Barred Heritages: None
Multiplier Reduction: Select Any One.
Multiplier Increase: Select Any One.
Language: Argead S, Bestial S
Loc: 4
Con: 12
Halo: 20
Mana: 0
Willpower: Rank 1 Defensive
Wealth: 0

Costuming:

  • Bestial Form: Shamankin are required to costume their change in form. The burden of carrying two costumes is part of the racial disadvantages.
  • Talismans and Totem Snares: Shamankin always wear some talisman signifying their bond to their animal spirit.
  • Primitive Garb and Equipment: Shamankin wear simple garb and use simple weapons and tools.

Racial Advantages:

  • Mantle of the Shaman: Shamankin gain Ritual Contribution Rank 2 and Ritual Leading Rank 2. They also gain Handle Animal Rank 2, Tracking Rank 2, Detect Natural Magic Rank 1 and Detect Oblivion Alignment Rank 1.
  • Nature’s Friend: Shamankin are seen as a positive force by mundane natural animals. They will not be attacked by natural creatures, even one that is raging. Rabid, drugged, or charmed animals may still attack, if no other viable target exists. This doesn’t protect against possessed creatures.
  • Nature’s Voice: Shamankin may active a Speak with Nature spell for 10 halo. Shamankin can also sense when nature spirits are nearby or when someone has a Gaean heritage.
  • Totem Form: Shamankin can assume the Form of The Beast. Using this ability takes 2 minutes, costs 50 halo, and incapacitates the character during the change. Form of the Beast lasts until the Shamankin chooses to shift back; shifting back takes 1 minutes and incapacitates the character during the change.
    • Note: Bonus Location cannot exceed the characters maximum Location score calculated after the Constitution score modification.

Low: [+10 Loc, +3 Con, +1 Constant Bonus to STR, DAC, and Heighten Senses. DMG 1 Claws].
Mid: [+15 Loc, +4 Con, +2 Constant Bonus to STR, DAC, and Heighten Senses. DMG 2 Claws].
High: [+20 Loc, +5 Con, +3 Constant Bonus to STR, DAC, and Heighten Senses. DMG 3 Claws].
Epic: [+30 Loc, +7 Con, +4 Constant Bonus to STR, DAC, and Heighten Senses. DMG 4 Claws].

Racial Disadvantages:

  • Racial Skill Restrictions: Shamankin cannot learn to craft any piece of equipment they cannot use. They also cannot learn Psionic Sciences or Alchemy.
  • Primitive Equipment: Shamankin can only use weapons and equipment made of wood, bone, stone, hide, and leather. Shamankin can also not use any form of advanced technology, alchemy, or drugs.
  • Humane Heart: Shamankin will never stand by while animals are abused, over worked, or punished. They will always intervene to defend the animals.
  • Totemic Dependence: Shamankin have an iconic and mana dependence on their totem talisman; they also cannot shift without it.
  • Shifters Bane: Shamankin, like other shifters, find Silver to be Bane to them in their human and their Bestial form.
  • Totem Form: While Shaman-kin are in Totem Form they may not speak, use weapons or tools, cast spells of any kind, use tools, read, use consumables, or practise craft skills, chicurgery, or any other skills which could not be achieved by a trained animal.