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Folk Of the realms ( Potential Player races)

Posted by The CreatorFor group 0
The Creator
GM, 11 posts
Fri 21 Oct 2011
at 03:50
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Folk Of the realms ( Potential Player races)

These are folk who inhabit the realms in numbers and are reasonably present in most regions. while there are no mechanics listed there are enough variations among any race to allow for unique individuals with varying abilities and skills. this is a rough guideline for considering which race, of society you might enjoy.



Arborii: native to the giant trees of Arboria the Arborii are tall lean, long limbed and graceful. They decorate their bodies with intricate bands of tattoos, and often shave their heads, or wear only a broad strip of hair braided and hanging to their waist.  Their features are delicate, with large eyes, and small noses. Sometimes taking a reptilian or feline cast depending on their tribal affiliation.  This exotic appearance is sometimes augmented with carefully sculpted resin and chitin headpieces and facial decorations that cause the Arborii to appear almost inhuman.
        In broadest terms the Arborii are fully human able to mate ad bear young with a normal human, although their proportions, hands and feet are far more adapted to living in the constantly shifting and precarious domain of the giant trees. Their long dexterous hands and feet are far more suited to grasping and climbing than typical for a human with some Arborii developing an extremely mobile first toe that can even act as a crude thumb when climbing. Rumors that some Arborii posses prehensile tails and occasionally wings are largely unsubstantiated and most likely the result of an Arborii receiving arcane alterations to their body after birth.

     Clothing of the Arborii is scant or absent replaced instead by a harness and segments of hardened resin or fiber to provide some modesty. Often the males of the Arborii bond resin armor directly to their skin and sear ever more intricate segments as their age, prestige and position within the clan or tribe grows.
      clan and Life marksThe most distinctive decoration of the Arborii is the clan and life marks they bear. A smooth disk of golden resin imbedded in either temple that bears intricate marks that denote birth clan, their caste, and achievements. The disks are polished and inlaid with colorful glyphs and glow softly at times. Each member of the tribe or clan bear their marks with great pride and are loathe to deal with any Arborii who has had his marks defaced or removed as a punishment.
        The Arborii speaking sing song musical tongue that include clicks pops, chirps ad trilling noises similar to the birds and saurials dwelling in the tangled aerial jungles of the trees. The language is complex, fluid and rapid fire making it difficult for non Arborii to learn or follow their conversations at the best of times. When speaking a common tongue the arbor have a lilting singsong accent that many find exotic.

      CultureCulturally the Arborii are a peaceful people, who shun all but the most basic machinery and magics, instead using their own bodies, the products of their lands and a number of arcane-bred animals to carve out a life in their realm. They are welcoming to those who come to trade and explore the forests thought they do defend their homes and expel destructive or hostile travelers with a frightening fury.
      Men and women are treated as equals in responsibility and privileges though there are distinct cultural rules regarding their roles and the limits of their authority over certain matters. Males are typically the warrior of a tribe though all members are trained to ride, fight and hunt in order to assure the tribe is never weakened should the male members be killed or fall ill.
      Formal Marriages are uncommon in the Arborri, however lifelong bonds form early and the pair will stay together until death. With the mother tending to the children and the father providing for them, although occasionally the arrangement is revered in cases where the father is injured or becomes unable to venture out. There is no stigma attached to this arrangement and the women who do venture beyond the villages are afforded the respect and rights of a warrior hunter or gatherer.
        While no formal laws are recorded a complex series of oral laws, traditions and taboos cover life among the Arborii punishments are often compensation for damages, shunning temporary exile or in most sever cases removal of the clan mark and permanent exile. Only in the most serious cases is execution ordered and usually only in cases of willful murder, or treachery against the clan or tribe.

 youth among the Arborii are energetic curious and adventurous, this is encouraged by the older members and often the teens of the Arborii will travel far and wide through the forest and even into the upper realms before they come of age and take up their adult lives.
       In some tribes a period of wandering is mandated, this requires the youth to leave his tribe and clan lands for a period of up to a year before returning with some token, or item to mark his return and to benefit the clan. Usually this is some beats, hide, or item of usefulness that the youth presents to the tribal elder and is then given his tribal markings noting his an adult in good standing.

       Magic is typically only practiced by the women, and it is a simple and nature based form of the arcane tending more towards divinations,  protection, purification and healing more than combat. When pushed to defense an Arborii mage can call the forest itself to her aid and bolster the prowess and strength of any warrior or tribesman nearby.
          One of the most useful powers of the Arborii is the ability to shape creatures with complex rituals, diets and alchemical preparations used over generations in most cases to create distinct breeds to serve the Arborii as beasts of burden, companions, and mounts.
          Hen pressed Shapers can alter their own forms and the shapes of friendly creatures to perform task or deal with threats for short periods of time. This is uncomfortable and can lead to injuries if done too quickly or by inexperienced shapers.

          The Awii: the Awii are the leaders and elders of the Arborii the name translates roughly to “Iron” or “People worth Iron” due to the lack of large sources of iron in the region this name denotes that the folk are considered valuable and essential to life.
           Each Awii wears a third mark, an iron disk set into their forehead made of a blue iron inlaid with their name and field of accomplishment. These folk are generally in charge of training, testing, and daily activities in their area of expertise. Each Awii also has the right to sit in council and help to determine the rules and direction of the group.
          Priestess: Each tribe will have a priestess and a number of Acolytes, who are sent to various settlements to live. These Acolytes are trained as both healers and mages allowing them to assist the town, heal the injured or tend to beasts and items that require magical skill. While they are novice mages and priests at best occasionally one will excel and gather enough knowledge and power to be appointed as a priestess if she can pass the tests of wisdom and willingness to sacrifice for the good of her people required to earn her “Witch Mark“.  as a priestess the acolyte will be granted the owner to settle disputes, speak for the spirits ad gods, and administer sentences in cases of crimes or breaches of tradition.
         Wahahn:  While open to travelers there are regions of the deep forest that are taboo for both Arborii and outsiders, a band of fierce warriors , known as the Wahan are drawn from all tribes and forbidden to own any items other than their weapons and armor or take bond mates protects the taboo places and dispatch any intruder without warning or question. The taboo regions are marked and often a warning will be given to outsiders when approaching a taboo area. After the initial warning there will be no second warning and no mercy to trespassers.

        The weapons and technology of the Arborii are simple and flexible, swords, bows, javelins and darts are favored, usually used from ambush or in lightening fast strikes on enemies or dangerous beasts. The mobility of the Arborii among the trees and their winged and climbing beasts allow them to move almost freely where more advanced means of transport are limited or  blocked
        Warfare between tribes is rare, limited by old and strong traditions and a powerful council of elders who settle all disputes with a final decision which by tradition can not be appealed to anyone but the gods. Through the few oracles who reside in the deep forest requiring a dangerous and lengthy journey to reach.




    Cetiin: A short, lean folk native to the reed marshes and cypress bogs of the encircling Sea the Ashtii are nearly hairless in both sexes and have long fingered webbed hands and a noticeable blue and white counter shaded skin tone adapted to an aquatic environment. Te skin of a Cetiin is slick and smooth similar to dolphins and proposes, allowing the Cetiin to swim with little resistance in the water.
             Internal gills allow a Cetiin to breathe under water and on dry land although prolonged exposure to dry air causes them great discomfort and often leads to a peculiar scaling and cracking of their skin.  In salt or fresh water a Cetiin can stay under water for hours at a time without becoming waterlogged or needing to surface for air, although many comment that their eyes become tired and ache after long periods under water.
           Another unique adaptation to living in an aquatic environment is the lack of an external ear, and the development of an echolocation ability that gives them the ability to detect threats in navigate in even the darkest reaches of the encircling sea.
   Cetiin are occasionally known tow bear children with normal humans and any near human however the offspring does not have the internal gill or echo-location ability of the parent although they are renowned for being able to hold their breath for more than fifteen minutes and swim as well as their Cetiin parent.

Cetiin are shy and reclusive with outsiders, preferring small well camouflaged villages that blend aquatic and surface structures, gardens for water plants and peens in which they collect, raise, and store fresh fish and mollusks.
            Little is known about their daily lives and habits due to their reclusive nature but in general they spend much of their day in constant movement in the water and reed seas of the encircling sea. Gathering and tending to the extensive fields and herds of aquatic creatures. Everything they use is drawn from their native realm including leathers and fibers harvested from sea life and reeds in the area. Some of which they hold an almost religious reverence for. Trading in rare skins, meats, and useful bones and tissue is a common social practice and lively bargaining and haggling is a daily routine.  For this reason Cetiin who leave their villages often become successful traders merchants and shopkeepers gaining them a reputation as tough, industrious, and honest merchants.
                While not prone to violence, and more likely to disappear in an instant if confronted. A few have taken to games of chance and gambling in many forms and have an equally formidable reputation for being shrewd and cunning players who are among the best in any gambling hall. A Cetiin with his deck of cards is more likely to leave you near penniless and confused as a brute with a cudgel.


T’Hriin (Tuh-Hreen)
   Large multi legged insects resembling a mantis, The T”Hriin are native to Arboria and Arcadia. A large triangular head, with compound eyes on the sides and smaller mobile eyes in the center of their “face” as well as an extra set of forelimbs with log slender and dexterous hands set the T’Hriin apart from most insect. That and the fact they are five to six feet long and often gird themselves in manufactured armor and carry complex projectile weapons based on their own version of technomancy.
             The eyes of the T’Hriin give them excellent all round vision while the T’Hriin see a single image it is monochrome and fuzzy only their fixed forward eyes allow details color vision.  Creating an image in an image for the T’Hriin. Their peripheral vision may be less detailed it is however very sensitive to motion and changes in backgrounds. T’Hriin are often moving their heads and rotating them to bring their forward eyes onto an object for closer examination or to give them a slightly different angle to objects in their peripheral vision.
            T’Hriin communicate with a collection of chirps, clicks and buzzes that are almost impossible to replicate by humans but can be understood with some practice. Although the rapid fire speech of the T’Hriin makes it hard to follow them when they forget to speak slowly for human listeners.
              Physically T’Hriin are no stronger or faster than typical humans but their multi-limbed build makes them unusually good climbers runners and able to stay on their feet in the most unstable circumstances.
Culture;
          T’Hriin are Peaceful and at most times passive, only becoming violent or aggressive during their highly ritualized mating rituals each year. Males and females participate in combative challenges in order to set a strict pecking order. They pair with their counterpart and mate producing clutches of eggs a month later, that are then cared for in a communal crèche until they hatch six weeks later. After this period of mating the pair dissolves and they return to their normal life.

          T’Hriin do not live in large groups or form settlements they move in small bands in a semi-nomadic manner seldom staying in one place for more than a few years. Their only permanent structures are temples, arenas, and crèches which are only used during their mating and breeding periods growing rapidly in size from a small settlement to near city size in days and then dwindling away as the resident members return to their normal life.
           While moving about the T’Hriin will blend into existing settlements and offer their services as craftsmen and artisans to the local population. Some bands have pooled together to purchase ships and smaller craft to begin traveling about freely without needing to constantly building and rebuilding their small dome style houses., and shops.
             Male and females are identical in external appearance and there seems to be no division between the sexes. Only when clutching, are females treated differently. The females are housed in the crèche and makes stand guard and become fairly aggressive toward outsiders.

             When angered or attacked the T’Hriin are formidable appoints due to the large forearm scythes which are keenly edged and serrated allowing them to tear through cloth, leather and light fiber armor. Due to their mating combats most T’Hriin are skilled in up close combat and their exoskeleton allows them to ignore light edged weapons, physical blows and fragments. When wearing their armor T’Hriin are able to deal with even swords spears and light projectiles without being severely injured. T’Hriin ho take up a combative lifestyle are highly sought  after as bodyguards, marines, and shock troopers.


 J’Nik are a tall spindly race with large broad chests a long reptilian neck, and tail, with a small beaked head. They have six limbs two of which are powerful streamlined wings that give them excellent speed and maneuverability in the air.  They have thick short fur on their bodies that can be of any color or pattern although clans and families will have the same general pattern. And feathers on their wings head and neck, which are often brightly colored and shift hues in direct sunlight.
     J’Nik are quick witted and gregarious by nature their speech is rapid fire and difficult for species other than the J’Nik to understand they shun common as a rule unless they are engaged in business or forced to use it with another species. J’Nik customs do not have any concept of a private conversation and to them any information is public domain. They are almost compelled to ferret out secrets, and disseminate information.  Making them premier information brokers, and generally mistrusted or seen as nosey ad annoying by more secretive races.
          The J’Nik are found most often in the upper realms inhabiting the Sky reaches and drifting mountains and boulders between the main continents. In large city states ruled by a matriarchal culture which is often based on trading and highly competitive, with political marriages, breeding, and bargaining determining the individual standing in their confusing and fluid social structure.
      The J’Nik use their flight to good advantage and are completely at home in the open skies where they use their wings to propel themselves with great speed and agility.  Since they can fly J’nik build vertical cities, on cliff faces or freestanding buildings with openings and balconies on the outside and few internal corridors. Stairways or passages.
         There ships and stations are generally hollow, with chambers open to a central space they use to fly from one section to another. These practices limit other species movement in their cities and make them difficult to approach or attack without the assistance of flight pack or aircraft which forces invaders into an aerial battle with natural and skilled flyers.
                     In combat J’Nik are extremely mobile,. Combining air movement and quick ground movement. Their fleets consist of fast stealthy merchant ships and small heavily armed escorts and frigates with few large capital ships. Since as a rule they fight only long enough to escape or for their hired mercenaries to arrive on scene.

Qle'K'Jo'y'K'Gui
A race of creatures inhabiting the lower realms. Ruthless, relentless, and always acting to the will of their Queens. While several castes of Qle exist individuals have a widely varied appearance due to their individual alterations and grafts.   Often as much machine as flesh, the Qle are among the greatest builders and technmacers in the realms. They do not venture into the upper realms in numbers but they are not unknown to the Upper folk.
          The Qle seldom exist without some purpose, and focus single mindedly on a task until it is achieved or they are ordered to cease. Rest, enjoyment and reward are alien thoughts to the Qle, who view any indulgence in leisure or “needless”  activities as a weakness of the upper folk.

Queens: Leaders and planers of the Qle, the queens not only select which eggs are conditioned to become which caste but assign tasks to each group and set the overall agenda of their groups. Queens are seldom glimpsed by even their most loyal attendants and only communicate with other races through their avatars and handmaidens. Living their long lives ,secure within the heart of their city, behind  a small army of guards and lesser attendants.

Handmaidens: few have seen a handmaiden without the heavy robes, hood and mask that covers their features. Those who have report they are elegant and graceful with distinctly reptilian features. Acting as officers, agents and ambassadors of the queens the Handmaidens are aloof, aristocratic, and easily offended by lapses in protocol and manners.  Their precise and structured manners and speech indicate they are of a highly educated and structured society with little room for the flowery speech and formal receptions common among other diplomats. They will “endure” official functions, but seldom speak or interact with others except for a polite introduction and pointed queries concerning the purpose of her visit.

Brains: little more than a brain incased in a vat of fluid the brains are the scholars scientist and researchers of the Qle. When seen beyond their cites the Brains travel in vessels just large enough to contain their mall bodies equipped with numerous small manipulators, vision  aides and tendrils they use to examine and control any of their devices. With little regard for any but the most scholarly and scientific matters Brains are eager to discuss such matters at lengths and in detail that boggle most minds.
   When secure within their vats the Brains join into a collective of minds the fluids and chemicals communicating with one another without need for words and in ways only the Brains can fathom. When a clutch of brains enters a conclave they are seldom long at their task before arriving at an answer.

Gineers:
Small long limbed and wiry G’neers are crafters and designers without peer. they are clearly reptilian with large eyes and long fingered hands. Their keen eyes, quick hands and sharp minds make even the most taxing and delicate of tasks a simple matter. Willing to work long hours in the most grueling of conditions without rest the G’nnners sort many lenses, mechanical limbs, and devices grafted directly to their flesh.

Brawns: Largest of the Qle these slope shouldered reptiles are hulking monsters who serve as both heavy labor and warriors among the Qle. Their heads are covered with short horns and knobs, and have large crushing jaws that can sheer through a mans arm with little effort.

Servitors: servitors are by far the ost common and most varied of the Q’le they seldom resemble each other do to the machines and grafts joined to the flesh body for their specific tasks, Servitors are seldom found alone and are focused on their given task and seldom interact with any creature or individual unles required to by their task.

Culture
          The Qle are difficult to understand, they are intensely focused and industrious, with little in the way of music, literature or art. They live in large cities that are as much factory as dwellings. Each Qle is given only a small niche to rest in when not assigned a task.
           A strong hierarchy and bureaucracy control every aspect of the Qle, led by the queens and their handmaidens then administrators and commanders who oversee the daily activities of the city. Laws are strict and punishments seem to be quite harsh by most standards, imprisonment and exile are not common as punishment, severe corporal punishment and execution seem to be the standard punishment for infractions by any rank or class of Qle.
        Promotion :within the classes seems to be fluid and based on ability and service to the city Among the lesser classes there seems to be a limit to their promotion however, Handmaidens seem to be allowed to advance from simple administrators to the rank of Queen.
          While extremely cooperative and well organized their sees to be a strong competition for position and power within the hierarchy. On several occasions rumors of conflict between Qle cites and individuals have proven true, sometimes with heavy casualties ,among the participants have proven to be understated in the ruthlessness and brutality used by the participants in the conflicts..


M’nKuhl: (emm-na-COOL) a species of warm blooded creatures native, or at least common to both the oceans and open skies. . Resembling a long tapered aquatic mammal such as a dolphin with four ray like wings, two to either side of the body slightly separated by small stiff pectoral fins. The M’nKuhl swim through the open skies propelled by a powerful telekinetic method still not completely understood by naturalists biologists. Unlike most species I the open skies M’nKuhl use their great speed and agility allowing the to outmaneuver and out run larger predators and strike quickly at their favored prey with minimal risk of injury.
        Able to hold their breath for 15 to 20 minute at a time the M’nKuhl are able to hunt prey and explore the depths with little limitation. They also posses a sensitive sense kin to echolocation but relying on telekinetic powers to navigate in complete darkness and murky waters.

         M’nKuhl typically prey on small reef or shatter dwelling crustaceans, free “swimming’ schools of  aerial fish and squid like animals and  other small life forms living in the more densely populated regions of the open skies. Often M’nKuhl will shadow ships playing in the wake left by their passage or hitching a ride in the ships mass shadow between distant reefs.  Their friendly playful demeanor and relatively benign appearance has led to M’nKuhl becoming a major tourist draw with small sightseeing ships dropping into areas they are common to and taking short hops from point to point drawing the M’nKuhl in with a free ride to the next nearest reef or drift.

      In areas with large M’nKuhl populations the friendly creatures often become invaluable partners for the locals. Their intelligence, docile nature and willingness to accept training making them valuable domestic assistants to the local populations. Adults can generate a powerful blast of kinetic energy that can injure man sized creatures and kill smaller creatures with a single blast.  These abilities have led to some Militia and armies training M’nKuhl much as dogs and other animals have been trained for warfare for centuries.

             M’nKuhl will accompany ships and groups freely. Acting as  scouts, or guards in dangerous regions on their own, or fly patrols serving as highly adaptable and loyal guard beasts with little complaint or hesitation. Their tendency to wander away during down time and their resistance to being confined often means that same individual M’nKuhl will not be available with any regularity. However the always return later seeming to become despondent or confused if punished for leaving which frustrates some “owners”  and trainers alike. However since M’nKuhl are social creatures there are usually enough around to allow a standing pool of volunteers to insure that there are always trained individuals on hand to accomplish a task.

         The high level of intelligence, ability to comprehend complex concepts and highly evolved group and social structures has led many groups to consider M’nKuhl to be sentient. As a result sometimes groups will protest the use of M’nKuhl as cheap labor, or military assets as slavery and abuse.  When telepaths explain their views to M’nKuhl the most common reaction is amusement. They reply most often using their limited empathic vocabulary. “Human, happy, no fear, good food….No human no happy, scared, hungry.”

             M’nKuhl will occasionally bond with a sentient creature forming an unbreakable link similar to a lesser mind link. Once they bond with a human they will travel where it travels and serve as both companion guardian and mount for them. A M’nKuhl can carry and medium sized or smaller person and their gear as long as it does not exceed a total of 250lbs. Beyond that the M’nKuhl will suffer as encumbered up to 350 pounds where it can no longer remain aloft in a gravity well. Outside of a gravity well the M’nKuhl can carry his rider an his equipment up to 500lbs without trouble. Mass load in excess of 500 kilos reduces the speed of the creature by 25% masses above 800 pounds can not be carried.

Flight: 75ft fly excellent hover
swimming 50ft swim

Shatnii:
A mid sized reptilian race with a collapsing fringe along their flanks connected to their expandable ribs allowing them to glide or leap for long distances. pale green or pale blue in color with a bright obsequious nature.

Ba’ab: a race of ram horned “sheep folk” native to Arcadia. Quite passive and pastoral the Ba’ab shun any form of machine ore complicated than their simple agricultural tools. Living in small communities they tend their herds and fields or roam the hills nad wilds in nomadic bands living off the land sand following an austere and simple religious code.
        Ba’ab are not impressive looking physically but they are hardy and stout folk, able to bear heavy burdens and endure heat and cold  with surprising resilience.  A thick coat of wool, and a circled set of horns and mobile ears, mark the Ba’ab. With short thick arms and chests, they are also physically strong able to carry heavy burdens tirelessly.


Culture        The Ba’ab have a group leadership consisting of the eldest members of the community gathering in conclaves when a matter concerns the folk as a whole. Adult Ba’ab keep a close watch on the younger Ba’ab using mild forms of punishment and potential shunning as consequences for breaking group taboos.
        Few Ba’ab ever take up the study of weapons and those that do are shunned or avoided by their pacifist fellows. Instead the Ba’ab rely n a mutual relation ship with the Haru who live o their fringes and protect their folk from predators and attack.
        Music and Art are simple but profoundly important to the Ba’ab. Their homes and implements are often carved with simple patterns and motifs, but are of uncanny implicitly and quality, even the simplest item of a household is a work of considerable skill and are sought after by people who collect primitive art.
        The music of the Ba’ab is also simple, with no instruments and resembling a rhythmic chants that are often teaching chants, and folk tales sung by elders to the youths and in communal ceremonies before festivals and feasts that are held at set periods through out the year. And to commemorate weddings, births and the start of construction on houses and public buildings.
          While written law are uncommon the oral and folk traditions of the Ba’ab are many and complex with the elders and lore masters teaching them to potential elders as they grow older. Imprisonment is unheard of, and corporal punishment is equally rare, shunning, punitive labors, and exile ( temporary or permanent) seem to be the standard punishment for infractions of taboo, or tradition occur.
          Youths of the Ba’ab are strictly controlled and educated in the crafts and traditions of the Ba’ab. As they grow older they are trained in a trade or craft as apprentices and finally allowed ot marry and take up their craft or profession on their own.
      strong gender roles exist within the Ba’ab with women tending to the family and the household and holding authority over such things, few situations arise in which a Ba’ab man can over rule the decision of the Housekeeper without risking being shunned for his overstepping of traditional roles.
       Male Ba’ab typically work the fields and shops , and deal with matters outside the household. They trade and barter for goods, and maintain the tools and equipment and have final say on those matters.
         The Elders council is a combined female and male body, with all member ale to speak and present matters for consideration. Generally the council operates along the same lines as other matters of the society. Women decide matters of marriage, domestic disputes, and family while the men speak on and consider matters of trade, land, the education of young men and crafts. In matters of marriage and breaches of tradition both sexes hold equal sway.


The Fey:
             Elusive unpredictable and ever changing the fey are a of  kin races born of spirits inhabiting plant animal and object. Often they are no more than a twinkle of light in  a deep woodland, or shadow beneath the surface of a pond, but the Fey do occasionally take solid form in areas where magic is strong. Or many folk gather together to work magic.
               Fey are both fair and foul, and often passionate, capricious, mischievous, and spiteful. Legends say they are the spirits folk killed in the great destruction or slain during the Ashanto’s great war. These spirits wander the realms for ages until they can find a place or creature to inhabit. This tale explains the varied nature of the Fey as those of fair or childlike manner are the spirits of good folk who perished and were lost, and the darker malevolent fey are the souls of those still harbor hate and anger from their former lives.
             Over the ages several races have grown from a few rare beings to become a full fledged race.  These folk are sometimes feared and shunned but more often they live in peace with their nighbors or become valued friends and companions.

Broswine: seldom larger than a cat the Broswine are a rural folk fond of open fields, small forests and farming village. They are clever, industrious and tireless. Their affinity for animals and craft make them welcome additions to any family or hold.
          A band of Broswine will “adopt” a patch of land orchard or household and busy themselves clearing away weeds, chasing away vermin mending broken goods, or caring for sick or injured animals. They seldom ask for any payment other than a  share of the harvest, an occasional gift, and to be welcomed at festivals and celebrations. There love of pranks, mischief, rowdy song and jest are part of there way and if the local folk are good humored and suffer the occasional prank or trick well soon become favorites of the Broswine. Of course spilled milk, vanishing tools, and hens frightened till they will not lay, are the price of being a bad sport, or forgetting to invite the Broswine to a family celebration.
            Broswine are human in appearance with dark hair ruddy complexions and a slight boyish build in both male and female. They dress in colorful garb often sporting many buttons, and delicate embroidery. Sometimes Broswine will have the features of a common animal suck sears, tails or fine coat of fur but this is more common in wild areas where there are few civilized folk.
days.

Feldminch:if you hear a bustle in the hedgerow, and you don't know, it's just the spring clean for the may queen

 smaller that the Broswine the Feldminch are often unnoticed by  larger folk, living in small warrens near farmlands, barns, or in fallow fields. No larger than a mouse the Feldminch are happy to live simple lives gathering grains and tending their small homes without actively contacting any other race.
         Feldminch are often in peril from hawks, ferrets, cats, and other predators. Their skill at remaining unseen and a natural magic they learn as children serves them well and can prove a match for any natural predator. Bright flashes, loud noises and noxious smells, generated by the Feldminch are often powerful enough to stun or discourage a full grown man who unwisely disturbs a Feldminch warren.
          Knowledgeable of herbs and natural medicines Feldminch will leave poultices and ointments  in trade for milk, butter, and honey or sweetbreads and other foods. In hard times the Feldminch will even sometimes lead a child to a small horde of grains and nuts they have gathered in better times.
        Often Feldminch “Old Mothers” will share their recipes, salves and knowledge with Midwives and Goodwyves of local villages, and teach a promising young girl their ways. For these  reasons few villages will fail to set aside a few acres of fallow ground, and leave ample portions of  their crops on stalk to  ensure the Presence of the Feldminch. And often children are encouraged to leave gifts of bright ribbons, buttons and honeyed cakes for their tiny friends on their birthdays.
   Grasp: small wiry reptilian humanoids common in many lands. they are nervous excitable and childlike in many ways. Thought to be related to other fey races and the malicious Grisspin the Grasp are far less aggressive and seldom cause more than a minor nuisance in civilized lands.  There mischievous and       reckless nature is often put up with due to their innate urge to tinker and craft small devices, bits of jewelry and  fascination with machines. While difficult to educate properly Grasp quickly learn the basics of mechanics and sometimes create small technomantic  devices without formal education. This makes them valued as assistants, servants and mechanics in shops labs factories.
          Grasp often live in winding warrens of small sheds and abandoned factories common in larger cites. There open air markets are teeming mazes stalls and blankets laid out in back streets where they trade in the junk and hand made craft they craft. The din of  high pitched chattering wind chimes in the thousands and constant ringing of small hammers can be heard long before the passer by sees the bustling market strewn with colorful sun catchers, wind chimes, and fluttering ribbons of bright cloth dancing on the wind.
              While generally regarded as slightly unhinged, and naïve it is dangerous to underestimate the Grasp.  Their small stature, inhumanly quick reflexes and ability to disappear into the clutter and confusion of their favored areas makes them a difficult target. A rain of rocks, darts,  and small surprisingly effective explosive or chemical grenades often falls on anyone who unwisely disregards Grasp as harmless. By the time the attacker recovers from the effects of the Grasp’s bombs there is nothing but a fleeting shadow and angry keening chatter to fire on.

Wiird: formed of living water from springs and great depths of the encircling sea, where magic is strong or in great flux. A body of water takes on life and it’s own personality. under the fey’s influence the water ca become fluid and nearly solid as they will. When they choose to leave their springs and pools the Wiird are seldom far fro water and tend to avoid to arid areas where water is scarce.
        Wind are shifting, mercurial, and whimsical favoring pranks and jokes that are funny only to other wiird or small children.
         Their shape and form are as easily changed as the mood of the wiird. Able to extrude limbs and even flow though small gaps without effort. Though there appears to be a limit to the number of limbs they can effectively control. And they do seem to suffer when their gelatinousness ass is struck or disrupted due to the intense effort to hold their bodies together when damaged, if their body is sufficiently disrupted they loose control and need to find a body of water quickly to reform or they are lost back into the ethereal void the spring from.
This message was last edited by the GM at 04:05, Fri 21 Oct 2011.
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