Playable Races
HUMAN - To say that humans are the most dominant species on Iroxzya would be both true, and insulting to a great many others. But humanity did break free of dwarvern slavery. Humanity did return to the surface. Humanity exposed the world to psionics, and perhaps most importantly, humanity is the deciding factor that drove the tyrannical dwarvern empire into extinction. It is true. Elves and orakku were never conquered. Neither were the giants. Even the tribal bullywugs and lizard folk can accurately claim the the dwarves never conquered them. However, defeat would have been inevitable. While they remained fighting, defending their territories, that is admittedly all they did. Human intervention allowed for offensive strikes against the mutual dwarvern foes.
Some species, like the elves, have no problem with this. In fact, the whole of the Heartwood Forest (the largest elven territory), easily large enough to be it's own empire, rests within the eastern half of the Murdokanese Empire. Humans and elves have had a mutually cooperative relationship since the beginning. Others, like the brave and honorable orakku hold it as a point of pride that they fought against impossible odds, taking as many with them as they could before being killed. Insinuating that one of the orakku samurai is a coward (let alone his ancestor) or did not do his duty is a sure way to create an enemy for life.
Humans are by far the most cosmetically diverse species of Iroxzya too. They are tall, fat, skinny, wide, and short. Some are bald, others have hair that grows like weeds. Among humans hair, eye, and skin color covers a huge range. Blonde, red, curly, or straight. Blue, bronze, pale, or brown. It is also harder to tell a human's capabilities. An obese human may still be light on his feet, for example. While certain ancestries make specific characteristic more detectable, it isn't always true. Humans peek, both high and low, differently than other races. Personalities are just as varied among humans. Most humans default to being interested in what is right around them and how it can be used to make life that much easier or more comfortable. But again, humans peek all over the place. Just as one human may be fascinated by ancient history, another may only care about getting rich. Humans produce the greatest champions and the most terrible villains.
The two biggest keys to humanity's success and continued survival are adaptability and aggression. Humans have shorter lifespans than most other species, and this has also put them where they are. Humans yearn for accomplishment and acceptance, and as a result they want to see what they can and know that it wasn't all for nothing. This intimidates many other sentient species as humans are seen as something of bullies, pushing their way towards their passions and letting nothing get in their way. On the other hand, some, such as the elves, are often attracted to this confidence and determination. The number of half-elves running around is all the evidence anyone really needs.
Humans with an elf or two in their family tree are starting to appear as sorcerers. Previously, humans had been denied access to all forms of arcane spellcasting. In addition, humans pass on their ability to use psionics to their half-elf and half-orc children. Humans were thought to be the only species capable of psionics. Children of mixed human ethnicities may take on cosmetic traits of their father, but their bonuses and drawbacks are always inherited from their mother.
UNIVERSAL HUMAN BONUSES & DRAWBACKS:
-All Humans receive a bonus Feat at level 1.
-A Human's favored class is any.
-Humans begin play knowing their own language.
-Base Speed is 30 feet.
-Humans on Iroxzya have developed Low Light Vision out to 30 feet.
-Humans are barred from all Arcane casting except as Sorcerers.
-----Arktixzyan: Not available at this time.
-----Ashlundi: The Ashlundi are a rather interesting group of people who fascinate outsiders with their exotic appearance, misinterpreted lack of modesty, and origin story. The Ashlundi are what happens when two powerful, allied, elfin houses that practice necromancy join up with cultists of Pyrakus and Hexikkus to venture off into the Ashlands an create a sustainable society. Well it worked. Sort of. The heat is still unbearable to most. The skies are still black with soot and ash clouds. Water is still scarce. Vegetation can still only be found along the coast and in the jungles that border Destivian and Orakku lands. And now there are far, far more undead than early explorers ever encountered. To everyone but the Ashlundi, the Ashlands are still a mostly inhospitable, volcanic mess. Permanent and semi-permanent Ashlundi communities dot the coast. Most people live along the northern and southern borders with the Murdokanese and Orakku, also along the jungle terrain on the western edge of their territory. But about 30-40% of Ashlundi are entirely nomadic, living hunter gatherer lives. Even those of an urban lifestyle are still very tribal.
Physically, Ashlundi are immediately recognizable. They all have black skin. Onyx. Obsidian. Ink. Oil. Occasionally it is ashy or dry, but most of the time Ashlundi skin looks wet. Ashlundi have a tendency to be a little leaner than other humans, but their height seems to be about average. Hair color is almost always black, but those who have mixed with the elf bloodlines occasionally have bright red, blue, or green hair. White hair only ever shows up in Ashlundi who practice necromancy. Ashlundi men seldom grow facial hair, but both men and women have almost no body hair. Among the Ashlundi, hair and eye color are almost always the same, making them even more exotic to behold.
Culturally the Ashlundi are a nomadic, tribal, matriarchy. But they could also be accused of being a polyamorous theocracy. Ashlundi women outnumber men at an almost 3:2 ratio, and women dominate the ranks of warriors and clergy. Men typically do the heavy lifting, hunting, and especially, water collection. Most nomadic groups number between 20 and 100, and when tribes cross paths with each other they take the opportunity to mate, keeping both tribes bloodlines fresh. In the more permanent settings, women typically exercise their religious authority more frequently and actively encourage certain beneficial unions while discouraging others.
The Ashlundi are typically very fanatical about their faith. Even the poorest nomads with nothing but what they carry can be found brandishing symbols of Pyrakus and Hexikkus. Both religions play big roles. Pyrakus for the protection and reverence of the flaming landscape and Hexikkus for his aid in combatting the undead. Due to the extreme heat (it averages about 110 degrees) and terrible terrain, Ashlundi combat tactics make use of the constant darkness and stealth. Most warriors are actually ninja, using skills and talents adopted from their Orakku neighbors to the south. These skills work just as well in jungles as they do in rocky errain, crags, plains, and caves.
Socially the Ashlundi are very tight knit with their tribe. Tribe secrets and traditions are rarely shared with outsiders. Children are protected and isolated, almost never seen outside their tribe. Strangely enough, Ashlundi are very open with outsiders about everything else. They tend to be rather gregarious and affectionate. Few Ashlundi own more than they can carry. Anything that can't be carried slows them down. If an object might be used by another, it often gets left for them. Things like paper, cloth, and grain are extremely difficult to get in the Ashlands leaving trade and theft as the only real options to get what they need. Since a rich Ashlundi may have the clothes she's wearing, some sandals, a weapon or two, some tribal or religious jewelry, and rations for a day or two, services and bodies are often traded. The bodies and services part is what leads many outsiders to view them as promiscuous. However, to the Ashlundi, it's often an easy trade that works out in their favor.
Finally, the big reason more and more Ashlundi are showing up in Destivia is because they've been pressed out of their western jungles. Count Eastward established Fort Eastward right in the middle of the Golden Marsh, which also happened to be the western border of the Ashlands. The Count had followed all laws, both Destivian and Murdokanese in acquiring the land from the Ashlundi. However, after a series of canals and man made rivers allowed the water to flow freely and Imperial supply barges to move south, the Ashlundi find themselves wanting their previously unwanted territory back.
--------Ability Score Modifiers: +2 Dexterity, and a +2 to Intelligence or Charisma, -2 Wisdom or Constitution.
--------Proficiency Bonus: Ashlundi are proficient with the Burnstick and the Whip.
--------Additional: Ashlundi Sorcerers may also choose Undead as a Bloodline instead of just one of the Elements. Ashlundi Low Light Vision exends to 60 feet because of the natural darkness of their homeland. Ashlundi also receive a +2 bonus to Stealth checks when in darkness, and thanks to centuries of living around active volcanoes have Fire Energy Resistance 5. They receive a +1 bonus on all saving throws against spells using Fire damage.
--------Languages: Ashlundi speak Ashlundi. Many also speak Elfin, Ignian, Infernal, Celestial, Terran, Destivian, or Orakku
--------Common Surnames: Avoore, Gilgarm, Hushler, Criameere, Shuvom, Tremmoore, Moldroone, Yshaarm, Temmave, & Gingrom
--------Typical Male Names: Ashlundi boy names typically start with Vu, Ru, Si, Co, Ig, Vuj, Kij, Cru, Cel, or Rut, and they typically end in Ere, Ea, Ry, Ril, Dy, or Om. Names often have one or two syllables between first and last, but never more than that. Middle syllables are often, mar, gro, nor, but, her, rus, she, ell, ark, dre, fol, fal, ten, ulm, urn, gen, vok, mel, met, or kim.
--------Typical Female Names: Ashlundi girl names typically start with Kat, Che, Zor, Mel, Chi, The, Row, Del, Okt, Oli, Eva, or Liv, and they typically ende with dra, cos, cass, ki, ra, ny, dy, or fre. Female names always have three syllables between the beginning and last syllable, making their names long and unique. Middle syllables are typically fri, ti, ash, vel, gem, and, jen, wit, ula, ool, jas, po, ink, em, mad, nik, bru, vet, kath, and sash.
--------Height: To randomly determine height by inches, roll 2d6+1 and add it to 62 for male characters and roll 2d6 adding 58 for female characters.
--------Weight: To randomly determine weight by pounds, roll 2d20 and add 5 pounds per point of strength and constitution for male characters and roll 2d8 plus 5 pounds per point of strength and constitution for female characters.
--------Drawbacks: Ashlundi are vulnerable to the cold. Saving throws against Cold based damage are made with a -2 penalty. Additionally, Undead seem to be drawn to the Ashlundi and target them more frequently.
-----Destivian: Destivians officially settled in the lands that would become Destivia in 94 N.A. but they had been trickling into the region for years prior to that. At the time, Destivia was a wild, unpopulated, and untamed land where those not wanting to be a part of the Murdokanese Empire escaped too. Woodgate is the first official settlement, but more modern explorers can still come across the ruins of what must have been early settlements or military positions.
Destivians are not immediately recognized as such by their appearance. They have the widest range of skin and hair tones, from caucasian to dark brown, and platinum blonde to black.
-----Imperial:
-----Rivian: Not available at this time.
-----Rykexzyan: Not available at this time.
-----Viktrimonte: Not available at this time.
This message was last edited by the GM at 03:29, Mon 18 Oct 2021.