Races
The races are identified here with their Imperial names. The descriptions also identify the best way to reflect each race’s characteristics in basic Pathfinder race templates. Please be aware that races in the Empire of the West do not have the absurdly long life spans associated with most RPG tropes. In the Empire, people over 70 begin losing their physical, and sometimes mental, capacities. If they don’t encounter a disease or ailment, or are not treated magically, people typically die before 90, though a small handful may survive a few years past 100.
Alepharzurai
Alepharzurai (Al-ef-AR-zu-rye), or Aleph, are a race of humanoid mortal fey. As individuals, there are few physical variations between one Aleph and another. Aleph are fair haired and pale skinned, with light colored eyes, high cheekbones, and noticeably pointed ears. Physically they are graceful and slender, generally taller and lighter than their human counterparts, and somewhat fragile like most Fey. Aleph generally give a first impression of inner strength and competence, but should they come under observation for a long period of time, they can appear self-absorbed, melancholy, and remote.
The Aleph in the Empire are mortal Fey, and like other Fey, such as pixies and dryads, they have an affinity with nature and a significant distrust of organized civilization. Because of this distrust, and their tendencies toward individualism, there can be significant cultural differences between Aleph Clans. Aleph generally trace their Clan affiliation and home forest back to the time before the founding of the Empire of the West, although currently only the Horn Wood is Aleph territory, all other true forests being captured or abandoned. The Aleph share a deep sense of near-permanency. This makes Aleph seem genuinely unconcerned with the affairs of the Empire.
In Pathfinder, the basic race template for any Elf can be used for Aleph. For determination of effects, all Aleph have the Fey type in addition to the Humanoid type. Aleph have strong tendencies toward neutral and good behavior.
Duratem
Duratem (DUR-ah-tehm) are a race of humanoid mortals with bloodlines derived from earth elementals. The typical Duratem is broad of shoulder and hip, somewhat shorter than their human counterparts, and swarthy and ruddy in complexion. Hair and eye color also tends to be dark.
Unfortunately, there are few Duratem left in the Empire. The Second Dark War claimed most of them, and those few who survived the war were either adults away from the mountain holds on business, or children sent away from the front lines as refugees. The heavy casualties of the war have bred a sense of loss among the surviving Duratem, who cling to their proud history, and strive to keep their tattered culture alive.
However, the anguish felt by the survivors has not made them bitter. Since the Second Dark War, Duratem have done their best to integrate into the Empire. Just as their forefathers, modern Duratem are social, preferring large gatherings, full taverns, and tall tales spun in good company, making the typical Duratem a welcome companion.
In Pathfinder, the basic race template for any Dwarf can be used for Duratem. For determination of effects, all Duratem have the Earth subtype in addition to the Humanoid type. Duratem have strong tendencies toward lawful behavior.
Fesk
Fesk (FESK) are a race of NPC humanoids who, when encountered within the Empire, typically function as servants or simple craftsmen. Fesk are uniform in appearance—genderless, hairless, 4 feet tall with slight frames, a chitinous pale yellow exoskeleton, solid black eyes, and small mouths. In natural conditions, wild Fesk grow bulbous stalks from their temples, which they use for a rudimentary sign language. Removing the stalks from an infant Fesk, however, functionally domesticates them, and allows them to learn a small number of languages and skills. In addition, by some unknown process, removing the stalks also makes a Fesk sterile.
A domesticated Fesk is not intelligent, or wise, or particularly capable by Empire standards, and does not have much personality. Early on, a domesticated Fesk will grow attached to a particular person, and will work for/serve that person for life, as long as the person provides for the Fesk. Wild Fesk, by comparison, are akin to wild animals in spite of their humanoid appearance, and spend their days rooting in river mud for salt grubs.
The first instances of domesticated Fesk caused some concern. Did removing the stalks blind the domesticated Fesk to the comraderie and traditions of its people? The domesticated Fesk have always answered the same way—they are neuters, no longer wild, and they prefer the people to whom they’ve grown attached.
In Pathfinder, the basic race template for Human can be used for Fesk. Fesk can gain at maximum three levels of the Commoner NPC class and may not buy Knowledge skills. Fesk are passive and cannot fight. A Fesk NPC starts play with Str 8 Dex 10 Con 10 Int 7 Wis 7 Cha 8 and 8 character points to spend.
Ghenem
Ghenem (Geh-nem) are a small race with slight, wiry builds and over-large hands, feet, ears, and noses. A typical Ghenem has an unruly shock of hair and a wild gleam in his eye. These physical features, along with their mercurial natures, have given Ghenem a reputation for unpredictable behavior and indifference to the consequences of their actions. In spite of these perceptions, Ghenem are generally held to be talented critical thinkers and adept problem solvers if they maintain their concentration on the task at hand.
Like the Duratem and Aleph, the Ghenem of the Empire were nearly wiped out in the Second Dark War. The Ghenem Homelands in the Ballad Hills, and its capital of Umbol, were overrun in the first wave of attacks. The following spring most of the remaining Ghenem forces were lost at the battle of Rothe Bondril. After the Second Dark War, and The Pestilence, the surviving Ghenem non-combatants (the unfit, children, and the elderly) were transplanted to the Aleph lands along the eastern edge of the Horn Wood. This newfound proximity to the Aleph, plus the overwhelming support given to the Ghenem expatriates by the Empire, has guided the Ghenem community opinion toward staunch support of mutual defense among the Allied races.
In Pathfinder, the basic race template for any Gnome can be used for Ghenem. For determination of effects, all Ghenem have the Magical Beast type in addition to the Humanoid type. Ghenem have almost insurmountable tendencies toward chaotic behavior.
Humans
Ialan (YAH-len) – Of the 136 ships in the Long Passage fleet, 92 carried Ialan families and crews. The Ialan are an even-tempered, light-haired, dark eyed, fair-skinned race of farmers, craftsmen, and merchants. Their culture and temperament puts peaceful negotiation before warcraft, but given their drive to succeed they can make formidable warriors and leaders. The majority of human citizens in the Empire of the West are from Ialan stock, and their language is the one commonly used by all citizens in modern times. Most of the Noble House of the Empire can trace their lines back to the Ialan leaders of the Long Passage
Kroshki (KRAWSH-key) – Some 15 centuries ago when the Soot Horde began their assault on Hauchalte Bay, where the soon-to-depart Long Passage fleet was moored, the leaders of the local population asked Duke Maro to save what civilians he could. These are the Kroshki, a race of dark-haired, pale-skinned people who traditionally favored trading, shipbuilding, and the occasional raid for their livelihoods. Kroshki culture is generally suspicious of outsiders, and has few protections for the individual that can’t protect himself. Subsequently, modern Kroshki have a reputation for shiftiness, criminal behavior, and trickery that may or may not be warranted. Kroshki Noble Houses are few, but they are respected, and sometimes feared, throughout the Empire.
Maevara (may-VAR-ah) – As the forces that expelled the humans from the Eastern Lands grew strong, the first people to rise up against them were the Maevara. They are a ruddy-to-umber skinned people, favoring dark brown or red hair, with light colored eyes. Before the Long Passage they were a loose collection of nomadic tribes from south of the Ialan homelands. By the time the Long Passage fleet sailed west the only Maevara survivors of the war were onboard. In modern times the Maevara, for the most part, keep to themselves, and there are pockets of Maevara settlements in remote areas throughout the Empire.
Thariot (THAR-ee-aht) – When the Long Passage fleet arrived in the West, the Therial island chain off the southeast coast of the mainland was unoccupied. The few families who settled there adopted a life of fishing, herding and subsistence farming, and are now known as Thariots. Typically tan skinned, brown eyed and sturdy, they a mix of Ialan, Kroshki and Maevra, and are infrequent visitors to the mainland since The Pestilence.
Humans are quite fecund, and can reproduce with many other races, including but not limited to, Aleph, Orcs, and planar entities.
Humans have no type or subtype other than Humanoid. Humans have no tendencies toward any behavior other than self-preservation.
Kinot
Kinot (KYE-not) are a race of diminutive humans with large hairy feet, pointed ears, and blonde to light brown hair who are native to the Western lands. Because of their small size, when the humans arrived they nicknamed the Kinot ‘halflings’, and over the centuries the name has stuck. The typical Kinot is more concerned with friends, family and subsistence farming than any of the affairs of the Empire. In general, the majority of Kinot are charming, affable and pleasant.
Unlike the other Pre-Empire race, the Kinot did not suffer greatly from the Second Dark War. Their ancestral homes in the Bright Hills were far from the majority of the battles. As is typical for Kinot, they carried on as if nothing had happened. With the Second Dark War some 70 years in the past now, some less educated Kinot already consider the war and the collapse of the Empire to be a mere myth.
In Pathfinder, the basic race template for any Halfling can be used for Kinot. For determination of effects, Kinot have the Humanoid type. Kinot tend to unambitiousness bordering on lazy. Kinot (or Halflings if you prefer) almost uniformly worship Flara of the Hearth, a cultural tendency most people consider selfish.
Venustre
Venustre (veh-NUST-reh) are proud reptilian tribesmen that make their homes in scattered villages among mountain foothills. Prior to the Second Dark War, Venustre were uninterested in cities and civilization, instead content with the simple semi-nomadic that served them well for millennia. Some view Venustre as remote savages, but within their isolated communities they are actually a culturally vibrant people filled with mythologic tradition and an oral history stretching back to the dawns of time.
Most Venustre stand around 4 feet tall, covered in scales of gray, green, or brown. Some tribes can be identified by unique dorsal spikes or brightly colored frills. Surprisingly to some, Venustre are warm-blooded, and while at home in icy mountain rivers and lakes, they breathe air and return to their clustered tents and shacks to eat and sleep.
In Pathfinder, the basic race template for Ratfolk can be used for Venustre. For determination of effects, Venustre have the Reptilian type in addition to the Humanoid type. In spite of their barbaric and reptilian appearance, Venustre are generally thoughtful and calm individuals, and tend to avoid Chaotic behavior.
This message was last edited by the GM at 02:22, Wed 07 Oct 2015.