Race

Description

Aknorian The Aknorians are descended from an ancient race of seers from the rocky island of Aknor. Probably the most well known fact about Aknorians is that they generally do not return from the Realm of Death (that is they die only once). This leads many Aknorians to be a bit distant from others although there are many exceptions.

Racial Benefit: Aknorians receive 250 character points to start and one Boon from Death. Traditions show that some Aknorians have used their Boon to request a return to the land of the living, but others have been more creative.

Racial Restrictions: Aknorians may not take advantage of the ‘grace period’ to remake their characters.

Starting Character Points: 250

Alhadim The Alhadim are from the largely desert lands of the hot, sandy south (which is not unlike the lands to the south and east of the Mediterranean on Earth). Their culture places great value on family and on trade. Alhadim traders take their caravans throughout Areth buying and selling. Some prefer to dress simply in white while others opt for color-fill patterns and decorations.

Alhadim have a different contract with Death than most races. When an Alhadim dies their eidolon (or spirit) does not travel to death on its own, as other races do. Instead, the corpse will lie in place until someone carries it to Death and bargains for its life (which is no trite feat). If no one carries them to Death the corpse will lie there until the end of the game day or until the player decides to "give up the ghost" and start a new character. (An Alhadim must always be mindful that if the game ends and they are lying dead they must give up the ghost forever.)

Those who would carry an Alhadim to Death should keep in mind that crossing the portal of Death means forfeiting your life as well, and awaiting Deaths judgment of your bargaining. It is known that Death often assesses quests to them before restoring them to life as well; performing this task well may curry some favor with Death, failure to complete it may have dire results.

Starting Character Points: 100

Barbarian, Bear The Bear Tribe culture resembles those of the Native North Americans. They are found in the plains and hills of the northeast, and are known for their deep spiritual connections to the lands around them. The people of the Bear tend to think of the land as a partner in survival, rather than a force to be conquered. They are known also for their traditions of communing with the spirits of the animals, land, wind, and sea around them. The shamen of the Bear Tribe are renowned for seeing the future. They cast the bones, read the stars, and embark on vision quests. When one desires a great vision, they will often travel off alone to fast and wait until the vision comes to them.

Starting Character Points: 100

Barbarian, Leopard Leopard Tribe culture resembles that of African and Australasian natives. These tribes are found in the unexplored jungles adjacent to the Alhadim lands. While the Leopard is one large nation, they group themselves into villages. Each village has a chieftan who leads the village. Occasionally one village wars upon another. Over the years the villages have developed their own traditions. The Leopard do not trade with the Alhadim, and share a fractious relationship with those people. To endure the heat, they wear little clothing, and that is limited to furs. They adorn themselves with wooden carvings and piercings. Many have elaborate tattoos to identify family, clan, or village. They are experts with spears and short bows.

Starting Character Points: 100
Barbarian, Raven Raven Tribe culture bears a resemblance to that of the South American and Mexican natives of Earth - the Toltec, Mayans or Incan. Some believe that it was the Raven who originally designed the calendar that we now think of as originating from the Aknorians, that first developed writing, and that they were the first to open public schools available to all of their peoples. In fact, it could well be that much of what is considered ‘civilization’ began with the Raven Tribe, but they have since stagnated, allowing the Tors and other nations to surpass and eclipse their early achievements. Some sects are completely made up of devotees to a principle or leader and share little kinship with one another.

Starting Character Points: 100

Barbarian, Whitesnake The culture of the Whitesnake tribe bears a resemblance to that of the eastern barbarian tribes of Earth history -The Huns, the Visigoths, the Ostrogoths, the Vandals, or the Burgundians - in short, any ‘barbarians’ from the time and general area of the Roman Empire. The Whitesnake are often at war with one race or another, either themselves or with others in the outside world. This is likely due to the diverse nature of the various clans within the tribe; the assorted chieftains and petty kings of each clan have little that they might agree on. The Whitesnake have mingled with peoples outside their borders more so than the Bear and Raven have, and are more likely to consider their home a ‘country’ for this reason. The Whitesnake as clans are known best for their wide diversity; some clans are devoted to the healers’ arts, others are primarily mercenaries, and still others are great mages. Of course, some are simply built around a common ancestor.

Starting Character Points: 100
Dwarf The sturdy race from the heart of the mountains has a way with metal and stone. While members pursue all variety of ways of life, their roots in the might of the mountains are universal. All dwarves, male and female, have beards of some sort, and it is an important source of pride to them. The greatest metal workers in the world are dwarven smiths; their armor is clearly superior to others, but they do not sell it or give it to non-dwarves. Their warriors prefer weapons that utilize their strength: axes, hammers, and maces. Mages are rare among dwarves, though, and the ones that are found rarely achieve much mastery.

Racial Restrictions: Characters must have or wear some beard at all times (females too!).

Starting Character Points: 100
Galenese The Galenese culture grew primarily from criminals who were shipped to the rocky island of Aknor from the Tors. They are an assertive, goal-oriented people. They are divided into five Houses of power, which run the land. The politics between Houses is more complicated than an Alhadim trade contract.

Starting Character Points: 100

Half-elf Half-elves are descended from human and elf parents. Individual half-elves may honor the facets of their heritage however they choose. Elves are rarely seen by humans; their ways are not the ways of humans. This causes some personal difficulty for half-elves at times. Yet elves are more accepting of half-elves than of humans, generally.

Racial Restrictions: They must wear pointed ears at all times.

Starting Character Points: 100

Kia A most unusual race, information is limited about the Kia (KEE-uh) for they have not appeared in Areth until recently. Kia originate from a mist shrouded island located somewhere between Aknor and Okima. Their island has long been veiled from mortals, and is considered a bridge of sorts between the realm of Fey and our world.

Racial Restrictions: Playing this race requires the incorporation of a natural element into your costuming. It can be reflected in your garb, features, or both. The markings must be slight to moderate and never heavily done. Inspiration for the markings should be taken from the natural world. For example, animal Kia should have fur or animal patterned skin. Plant Kia should have leaves, Mineral kia should have interesting make up and pigments. However the inspiration is a trademark, or accent to your costuming, and should not dominate the look

Starting Character Points: 100

Okiman Okima is an island society that developed largely without mixing with other lands and races. It bears some resemblance to feudal Japan on Earth. Okimans value family bonds above all else, but they ardently follow feudal obligations as well. Their culture is elaborate and strict which causes some today to reject their traditions and favor outside values.

Starting Character Points: 100

Tor Arbreth Arbrethians continue to have strong ties to their barbarous roots, due mostly to how successful that lifestyle has been. The only true difference between the nation of Arbreth and the barbarian tribes is the fact that all of the country is united into an Earldom ruled by Wulfgar Bearsbane, Earl of Tor Arbreth. The wolf and cave bear provide many of the furs which provide warmth to the inhabitants of this Tor. Most hold the wolf, bear and other natural predators in high esteem. Some offer a child a chance to prove their coming of age as a warrior by killing one of these beasts in hand to hand combat in the villages central fighters pit.

Starting Character Points: 100

Tor Aquillon Tor Aquillon is an agrarian country, known as much for its skilled shamen as for its many vineyards and fine wines. It is the source of the majority of foodstuffs on Areth. While the country is dotted with farms, its only great city and capital is Warwick. Sitting atop a high cliff on the west coast, it looks down on other nations as the inhabitants see themselves the highest existing evolution of culture. People of Warwick tend to speak with a french accent. Proud of their more pacifistic ways, Tor Aquillon has no standing army other than a small garrison within Warwick proper. In time of need, the populace of Aquillon is summoned to fight by way of a series of watchtowers that stand within bonfire visible distance of each other. These constantly manned towers are used to alert the Count and royal family to trouble at the border, and light a line back toward the danger. Julienne d’ Arbineaux rules as Countess of Tor Aquillon.

Starting Character Points: 100

Tor Iberica Zlotvor’s binding hid this Tor which is located on the eastern coast. Now that the binding is broken, Tor Iberica has regained its rightful place within the kingdom. The people are relaxed and pursue scholarly arts. Painting, poetry, sculpture, music, and other artistic activity figure prominently in this culture. Ibericans pride themselves on courtesy and style. Men and women dress in light colorful brocades and silks, and everyone pays close attention to style and fashion. Countess Isabeaux married Duke Raphael uniting Arville and Derigon. Isabeaux provided wealth, and Raphael provided armies, and together they subdued the rest of the country. Today the ArchDuke and Dutchess rule the Tor jointly with a firm hand. In contrast to the serene countryside, courtly politics and intrigue is a deadly game in this Dutchy. Seldom does a day pass which does not find a noble with a black tongue or slit throat after overplaying a political gambit.

Starting Character Points: 100

Tor Lanencrest The smallest but wealthiest and the most cosmopolitan of the Tors, its knights and castles are famed throughout Areth. Enjoying only slightly more fame are their endless mines containing precious metals and gems. The interlinked noble lines, long standing castles that dot the landscape of Lanencrest are reminiscent of those in England. Some of the natives speak with British type accents and their family names and titles are similar to that culture. Arms, armor, and nobility are a staple in Tor Lanencrest. Everyone is trained in combat to protect this small Principality ruled by Emrys Wynne. A great tournament is held each year, where family champions meet in a contest of arms and magic. The winners of the the contests are awarded lands and riches.

Starting Character Points: 100

Tor Loch Maben Tor Loch Maben is filled with rural communities and fortified villages. The people of this Kingdom divide themselves into highlanders and lowlanders. Highland Loch Mabens are clannish and standoffish. They speak with a deep brogue. Lowland Loch Mabens tend to live in larger towns and interact with other societies easily. All the people of Loch Maben are fierce fighters. A complete devotion to the family and clan is ingrained in these people. Men and women alike wear kilts, and their tartans identify their counties as well as their clans. Lowland accents are softer to the ear than the harsh highland brogue. Blue painted berserkers and warrior bards are ruled by Duncan O’Meadreah, King of Loch Maben.

Starting Character Points: 100

Tor Morbihan The cities and towns of Tor Morbihan are nestled in vast forests. Renowned for their bows, and archers, children Tor Morbihan are given training at the age of four. In addition to their marksmanship,Tor Morbihan engineers are valued for their skill and ability. Countries throughout Areth seek to employ Morbihan Engineers to build cities, bridges, and even engines of war. Anyone who has visited this Tor speaks of encountering one of the many rangers who roam her forests. are employed by countries around Areth, and Rangers are often found roaming the forests. Though considered the fourth largest Tor, Morbihan is considered a Barony. The Pitcarin family has ruled Tor Morbihan for eight generations. Malcolm Pitcarin is the current Baron.

Starting Character Points: 100





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