- (High) Elf
- Returned from the north, they found paradise; here they explore worldly pleasures and the abstract secrets of the cosmos in equal measure. In the depths of history, elves were made by a dragon, to combine the brilliance of the walvuri with the immediate passion of the humans. Perhaps it worked too well…
- A people who've tamed mammoths and taken to the metal age arts, without losing their core passion.
- Eusocial centaurs, and a proud warrior race. The neuter sex is literally called warriors; males and females are distinguished from them by prodigious fetlock feathering.
- Draconian humanoids, made by the dragons as servants, today they're the mystic scholars… and keepers of old, mouldering lore. Divided into the sky maldarga and death maldarga, based on how they fled the glaciers. [Eldritch, mystical ProudScholarRace]
- Strangers in every land, these feathered temptations hide their darkness only as well as necessary. Those here have a wanderlust which gives them extra welcome, as they've seen the world and are glad to sing of it. [EvilIsSexy, BlueSkinnedSpaceBabe, doses of banshee and lilitu]
- By our standards a fox/svartalf hybrid, they forge the cutting edge of magitech deep in their minehalls. Crafty in every sense.
- (River) Zora
- Returned from the south, they make seemingly-boundless money transporting goods around the melt rivers of the Karanas… in the process spreading wealth to every other species.
- (Ice) Elf
- Left behind by the high elves, a solemn people turned ever more inward.
- (Night) Elf
- Sort-of returned from the Plane Of Shadow, their dark city-state straddles both realms.
- (Valley) Elf
- An enduring people, maintaining a sliver of civilization between the goblins and the glaciers.
- Hobgoblins, orks, bugbears, trolls, ogres, and others all share one convoluted bloodline. For the most part, they also share a loose collection of bands in Nektulos Forest.
- enhanced wolves(Barghest, Dire Wolf, Winter Wolf, Worg)
- Many are integrated into goblin society, albeit as servants.
- (Yellow) Kobold
- As the saying goes, nasty, brutish, and short. Cursed that every word will come out as meaningless "utterances", they're still wood age and not likely to get further.
- Their wealthy federation in the southern seas brought low by the long conflict with sea zoras, they're now a hardened, hungry people… who nevertheless have the heart to rebuild their former glory, if they choose.
- (Sea) Zora
- At this point, minor cousins of the river zoras, in the seas to the east and west — north of mer territory.
Returned from the north, they found paradise; here they explore worldly pleasures and the abstract secrets of the cosmos in equal measure. In the depths of history, elves were made by a dragon, to combine the brilliance of the walvuri with the immediate passion of the humans. Perhaps it worked too well…
- High elves average 3'4" tall and 16pd. They are graceful but frail. Their skin ranges over various shades of medium brown. Their hair grows straight and slow, but fine, and tends toward dark browns, although rare individuals have vibrant green or red hair. Their eyes are usually deep green. Their ears are long and tapered, and generally point straight back.
- High elves are curious, patient, and carefree. They're known for their poetry, dance, song, and magical arts. High elves favor things of natural and simple beauty, which they've found plenty of in the Forest Of Cosmic Enlightenment. Free from deprivation, they've taken to exploring immediate pleasures and distant philosophical abstractions, although other races find the mix bewildering. High elves prefer simple, comfortable clothes, especially in vibrant colors, and they decorate with jewelry and beading.
However, while high elves are difficult to rouse to action, they're implacable once roused. The insular, determined, and deadly ice elves are a testament to what they can be, if they have to… it's just that, having found paradise, they don't have to. There's plenty of berries and roots and herbs for everybody, especially with a bit of magical cultivation, and high elves can handle accidental intoxication.
High elves tend toward chaotic and good alignments. Their magical needs are served by divine adepts, skin-walkers, and energists. Parinya receives the lion's share of high elf devotion, although Holo and Lilandra have a strong presence.
- While high elf culture doesn't really approve of adventurers, it accepts them with equanimity. Huntshadow predominates among high elf adventurers, although the drive to leave readily leads to Skin-Walker or Witch Knight.
- The Forest Of Cosmic Enlightenment, on the east face of the Jardinnes, is settled by, named by, and home to the high elves. They make their homes in the branches of its trees, wood-and-rope bridges marking their presence.
- Elves speak Sperethiel, a mellifluous fae language that has accumulated many poetic irregularities over the years.
- High elven given names meant something in Sperethiel long ago, but today are merely sounds pleasing to the parents. Family names, on the other hand, encode the past, and are translated. Upon reaching adulthood, an elf gives themself a new name; their "child name" may persist as a nickname among friends and family, or may fall into disuse. Both child and adult names are followed by the elf's family name a la "Jilianor Mistbow".
|Given Names||Avexi, Damarziar, Farfelwil, Ivien, Jilianor, Jonin, Kith, Kyriael, Lemialurin, Lumilun, Mimoirel, Muiliar, Mureil, Niaru, Nuemoil, Nunamuilfeil, Rialmerrun, Salromil, Saomilein, Tevilin, Yeniul
|Family Names||Amberdawn, Diamondsky, Duskbow, Hawkwing, Jarbreeze, Mistbow, Moongem, Runebow, Shadowmouse, Songbow, Windrunner
- -2 CON, +4 DEX, -2 STR, +2 WIS. High elves are agile and philosophical, but small and fragile.
- Small: High elves have a space of 5' and a reach of 5'. They have +1 «Size» on AC, +1 «Size» on attack rolls, +4 «Size» on Hide checks, -4 «Size» on grapple checks, and they can lift and carry only ¾ as much.
- Fae «Seelie». High elves take double damage from cold iron.
- Ground Move: 20'.
- Automatic Languages: Sperethiel and one other.
- +3 «Racial» on saves against poison effects. High elves have long experience with the toxins of their old forest home, and younger experience with the toxins of their new forest home.
- Spell Resistance: 6+HD.
- Spell-Like Ability: Detect Thoughts 1/day, caster level equals HD, based on CHA.
- In forest terrain, a high elf gets +4 «Racial» on Hide checks, and she isn't hindered by natural difficult terrain. (This doesn't protect against magically-altered terrain.)
- Age Tables: 100 / +4D6 / +6D6 / +10D6. Elves do not grow old, remaining eternally youthful in body and mind.
A people who've tamed mammoths and taken to the metal age arts, without losing their core passion.
- Humans average 5'6" and 150pd. Their general biology is familiar from the real world. The humans of the mammoth tribes share an ethnic type, with an olive complexion and bright blue eyes. Their hair is dark and wavy, and traditionally kept braided back. Humans from further afield have a variety of other ethnic types, and may be adopted into a tribe, especially if they've proven worthy of a Burning Tribute.
- The average human is thrifty and relentlessly practical — they have to be. Life isn't as tight as when the mammoths were few and humans were grubbing in the ice for plants, the band usually has enough… but they rarely have any to spare. They eat what they can because they must. However, this has instilled in them a great respect for anyone who can live there without such thrift, which led to the tradition of Burning Tribute. Other peoples often have trouble with this duality — zoras in particular have plenty, and are frugal because they want more — but this wide line between the awesome and the prosaic dives right through the hearts of humanity.
Humans tend toward neutral alignments, especially NN. The devotion of most is split between Chrom, Heartok, and Nithloc, but those who aspire to Burning Tribute prefer deities like Aden, Eterna, and Parinya.
- The average human stays with their band, and works hard for survival… but the mammoth tribes have a place for exceptional people, and those often become adventurers in the process. Any of the warrior classes can fit them, although divine Witch Knight is chief.
- Today, most of the glacial sheet is ruled by human mammoth tribes. They're fairly backward in their own industry — "metal age", as the walvuri say — but they do buy things from zoras who make it to the headwaters of the melt rivers, especially weapons. Each of the five tribes follows a distinct species of mammoth, and is composed of many bands, each with perhaps 30 people. For both tribals and mammoths, breeding must be with those outside the band, but inside the tribe. However, for the determined, adoption is accepted.
Lands too warm to fight in from mammothback, however, are foreign… and therefore wide open for adventurers to seek worthy deeds in.
- Humans speak Ahroun. This hearkens back to the early days of the Eighth Interregnum, when many species were trying their luck on the ice, and humans dealt with many Ahroun-speaking species.
- Human names are translated into whatever language is being spoken. Given names are used for ordinary identification, but a fully-qualified name is of the form "Darklight Of Heartcarver, The Beastcrest", with given name, band name, and tribe name.
|Given Names||Bloodeye, Brightblade, Clawshadow, Crystalmind, Darklight, Deathgrin, Flinteye, Goldeneye, Hookgrip, Ironfist, Moonraker, Oakenheart, Scarleg, Steeltusk, Tattersail, Whitetide
|Band Names||Bonecrusher, Cloudstrider, Dawntreader, Firewalker, Heartcarver, Longstrider, Moondrinker, Nightspeaker, Snowskimmer, Stormbringer, Sunseeker
|Tribe Names||Beastcrest, Crowhead, Highland, Midday, Sunson. These are the five mammoth tribes, each named after the species of mammoth they keep.
- +2 CON, +2 WIS, -2 CHA. Humans are tough and at home in the frozen wild, but crude.
- Medium: Humans have no «Size» modifiers.
- Humanoid «Human».
- Ground Move: 30'.
- Automatic Languages: Ahroun and one other.
- +2 «Racial» on Ride checks.
- +2 «Racial» on saves against «Fear» effects.
- +2 «Racial» on Survival checks, and saves against disease, ingested poisons, and becoming nauseated or sickened.
- Human Hardiness: +4 «Racial» on CON checks and Fort saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
- Swarming: Humans are used to living and fighting communally. Two humans can share the same square at the same time. If they do so and attack the same foe, they're considered to be flanking that foe as if they were in opposite squares.
- Age Tables: 15 / +1D4 / +1D6 / +2D6, 35 / 53 / 70 / +2D20.
Eusocial centaurs, and a proud warrior race. The neuter sex is literally called warriors; males and females are distinguished from them by prodigious fetlock feathering.
- Hunadu average 7' tall, 10' long stretched out, and 2 100pd. Their lower body is like a horse from the neck down, and their upper body is like a human from the waist up. Quick-growing hair flows down their upper backs like a mane. Hunadu are graceful and generally considered attractive, although more built and curvaceous than willowy or wiry. Hunadu speak in deep, sonorous voices. Their eyes are tapered and slanted, with irises usually brown or blue, but some have black, green, red, or violet. Hunadu are eusocial, most being androgynous "warriors" with bare fetlocks, while thickly-feathered fetlocks mark females and males. There are four races of hunadu, distinguished mainly by the colors of their fur, tail and head hair, and skin — however, most hunadu are mixed, due to their recent expansion and meritocratic culture.
- Bambai hunadu have black fur and hair, often unto blue-black, contrasting with light skin, ranging from milk to a light golden. Some have white flourishes in their fur, almost always symmetric. However, most distinctively, they have flat, rounded faces.
- Bulan hunadu have brown to golden-brown fur, with dark-brown or black socks; black hair, often unto blue-black; and tan skin. Some have an iridescence to their fur, where it ranges from bright brown to nearly black depending on the angle of the light. Traditional prejudice favors the bulan, as they come from the bay that once brought civilization to the hunadu.
- Ulaan hunadu have rich brown fur, often with white socks; hair ranging from deep burgundy, through burnt orange, to bright copper; and earthy skin. Some have white dappling on their fur, particularly on the flanks.
- Saaral hunadu have fur ranging from white to light grey; hair of pure white; and skin ranging from dark grey to black. Some have black dappling on their fur, particularly on the flanks — while this is the same gene that produces white dappling in the ulaan, rare ulaan/saaral mixes do exhibit a mixed salt-and-pepper dappling.
- Hunadu are easy-going and practical, until things get serious — then their calm turns to determination. Not all prefer the literal battlefield, but whatever their profession, they tend to think in terms of logistics and victory. Ideology is less important, leaving them generally neutral in alignment, especially NN.
Hunadu readily wear armor, or protection from the weather, but they have no patience with attempts by other races to frame clothing as "modesty". They love treasure, however, and decorate their bodies with jewelry, flowers, and other baubles.
Hunadu consider romance and marriage to be entirely up to the couple in question. It's nice, but optional, to keep others informed. Children, on the other hand, are the future of the community, and are traditionally looked after in common by professional parents; this also preserves certain bloodlines, with valuable traits that nevertheless make them poor parents.
Hunadu magical needs are served by bards and energists, and to a lesser extent divine adepts. Nithloc appeals to something in the heart of every hunadu, but many devote to Aden or Eterna, and Lilandra is respected.
- Wanderlust and challenge are no strangers to the hunadu; sellsword is a respectable career. Many a hunadu adventurer has merely followed their talents to the logical conclusion, and have the support of their community.
- Every kingdom of the Karanas is a hunadu land, although subjects of one kingdom are routinely distrusted in another. While they do build cities, much of the population lives in nomadic companies, which visit cities irregularly.
- Hunadu speak Sylvan, a fae language older than Sperethiel and Throalic. While normally just a coincidence of history, it does let them sound out inscriptions in Old Faerie.
- Hunadu given names are Sylvan words, but are chosen as much for their sound as their meaning, and thus are not translated. Given names are used for ordinary identification, but a fully-qualified name is of the form "Lasair Of Anvilcutter" or "Keriann Of Durdale", with given name and company or city name.
|Female/Male Names||Ashling(F), Andraste(M), Berrakh, Daronica, Delaney, Eavan, Fionnait, Gramwaylie, Kauwilin, Keelian, Keriann, Liadan, Teyavair
|Warrior Names||Artis, Bevin, Blair, Derry, Duvesse, Keelin, Lasair, Luyseak, Mene, Ornise, Shivaith
|Company Names||Anvilcutter, Bladeshadow, Crushblade, Gemhunter, Highsteel, Meltcairn, Redhand, Redmountain, Whitemountain, Wyrmtongue
|City Names||Bedfolkbridge, Camdorwall, Camsaxton, Dunnerberg, Durdale, Durlonshire, Gloubuckhamton, Herehamfork, Moringshire, Morset, Norwickbridge, Reyham, Ritterbridge, Rutton, Shropcamford, Weddorberg, Wiltreyham, Somerbridge
- +8 STR, +4 CON, -2 WIS, +2 CHA. Hunadu have the power and stamina of a horse, and an undeniable beauty, but great thinkers are rare among them.
- Large: Hunadu have a space of 10' and a reach of 5'. They have -1 «Size» on AC, -1 «Size» on attack rolls, -4 «Size» on Hide checks, +4 «Size» on grapple checks, and they can lift and carry three times as much.
- Monstrous Humanoid.
- Ground Move: 50'.
- Automatic Languages: Sylvan and one other.
- +2 «Racial» on saves against «Fear» effects.
- +2 <Dodge> on AC.
- Natural Weapons: A hunadu has two <Secondary> hoof attacks, dealing 1D6 «Bash». If he hits with both hoof attacks against the same target, and follows it up in the same turn with another attack on that target, the follow-up attack gains an extra multiple of STR mod on damage(for example, a two-handed weapon goes from +1½×STR mod to +2½×STR mod).
- Age Tables: 14 / +1D4 / +1D6 / +2D6, 30 / 45 / 60 / +2D10.
- XP Cost: 5 000. Individuals of smaller, weaker species have a head start on hunadu.
Draconian humanoids, made by the dragons as servants, today they're the mystic scholars… and keepers of old, mouldering lore. Divided into the sky maldarga and death maldarga, based on how they fled the glaciers. [Eldritch, mystical ProudScholarRace]
- Maldarga average 12' tall, 15' from nose to tail and 24' in wingspan, and 3 120pd. Their scales are mixed liberally with osteoderm plates, much like those of crocodiles, and range in color from vivid blue to gleaming white to vivid green. Their general shape is bipedal, with a sturdy tail allowing them to stand for a long time in a tripod stance. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. The claws of their hands make up for most of the stubbiness of their fingers in manipulating objects, but the claws of their feet are tough and stubby themselves.
- Maldarga are distrustful and suspicious by nature, particularly of strangers, producing insular communities that trade in secrets. Of course, they also cherish notions of the Stharvalel Kingdom when it was young. These combine into a penchant for storing old lore. Maldarga who know much and tell little are common, but tend to stay in their communities, for this annoys almost every other species.
Maldarga tend toward lawful alignments, especially LN. The magical needs of their communities are served by adepts and witch knights, but there's no shortage of casters among them. Devotion is mostly to Teer, Kethral, or Tarrenoc.
- While maldarga culture is excellent as a long-term store of information, it's rather hard on its members. The resulting exiles often become wandering swordsages, witch knights, or crusaders.
- These days, aside from Archanon, maldarga are found within the earth. Death salaslith civilization is centered around the Bound Eternal of the Shifting Sands, a series of tunnels expanded from the kaers and lairs they took shelter in; death salaslith families claim their own lairs, but remain nearby. Sky salaslith civilization isn't really centered at all, but they've abandoned the sky for lairs, dug into hard rocks in quiet places. Archanon is an old lifter ship, once used by sky maldarga to escape the glaciers, now used by sky maldarga to travel the Karanas preaching a return to spiritualism in the earth.
- Maldarga speak Draconic. While the language includes much optional complexity, it's the dragons themselves who find that complexity useful; thus, Draconic as spoken by maldarga tends to be relatively simple.
- Maldarga given names are Draconic words; even expatriates who don't speak Draconic are expected to use Draconic names. For a full name, this is preceded by a matronymic with the -ta suffix, like "Biberta Iskra" — which may occasionaly be translated as "Iskra, child of Biber". In formal situations, longer chains may be used, with -va for the mother and -na for further generations, like "Kokosna Mekina Biberva Iskra". Finally, for maldarga directly cellforged by a dragon(which hasn't happened in ages), they take only one surname, with the -na prefix, like "Zaroviethna Prolet". The dragon's gender and sex are irrelevant; the act of cellforging is the relevant part, and even the common matronymics are treating motherhood as analogous to cellforging.
|Maldarga Names||Biber, Biser, Bleskava, Brantancherka, Esen, Gazirani, Iskra, Kokos, Meki, Melodija, Meurchinja, Morska, Neboto, Osvetlenost, Pamuk, Prolet, Razdeni, Sjajno, Svila, Trepet, Vrne
- +2 CON, -2 DEX, +2 STR, +2 WIS. Maldarga are big and sturdy, but deeply mystical.
- Large: Maldarga have a space of 10' and a reach of 10'. They have -1 «Size» on AC, -1 «Size» on attack rolls, -4 «Size» on Hide checks, +4 «Size» on grapple checks, and they can lift and carry twice as much.
- Ground Move: 30'.
- Automatic Languages: Draconic and one other.
- Darkvision: 60'.
- Maldarga are immune to paralysis effects and magical sleep effects.
- +2 <Natural Armor> on AC.
- Natural Weapons: Maldarga have two <Primary> claw attacks, dealing 1D4 «Slash», and one <Secondary> wing attack, dealing 1D4 «Bash».
- Age Tables: 125 / +5D6 / +10D6 / +20D6, 250 / 500 / 1000. Maldarga don't have a maximum age; after Venerable, they get -1 to physical attributes and +1 to mental attributes each doubling of their age, until disease or other infirmity takes them.
- XP Cost: 5 000. Individuals of younger species have a head start on maldarga.
Other maldarga abilities vary between races of the species:
- Sky maldarga have Flight Move: 60'(Poor) as a supernatural ability.
- Death maldarga take a point of CON damage after every hour of exposure to sunlight.
- Death maldarga have +1 save DC on Necromancy spells they cast. If they have WIS: 11+, they gain spell-like abilities: Bleed 1/day, Chill Touch 1/day, Detect Poison 1/day, Touch Of Fatigue 1/day. Caster level equals HD, based on WIS.
- Death maldarga have ER: 5 vs negative energy. They have +2 «Racial» on saves against death effects, energy drain, negative energy, and Necromancy spells and spell-like abilities. Finally, they don't lose HP when they gain a negative level.
Strangers in every land, these feathered temptations hide their darkness only as well as necessary. Those here have a wanderlust which gives them extra welcome, as they've seen the world and are glad to sing of it. [EvilIsSexy, BlueSkinnedSpaceBabe, doses of banshee and lilitu]
- Sirens average 5' tall, 11' in wingspan, and 110pd. Their wings are broad and rounded, and emerge from feathered tufts behind their shoulderblades. Their feet are decorated with stripes of scales, and end in raptor claws.
Sirens may be beautiful, handsome, or androgynous, but they are always stunning. Their skin ranges from dusky to light, but with a warm hue. Their hair and feathers are soft and fluffy in texture, and both a rich blue-black. Their eyes are wide and compelling, with iridescent irises and reflective-backed retinas.
However, the appeal of sirens is mainly not physical. They have a force of personality, an enchanting presence, that transcends looks.
- An artist needs an audience, and this prevents sirens from forming strong cultures of their own. A wanderlust, a curiosity, a sense of stage, a thirst not just for the facts of the world but for the poetry in the hearts of the world… All these things drive sirens here from faraway Ird, and drive them to keep moving. Many make a conscious decision to collect stories and songs from all over. They tempt others easily, but the temptation for themselves is to get lost in their own lies, to spin a verbal cage with no door.
Their magical needs are served mainly by bards, but also by energists and beguilers. Devotion is dominated by Heka, Parinya, and Teer.
NN and NG alignments are uncommon among sirens, but otherwise they're all over the map. Their proclivities would normally fit with chaotic and not lawful alignments, but they have such tremendous allure that they can easily operate the mechanisms of tradition or rule. Whether this involves winning over an autocrat or a crowd, sirens have an uncanny talent for changing inconvenient laws, allowing them to operate freely in chaotic and lawful communities alike. Similarly, sirens tend to be divided between those who see nothing wrong with using all their talents, and those who reserve mind-affecting abilities for their enemies, as they would a weapon.
- In a sense, most sirens are adventurers; however, most confine their adventurers to going among foreign cultures and collecting their songs and stories. The sirens who make epic songs and stories tend to also bring their own firepower, favoring classes like Eldritch Stalker and Bard. They also make good beguilers and huntshadows, albeit with less raw effectiveness.
- While a siren will always have a home on the rocky islands of Ird, home is not what she's looking for. Sirens stay for a while all over, and have the community names to show for it.
- Sirens speak many languages, but the administration of Ird is conducted in Auran.
- Sirens have names on two layers. First, a siren is given an egg name, generally taken from the oldest roots in Auran. Second, a siren takes a new name each time she settles for a time in a community; such a "community name" is of the local style, but not shared with any local. Usually, she only uses one name at a time, although some communities will want more(like "Of Ird" among the walvuri, or using zora-community names of her parents among the zoras), and sirens consider such embellishments part of that community name. However, each siren keeps a litany of her names, in chronological order. Some turn this litany into a song, a sort of personal songline, but others consider this the height of pretentious vanity.
|Egg Names||Aikaterini, Angeliki, Basiliki, Dimitra, Eleni, Giorgia, Gogo, Katerini, Konstantina, Maria, Paraskevi, Sophia, Vasiliki, Vaso
|Community Names||Ailish, Bryterin(F), Emberheart, Fi'aku, Gantuk, Gerelsum, Jaulremel, Kennokha, Kirkagrim(M), Krythling, Lilvi, Muireann, Matora, Pathwing, Saikan, Saradil, Skalledir(F), Stareye, Tahori, Tellbrand(M), Yukirana
- +4 DEX, -4 INT, +2 WIS, +6 CHA.
- Medium: Sirens have no «Size» modifiers.
- Monstrous Humanoid.
- Ground Move: 20'.
- Flight Move: 60'(Poor).
- Automatic Languages: Auran and one other.
- +4 «Racial» on Bluff, Perform: Sing, and Listen checks.
- A siren can make two <Secondary> claw attacks dealing 1D4 «Slash», unless she's using her feet to stand.
- Siren Song <Su> <Mind-Affecting> «Sonic»: As a standard action, a siren can sing with supernatural power. She picks a siren song and makes a Perform: Sing check; the save DC is half the check result. (Many siren songs also have a cost in subdual HP.) All valid creatures other than herself within an 80' spread must make a Will save or be affected. A creature that successfully avoids being affected is immune to that song of that siren for 24 hours. Caster level equals HD.
A first-stage siren song affects any creatures; a second-stage siren song affects only creatures under a first-stage or higher siren song by the same siren; a third-stage siren song affects only creatures under a second-stage or higher siren song by the same siren; etc. Thus, a siren must use a first-stage song, then a second-stage song, then a third-stage siren song, in order to use a fourth-stage siren song — and anyone who saves against one song isn't set up for the next.
A siren song may be transient or sustained. With a transient siren song, affected creatures automatically break free after one turn. With a sustained siren song, so long as the siren continues singing it each turn, affected creatures continue to be affected — but keep their original save results, for the siren must reroll each turn, and if she does poorly they can break free. Once the siren stops singing, fascinated creatures can make a Will save each turn against [5 + half her Perform: Sing check modifier] to break free. Breaking free doesn't confer immunity the way avoiding being affected does.
- Fascinating Song «Charm»: This first-stage sustained siren song causes affected creatures to be fascinated. Allies can't shake free as would be normal for fascination. This fascination counts for purposes of Suggestion bardic music.
- Age Tables: 60 / +4D6 / +6D6 / +8D6, 150 / 200 / 250 / +6D100.
- XP Cost: 5 000. Individuals of weaker species have a head start on sirens.
By our standards a fox/svartalf hybrid, they forge the cutting edge of magitech deep in their minehalls. Crafty in every sense.
- Walvuri average 2'8" tall, 6'4" from nose to tail, and 14pd. The general shape of both sexes is as a female biped, but male walvuri have only two breasts, while female walvuri have 8 in a taper. Walvuri fur ranges on a triangle of black, blue, and indigo. Their long fluffy tails don't normally have the the white tip typical of foxes, but they can momentarily turn the tip white to signal. They also have hair, which grows voluminous and quick; this is naturally white, but customarily dyed red, green, black, or another striking color.
- Walvuri are inquisitive and innovative, more dreamers than efficient or practical, but they take well to industry when they must. With their fondness for both magic and technology, it's the walvuri whose dreams have led to this era of magitech.
On a more personal level, walvuri prefer to be detached; they want to be left to their inventions, and are happy to leave others to their own… although a certain "neighborly" curiosity is inevitable. They tend toward chaotic alignments, and devotion to Lilandra is popular, although Tarrenoc and Teer are tied for second. Their magical needs are served by arcane adepts, energists, and wizards of the red robe.
- Walvuri dream big, and sometimes those dreams lead outside. Factotum, Huntshadow, Nightmare Soldier, and Wizard Of The Red Robe make use of their talents.
- The Jardinnes bear walvuri minehalls, with the minehalls of Ravenholm chief among them. The few non-melt rivers in Keilontria flow down from the Jardinnes, and the zoras trade there — although the walvuri don't lay claim to the surface, since its metal veins were mined out.
- Walvuri speak Throalic, a fae language full of stops. It has an efficient core, and a variety of poetic options, making it easy to say things on two or three levels at once… or to quickly get down to business.
- Walvuri given names have two parts each, often with a vowel in between, like "Hallavald" from "Hall-" and "-vald". Normally, brothers will "inherit" one name part from their father, and daughters from their mother, with the other name part being chosen to avoid collision. For example, Hallavald may have brothers Hallbrand and Halldor, and sisters Authefinn, Dorfinn, and Iarnafinn.
Powerful walvuri families usually create a "scion name" with one part from each parent's name; creating this name reserves an inheritance position at the front. At some later time, the scion name is granted to one child, which makes them the heir, and informally gives them a bigger share of the inheritance. The scion name officially replaces the given name, although for clarity the given name may be listed afterward. It's considered extremely rude to create a scion name when you have adult children, of course.
Walvuri full names include a clan name, of the form "Hallavald Of Songborn". With expansion in the wake of the glacial retreat, minehalls(starting with Kimberhall) have begun adopting the "untouchable" clanless, effectively end-running the traditional registry to form new clans. While some of the old stigma persists, minehall walvuri have rapidly developed advantages akin to eunuchs under the old chinese imperial system. They use the same form, like "Brytagrim Of Kimberhall".
|Female Name Parts||Auth-, Bryt-, Dor-, Drif-, Guth-, Hall-, Hek-, Iarn-, Ref-, Regin-, Skall-, -dis, -dor, -finn, -gerth, -grim, -hild, -run, -torf, -veig, -ny
|Male Name Parts||Blair-, Dor-, Falk-, Grim-, Hall-, Hek-, Ketil-, Kor-, Ref-, Skall-, -brand, -dor, -finn, -grim, -kell, -mund, -orn, -vald, -varth, -ulf
|Clan Names||Crashspear, Frostbond, Goldfist, Iceshield, Ravenshadow, Redhand, Seabright, Skyribbon, Songborn, Wolfeye
|Minehall Names||Basalteye, Dragoncradle, Earthscorch, Glittersteel, Kimberhall, Slatedrake, Tungstenforge
- +4 DEX, +2 INT, -2 STR, -2 WIS. Walvuri are brilliant and quick, but small and incautious.
- Small: Walvuri have a space of 5' and a reach of 5'. They have +1 «Size» on AC, +1 «Size» on attack rolls, +4 «Size» on Hide checks, -4 «Size» on grapple checks, and they can lift and carry only ¾ as much.
- Fae «Unseelie». Walvuri take double damage from cold iron.
- Ground Move: 40'.
- Automatic Languages: Throalic and one other.
- Darkvision: 120'.
- +2 «Racial» on checks with any one Craft skill.
- +4 «Racial» on Listen checks. Walvuri have sensitive ears, and can hear a wider variety of pitches.
- +2 «Racial» on Move Silently checks, increasing to +4 in underground terrain. Walvuri walk softly in their tunnels, considering it a matter of basic politeness.
- ER: 5 vs cold and 5 vs electricity.
- Spell Resistance: 11+HD.
- Spell-Like Ability: Tenser's Floating Disk, at-will.
- While a walvuri has concealment(partial or total), she has +5% to the miss chance.
- Age Tables: 40 / +3D6 / +5D6 / +7D6, 125 / 188 / 250 / +2D100.
- XP Cost: 1 000. Individuals of weaker species have a head start on walvuri.
Returned from the south, they make seemingly-boundless money transporting goods around the melt rivers of the Karanas… in the process spreading wealth to every other species.
- Zoras average 5'6" tall, 7'6" from nose to tail, and 170pd. Their scales range from green to blue, and rarely on to indigo, with spined fins about the body in either red or gold. Their large eyes are well suited to night vision. Their body shape is humanoid, but with a tapered piscine head and a long, thick tail. On land, they use that tail like a third leg, taking on the ungainly appearance of a zilla; but in a river, their entire body can be brought to bear on the water, slow-but-powerful strokes of that tremendous tail rendering the "wing fins" of a sea zora superfluous.
Zoras continue growing through their long lives, eventually acquiring the Dire template. River zora legend holds that if a large zora can swim up a certain waterfall, they can transform into a dragon, and complete their "proper" life cycle; this waterfall is said to be on a river in ancient zora territory, perhaps far away today, or perhaps reshaped by the glaciers into unrecognizability, which would (probably) deny zoras reclamation of this legacy. More darkly, some say this only works for gold-finned zoras; others say this works for the gold-finned race and the now-gone pink-finned race; and a few say "pink-finned" is a mistranslation, referring to red-finned river zoras.
- To the river zoras, everyone and everything is good for something… the tricky part is finding out what. Each individual thus tries to find the thing they're best at, for proper fulfillment in life. They also tend to keep moving, for what's cheap here will be expensive elsewhere, and vice versa.
Zoras have little in the way of organization; a few trading houses have arisen, but for the most part it's just every zora working their own side, watched by the other zoras(and the hunadu, of course). They tend toward chaotic and good alignments. Devotion is generally split between Holo and Parinya.
- The wandering life comes naturally to river zoras, and an adventurer may not consider themselves an "adventurer" at all — just an intrepid merchant, a well-respected career for a river zora. Useful classes for such zoras include Bard and Factotum(but also Beguiler, for those of a less-good bent). However, while most prefer efficient(but slow) paths to wealth, some take to adventuring as a quick(but dangerous) path. These often lean toward Crusader, Nightmare Soldier, Warblade, Witch Knight, and similar "gish" classes.
- All the rivers of the Karanas are home to river zoras. Officially, the rivers are held by the hunadu; however, the hunadu kingdoms don't have much use for them, and even using them to carry off a city's wastes tends to keep the zoras away… which dries up the best markets. The rivers are thus de facto controlled by the zoras, not through any authority, but simply through having so much to offer in exchange for their use. The zoras see no value in laying claim to what they effectively already own, of course, so they swim contently under hunadu flags.
- Zoras speak Aquan. In the open ocean, a shared community of Aquan-speakers is maintained by how far voices carry; the accent of river zoras is distinctive.
- Zora names favor open syllables with unvoiced consonants; the clicks of oceanic Aquan are diminished to the occasional glottal stop to separate vowels. When more clarification than a given name is needed, a prefix is made of the zora's parents's names; daughters use mother-father order, sons use father-mother order. Thus a brother and sister might be "Miho-Koruma Niwa" and "Koruma-Miho Koyeni".
|Female Names||Ha'ekoruma, Koyeni, Miho, Mikaso, Mina, Mirawi, Muninu, Natayasi, Nu'e, Nurewi, Rusi, Rusimoteka, Seyeru, Tumaho, Wakami, Yeneti
|Male Names||Hatunitu, Huhiri, Koha, Koruma, Makowa, Momihi, Nerayi, Niku'e, Niwa, Sunora'i, Sutosina, Tevasoro, Tumokuka, Waro, Yira, Yiramuno
- +2 to any one attribute, chosen at creation. River zoras are a diverse lot, and value that diversity.
- Medium: Zoras have no «Size» modifiers.
- Humanoid <Aquatic>.
- Ground Move: 30'.
- Swim Move: 60'. Zoras have +8 «Racial» on Swim checks.
- Amphibious: Zoras can breathe both air and water.
- Automatic Languages: Aquan and one other. Sylvan is common, as the language of the hunadu.
- +2 «Racial» on Appraise checks.
- Spell-Like Ability: Lesser Orb Of Fire, at-will, caster level equals HD, based on CHA.
- Zoras take double «Fire» damage.
- Age Tables: 20 / +1D6 / +2D6 / +3D6, 60 / 90 / 120 / +3D20.