Difference between revisions of "Warlords Of Kruhl 3e EN:Folk"

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* '''Perceptive:''' Corven are observant by nature. Corven gain a bonus die on Perception rolls.
 
* '''Perceptive:''' Corven are observant by nature. Corven gain a bonus die on Perception rolls.
 
* '''Persuasive:''' Corven are outsiders who have learned to coexist with other folk. Corven gain a bonus die on Diplomacy rolls.
 
* '''Persuasive:''' Corven are outsiders who have learned to coexist with other folk. Corven gain a bonus die on Diplomacy rolls.
 +
* '''Polyglot:''' Corven have the [[Warlords_Of_Kruhl_3e_EN:Gifts#Linguist|Linguist]] gift for free.
  
 
==Dwarf, Mountain==
 
==Dwarf, Mountain==

Revision as of 08:49, 14 April 2021

Arrow up 16x16.png Contents

Warlords Of Kruhl uses "folk" to refer to creatures which are intelligent and which form communities. There is also a moral dimension to who is considered "folk" and who isn't -- havlin are folk, while goblins are not, even though goblins have language and form communities. (Goblins are black-hearted, selfish creatures, cruel and sadistic even among their own kind.) Archaea, the default setting for Warlords Of Kruhl, is home to a variety of folk. The most common of these are described below.

Corven

"In Corven history there are no coincidences."

  • Typical height: 150-160 cm
  • Typical weight: 41-55 kg
  • An individual is a "corven"; plural "corven" (a tall corven, several corven)
  • The descriptive term is "corven" (a corven weapon)
  • Name style: African

Corven are feathered humanoids resembling flightless birds. Corven plumage can be any colour, from vibrant red or yellow, to deepest blue or black. Their eyes are large, and typically black. Corven typically live from 50 to 60 years, barring accident or illness. Corven have two sexes (male, female), but the physical differences are indistinguishable except to other Corven. A corven couple will generally produce between two and four offspring during their lifetimes.

Corven legend states that the corven once had a thriving civilization on Mistbloom, an idyllic island far to the west. Their island paradise was shattered by a cataclysm, and the corven were forced to flee. Now they are wanderers, without a homeland to call their own.

Culture

Most corven live in small, close-knit communities within larger settlements of other folk. Corven culture emphasizes education, tolerance, and optimism. While corven do have their own language, they always learn the language and customs of the larger non-corven community in which they settle. Corven society is democratic, with all adult members of a community participating in decisions that affect them.

Racial Traits

  • Astute: Corven are inquisitive and quick-witted by nature. Corven add +1 to their Reason attribute during character creation, after attributes are initially purchased.
  • Perceptive: Corven are observant by nature. Corven gain a bonus die on Perception rolls.
  • Persuasive: Corven are outsiders who have learned to coexist with other folk. Corven gain a bonus die on Diplomacy rolls.
  • Polyglot: Corven have the Linguist gift for free.

Dwarf, Mountain

"The stone never forgets, and neither do we."

  • Typical height: 132-148 cm
  • Typical weight: 85-110 kg
  • An individual is a "mountain dwarf"; plural "mountain dwarves" (a tall mountain dwarf, several mountain dwarves)
  • The descriptive term is "mountain dwarven" (a mountain dwarven weapon)
  • Name style: German

Mountain dwarves are stout humanoids with hard, almost rocklike skin. They are long lived, but not immortal. Mountain dwarves have skin that ranges from light grey to deep brown or charcoal grey; their eyes are typically blue, green, or amber. They have straight hair, from pale blonde to dark brown or red, and the men often have beards. Mountain dwarves favor sturdy, practical clothing, often ornamented with traditional clan motifs. Mountain dwarves have two sexes (male, female), but mountain dwarven children are a rarity. A mountain dwarven couple may be partnered for centuries without producing any offspring.

Culture

Mountain dwarven society is organized into approximately two hundred and fifty patriarchal clans. Each clan has a traditional profession that supports the subterranean mountain dwarven society, but no stigma is attached to mountain dwarves who choose their own path, as long as it serves a useful purpose. The head of each clan swears fealty to the Mountain King, whose primary responsibility is to keep peace between the clans and to defend the mountain dwarven civilization from outside attack.

Mountain dwarves have a reputation for being avaricious and stubborn, but they are also patient and meticulous artisans.

The Underking

Raginwald Thunderdelve is the King Under The Mountain, like his father and his father's father. Raginwald is a wise ruler, but he is not as cunning as the White Queen of the ice elves, and he knows it. He is always suspicious where other folk are concerned, particularly when it comes to humans and elves. Although he doesn't believe that either have designs on the subterranean civilization of the mountain dwarves, he is sure that they would cheerfully manipulate the mountain dwarves for their own ends.

Racial Traits

  • Dark Vision: Mountain dwarves can see in complete darkness, using the heat of their own bodies and the objects around them for illumination.
  • Deep Adaptation: Mountain dwarves are comfortable in the stale air found in the deep places of the earth, and they can hold their breath for up to five hours -- twice that, if resting.
  • Stoneskin: Mountain dwarves have the Hard Target gift for free.
  • Hardy: Mountain dwarves add +1 to their Endurance attribute during character creation, after attributes are initially purchased.

Dwarf, Sea

"Live in the sunshine, swim the sea, drink the wild air."

  • Typical height: 132-148 cm
  • Typical weight: 85-110 kg
  • An individual is a "sea dwarf"; plural "sea dwarves" (a tall sea dwarf, several sea dwarves)
  • The descriptive term is "sea dwarven" (a sea dwarven weapon)
  • Name style: German

Sea dwarves are stout humanoids with tough, leathery skin. They are long lived, but not immortal. Sea dwarves have skin that ranges from light grey to deep brown or charcoal grey; their eyes are typically blue, green, or amber. They have straight hair, from pale blonde to dark brown or red, and the men often have beards. Sea dwarves favor sturdy, practical clothing, often ornamented with nautical motifs. Many sea dwarves adorn their bodies with elaborate tattoos, indicating their accomplishments, celebrating their loved ones, or simply as decoration. Sea dwarves have two sexes (male, female), but sea dwarven children are a rarity. A sea dwarven couple may be partnered for centuries without producing any offspring.

Culture

Sea dwarven society is organized into approximately one hundred and fifty clans. Each clan member is expected to work to support the clan as a whole, typically as a shipwright or as fisherfolk, but no stigma is attached to a sea dwarf's chosen profession, as long as it serves a useful purpose. Unlike their kin the mountain dwarves, there is no single ruler of the sea dwarf clans. Most sea dwarves make their homes in small towns along coasts that other folk find inhospitable, but some spend their entire lives at sea, on ships traveling the seas of Kruhl.

Sea dwarves have a reputation for being grim and standoffish, but they are warm and gregarious with those who earn their friendship.

Racial Traits

  • Dark Vision: Sea dwarves can see in complete darkness, using the heat of their own bodies and the objects around them for illumination.
  • Deep Adaptation: Sea dwarves are comfortable in the cold deep beneath the sea's surface, and they can hold their breath for up to five hours -- twice that, if resting.
  • Hardy: Sea dwarves add +1 to their Endurance attribute during character creation, after attributes are initially purchased.
  • Lore Of The Sea: Sea dwarves gain a bonus die on Reason rolls pertaining to the sea or the creatures that live in it.
  • Sea Legs: Sea dwarves gain a bonus die on any defense roll which would move or restrain them against their will.

Elf, Forest

"The word for 'world' is 'forest'."

  • Typical height: 172-188 cm
  • Typical weight: 60-85 kg
  • An individual is a "forest elf"; plural "forest elves" (a tall forest elf, several forest elves)
  • The descriptive term is "forest elven" (a forest elven weapon)
  • Name style: Welsh

Forest elves are slender humanoids with delicate features, elongated eyebrows, and pointed ears. Barring accident or injury, a forest elf will live forever. Forest elves' skin is smooth and flawless, and ranges in color from light almond to warm brown. Their eyes are large, and are typically dark green or copper coloured. Forest elves' hair can be straight or gently wavy, and is usually black or brown, or less commonly blond or copper red. Some male forest elves have beards, but it is uncommon.

Forest elves tend to dress in simple but exquisitely tailored clothes, primarily in earth tones that blend into natural surroundings.

Forest elves have two main sexes (male, female), but forest elves rarely form permanent couples in the manner of most other folk. Forest elves tend to begin or end relationships as they will, such relationships lasting anywhere from a few days to a few decades. Forest elven children are extremely rare: their population may remain unchanged for centuries.

Culture

Forest elven society is ruled by the Green Council, a group of the most respected and experienced forest elves. Forest elves communities do not seek contact with other folk, and politely decline offers to trade with them. This is not due to hostility or xenophobia: forest elves simply see no need for it. Forest elf communities are rarely larger than a small town, and are usually constructed to blend into the forest around them.

Forest elves have a reputation for being pleasant but mysterious.

Racial Traits

  • Agile: Forest elves are preternaturally graceful. Forest elves add +1 to their Agility attribute during character creation, after attributes are initially purchased.
  • Immortal: Forest elves are immune to the ravages of time. They never grow old or die from "natural causes".
  • Night Vision: Forest elves can see as well at night as in daylight, but they can't see in complete darkness, such as underground.
  • Light Step: Forest elves gain a bonus die on Stealth and Survival rolls while in a natural environment, and they leave no footprints.
  • Reverie: Elves do not need to sleep. Elves may rest their minds in the strange paths of elvish dreams, even as they walk open-eyed in the light of this world.

Elf, Ice

"Real nobility is based on scorn, courage, and profound indifference."

  • Typical height: 172-188 cm
  • Typical weight: 60-85 kg
  • An individual is an "ice elf"; plural "ice elves" (a tall ice elf, several ice elves)
  • The descriptive term is "ice elven" (an ice elven weapon)
  • Name style: Icelandic

Ice elves are tall, slender humanoids with delicate features, elongated eyebrows, and pointed ears. Barring accident or injury, an ice elf will live forever. Ice elves' skin is smooth and flawless, and ranges in color from snow white to pale pastel blue or green. Their eyes are large, and are typically ice blue, pale green, or silver. Ice elves' hair can be straight or gently wavy, and is usually vibrant in color, such as frost white, glossy black, ruby red, sapphire blue, and so on. Some male ice elves have beards, but it is uncommon.

Ice elves wear little clothing, even in sub-freezing temperatures, but they often wear very delicate pieces of jewelry which other ice elves recognize as symbols of the wearer's status.

Ice elves have two main sexes (male, female), but ice elves rarely form permanent couples in the manner of most other folk. Ice elves tend to begin or end relationships as they will, such relationships lasting anywhere from a few days to a few decades. Ice elven children are extremely rare: their population may remain unchanged for centuries.

Culture

Ice elven society is ruled by the White Queen, with the support of a small number of trusted advisors. The authority of the White Queen is absolute, and that of her advisors is nearly so, but they make few demands on the rest of ice elven society.

Magic and social interaction are the two main focuses of ice elven society. Appearances are treated as reality: any decadence or vice is permitted as long as the appearance of elegance and perfection is preserved. Ice elf society is tranquil to a degree that would be stifling to most other folk. Disruptions of the peace are not tolerated. This makes the ice elves seem isolationist to the point of being xenophobic -- not just because they consider all other folk as inferior (which they do), but because the turmoil that other folk bring is perceived as ugly and unpleasant. When forced to deal with this unpleasantness, ice elves usually try to minimize the amount of time and effort required, which makes them seem haughty, abrupt, and uncaring about the welfare of others.

Ice elves have a reputation for being xenophobic and cruel: "as cold as ice elf laughter" is a common saying.

The White Queen

Asfridur has been the queen of the ice elves for thousands of years. In that time she has seen countless human civilizations rise and fall, along with more than a few Kings Under The Mountain. She is not the most powerful sorceress on Archaea, but she is arguably the most cunning living being in the world. The White Queen is ruthless, and she will stop at nothing to ensure the survival of her people.

Racial Traits

  • Astute: Ice elves are analytical and quick-witted by nature. Ice elves add +1 to their Reason attribute during character creation, after attributes are initially purchased.
  • Cold Adaptation: Ice elves are comfortable in the extreme cold of their ice-covered homeland.
  • Immortal: Ice elves are immune to the ravages of time. They never grow old or die from "natural causes".
  • Magical Adept: Ice elves have the Arcane Caster gift for free.
  • Night Vision: Ice elves can see as well at night as in daylight, but they can't see in complete darkness, such as underground.
  • Reverie: Elves do not need to sleep. Elves may rest their minds in the strange paths of elvish dreams, even as they walk open-eyed in the light of this world.

Havlin

"Family. Friends. Food. These are what matter most."

  • Typical height: 91-115 cm
  • Typical weight: 18-21 kg
  • An individual is a "havlin"; plural "havlins" (a tall havlin, several havlins)
  • The descriptive term is "havlin" (a havlin weapon); "halfling" is considered pejorative
  • Name style: Hindi

Havlins are humanoids around a meter tall, and typically a bit on the plump side. Barring accident or illness, a havlin may typically live from 100 to 130 years. Their ears are pointed, and they have skin that ranges from light tan to deep brown: lighter in cool climates, and darker in warmer climates. Their eyes are typically blue or green in cool climates, and range from amber to dark brown (nearly black) in warm climates. Their hair is usually curly, from pale blonde to dark brown or black (rarely red). Most havlins do not grow facial hair, but a few male havlins do. Havlins typically wear comfortable, practical clothing, favoring bright colors and shiny buttons. Havlins have two sexes (male, female). A havlin couple will generally produce between two and four offspring during their lifetimes.

Culture

Havlins enjoy farming, food, ales, parties, and the giving and receiving of presents. They are usually friendly and happy-go-lucky, and crime or any kind of antisocial behaviour is rare. Most havlins prefer a quiet, normal, peaceful life. Havlins make little distinction between male and female gender roles: a havlin hunter or weaver is as likely to be male as female.

Havlins have a reputation for being a generous and cheerful people who place family loyalty above all else.

Racial Traits

  • Agile: Havlins are quicker and more nimble than most people expect. Havlins add +1 to their Agility attribute during character creation, after attributes are initially purchased.
  • Lucky: Havlins are preternatually lucky. The player begins each game with one extra plot point.
  • Willful: Havlins are stable and resolute by nature. Havlins gain a bonus die on all defensive Presence rolls.

Human

"A man's worth is no greater than his ambitions."

  • Typical height: 157-168 cm (female), 172-183 cm (male)
  • Typical weight: 60-85 kg (female), 75-100 kg (male)
  • An individual is a "human"; plural "humans" (a tall human, several humans)
  • The descriptive term is "human" (a human weapon)
  • Name style:

Humans are hairy, short lived humanoids, typically living from 30 to 40 years, but extraordinary individuals may live twice that long. They are noteworthy for being physically fragile, yet able to withstand terrible injuries and survive. It is not unusual for a typical human settlement to have several residents with missing eyes or limbs, lost to disease, accident, or warfare. Humans are also capable of exerting themselves for incredible periods of time with little rest or nourishment. Possibly related to their indefatigable nature, humans perspire profusely, making the smell of human settlements profoundly unpleasant for most other folk.

Humans are highly adaptable, taking on a distinctive appearance based on their environment after only a half-dozen generations or so. They have skin that ranges from pale rose (Eidaan, Vaeringjar) to light tan (Karelian, Khuraghesh) to deep brown (Symerian, Vharsan): generally lighter in cool climates, and darker in warmer climates. Their eyes are typically blue or green in cool climates, and range from amber to dark brown (nearly black) in warm climates. Their hair can be straight or curly, from pale blonde to dark brown or black (rarely red), and the men often have beards. Humans usually wear many layers of clothing, even in very warm climates.

Humans vary greatly in size. The heights and weights given above are typical for most humans, but some humans are as much as 25 cm shorter or taller than this. Among the Vharsa, smaller stature is the norm, while the Vaeringjar are typically taller and broader.

Humans breed almost continuously, creating more offspring than almost any other folk on Archaea. If it weren't for their short-sightedness, their tendency for internecine violence, and their short lifespans, they would have long since overrun the world with their progeny. Despite their prolific procreation (or perhaps because of it), most human cultures have a complex system of taboos surrounding courtship and mating.

Culture

Unlike most of the intelligent folk on Archaea, there is no single human civilization. Most human cultures are based on ancestor worship and the accumulation of material goods. In these, a small number of humans own most of the wealth, and they use their power to ensure that they and their offspring maintain their power and privilege. However, from time to time those at the top of a human society will make things so unpleasant that their peers revolt and overthrow them. Afterward, the leaders of the rebellion seize control, and the cycle begins anew.

Humans have a reputation for being violent and short-sighted, but they can be honorable and hard-working when kept in small groups.

Names

Most humans only have one name. The idea of a "family name" isn't really a thing among humans. The closest thing is "[name], son/daughter of [parent name]" or "[name] of [place name]" (e.g., Mihkel, son of Markus; or Mihkel of Dunwater). Those generally only get used among humans if there is some potential confusion about who is being referred to. Otherwise, Maarl is just called Maarl. Sometimes, if someone is well known for something, like being the only baker in town, they'll get called that (e.g., "The Baker"). Or if there are several Maarls, and several bakers, the baker named Maarl will be called "Maarl the Baker".

For the aristocracy, the matter is slightly different. One might be "Maarl of the House of [famous ancestor]", and that lineage name might persist across many generations.

Racial Traits

  • Indefatigable: Most folk need to rest after eight hours of strenuous activity or suffer a penalty die on all skill rolls until they do, and if they go more than 24 hours without sleep, they suffer another penalty die. Humans alone are capable of pushing themselves for days without rest. A human can exert themselves (at level of effort similar to running 16 kilometers per hour) for up to 48 hours before the need to sleep overcomes them. When they do finally stop, they must rest for half as long as they exerted themselves (8 hours minimum).
  • Social Folk: Humans have the [[Warlords_Of_Kruhl_3e_EN:Gifts#Cooperative|]] gift for free.
  • Stubborn: Humans have the [[Warlords_Of_Kruhl_3e_EN:Gifts#Tenacious|]] gift for free.
  • Survivor: Humans are harder to kill than their size and strength would lead one to expect. When the character's current Endurance would be reduced to 0, they may restore their current Endurance to 1 at the cost of incurring a penalty die on all skill rolls and reducing their maximum Endurance by 1. They may do this repeatedly, until their maximum Endurance is reduced to zero. These penalties will remain in place until the character is able to get a solid night's rest.

Minotaur

"We make war that we may live in peace."

  • Typical height: 205-225 cm
  • Typical weight: 185-215 kg
  • An individual is a "minotaur"; plural "minotaurs" (a tall minotaur, several minotaurs )
  • The descriptive term is "minotaur" (a minotaur weapon)
  • Name style: Native American

Minotaurs are tall, massive humanoids with bovine features, horns on their heads, cloven hooves, and tails. Minotaurs typically have brown fur (sometimes black, rarely black and white mottled) that turns to gray as they get older. Rare albino minotaurs (roughly 1 in 20,000) are known as Ghost Bulls, and are said to possess the power of divination.

Minotaurs can live to be nearly 100 years old, but most die from injury or illness well before their 50th year. Their eyes are typically black, but may be yellow or grey. Minotaurs generally dress in simple, practical clothing: warmly in winter, but lightly in the summer. Minotaurs have two sexes (male, female), but they rarely form permanent couples in the manner of most other folk. A female minotaur will generally produce between two and four offspring during her lifetime.

Culture

Minotaurs have no society to speak of. They may form small groups of three to six for a time, but they may also live for years without seeing another of their kind. As individuals, minotaurs value direct, immediate solutions. They swear fealty to no one, and they resent intrusions on their privacy.

Minotaurs have a reputation for being solitary and dangerous, but they are steadfastly loyal to those who earn their trust.

Racial Traits

  • Huge: Minotaurs are larger and more massive than most folk: typically over 2 meters tall and weighing roughly 200 kilograms. Minotaurs also add +2 to their Brawn attribute during character creation, after attributes are initially purchased.
  • Impressive: Minotaurs find it easy to intimidate others, providing a bonus die on relevant Presence rolls.

Zinjan

"If I can hold it, it is mine to hold."

  • Typical height: 157-168 cm (female), 168-178 cm (male)
  • Typical weight: 60-70 kg (female), 70-80 kg (male)
  • An individual is a "zinjan"; plural "zinjan" (a tall zinjan, several zinjan)
  • The descriptive term is "zinjan" (a zinjan weapon)
  • Name style: Nahuatl

Zinjan are humanoids with large eyes, sharp canines, and retractile claws. Barring accident or illness, a zinjan may typically live from 80 to 120 years. A zinjan's body is covered with short soft fur in a striped black-on-white pattern, similar to a zebra or white tiger. Their eyes are typically red or gold (rarely green), and their cranial hair is usually black (sometimes white, rarely striped). Rare zinjan (roughy 1 in 1000) have ram-like horns and a long cat-like tail, which is considered a mark of divine favor. They typically wear little clothing.

Zinjan have two sexes (male, female), but for most of the year there is no chance for offspring to result from zinjan liaisons. Single births are the norm, with two to three children per family usually surviving until adulthood. Only about half of zinjan form permanent mating bonds, so their population grows very slowly.

Culture

The zinjan are nomadic herders and hunters, with almost no agriculture. They have little respect or understanding for other folk's fixation on property. Zinjan make little distinction between male and female gender roles, but males are more likely to be herders, while females are more likely to be hunters.

Zinjan have a reputation for being libertine and casually violent, but they also value a healthy sense of humour.

Racial Traits

  • Athletic: Zinjan are fit and have great reflexes. Zinjan gain a bonus die on Athletics rolls.
  • Heat Adaptation: Zinjan are comfortable in the extreme heat found in the plains and jungles of Mrisinnia.
  • Night Vision: Zinjan can see as well at night as in daylight, but they can't see in complete darkness, such as underground.
  • Natural Weaponry: Zinjan are born equipped with retractable razor-sharp claws, which are difficult to take away and will re-grow if removed. A Zinjan gains a bonus die on their Hand-to-hand Combat attack rolls when using their claws.
  • Wiry: Zinjan are stronger than their lithe frames would suggest. Zinjan add +1 to their Brawn attribute during character creation, after attributes are initially purchased.