Races of Venat

Copyright Peter Mork © 2014

Races of Ambitus

Ambitus is where the first kingdoms arose. The many natural boundaries in this region enabled several dynasties to carve the land into nations united by a common culture and under the ostensible rule of kings. We will describe in future articles these new civilizations, but first we need to introduce the races of Ambitus.


Ambitus is a wide expense that includes jungles, forests, mountains, plains, and more—with everything right where it belongs. It is a collection of microclimates that vary fairly starkly across the region. Of particular note is the Wreaksmere, a portion of Ambitus that lies a few feet below sea level, surrounded by a natural stone wall that fails to protect the land from being a fetid saltmarsh. Nin-Kisura has left a number of steles to warn the people of Ambitus.

Ambitus is populated by the Kish (human), frequently at odds with their neighbors to the west. However, the undead are unable to incur into Ambitus due to the Light Lances, which spring from the rocks in the pebble desert between Ambitus and Noctis. Ambitus is also home to Imarru and Kethyrru, and plagued by Hobgoblins.

Kish (Human)

The race of Kish originated in Noctis, displacing the less aggressive Wrin to the west. The Kish then spread into Ambitus heavily fortifying the fertile lowlands.

Overview: The Kish are another "normal" human race. In general the Kish are agile and disciplined, with decent constitution and strength. Intellectually, they are at a slight disadvantage. The Kish are a hardy people, capable of surviving under Celsior's cruel glare. The do not tire easily, and they heal quickly.

Build: The Kish people average about 6'2" in height. In general, a Kish is lean and muscular (averaging 150#).

Coloration: The eastern Kish are of medium complexion (Arabic), which darkens to the west (Negroid). In the east, the Kish have blue, green or gold eyes, while the western Kish usually have pale blue eyes. Regardless of location, the Kish have black hair (thickness and wave vary, giving some hint as to one's place of origin).

Aging: As a Kish ages, he or she develops deep wrinkles and loses her or his hair.

Dog Hengeyokai

The Hengeyokai were created by Kazadory to allow animal spirits to assume human form. Whereas these spirits can be found anywhere on Kur, one kind of Hengeyokai predominates in each region of Kur. In Ambitus, Dog Hengeyokai are most common.

Each kind of Hengeyokai is a distinct species—a Cat Hengeyokai and a Dog Hengeyokai cannot have children together. In general, Hengeyokai cannot reproduce with humans, either, although on rare occasion, a human child may result from such a union.

Overview: Dog Hengeyokai are powerful and loyal, if easily distracted. They are physically attractive, but dim-witted. They make poor leaders, but excellent henchmen. In addition to great strength, a Dog possesses considerable physical endurance (but still needs normal sleep).

Build: In animal form, a Dog looks like a huge hound, the size of a small pony. In human form, they are huge, muscular individuals, dwarfing their human counterparts in most cases.

Coloration: Dogs have shaggy greyish-brown hair and deep brown eyes.

Aging: As they age, Dogs grow grey (especially around the "muzzle" and eyebrows) and develop arthritis.

Acute Smell
Shapechanger: Dog to human


Hobgoblins are larger versions of the goblins that inhabit Qod. While goblins are creative, inventing new and devious ways to inflict pain, hobgoblins are direct. Some would say refreshingly so.

Overview: Hobgoblins are physically powerful, but without agility or speed. They have been known to produce some excellent battle mages, but in general they lean towards the martial skills.

Build: A hobgoblin is about 4 and a half feet tall, weighing about 90 pounds. Despite their lack of height, they have incredible physique. They have pointed ears, sharp teeth, and feet that feel no pain.

Coloration: Hobgoblins have muddy skin, ranging from murky green to splotchy brown. Their small eyes are dark.

Aging: As a hobgoblin ages, their skin lightens.

Cold Resistance (lesser)
Darkvision (50')
Heat Resistance (lesser)


The Idiyva (or cat people) inhabit the swamps and jungles that separate Ambitus from Qod. Despite the trappings of civilization, the fighting instincts of a predator lurk beneath their manners.

Overview: Idiyva are quick, agile, and charming. They are somewhat resistant to poison and disease, but are easily influence by fear.

Build: Idiyva are tall, slender, and graceful. They are lithe and generally well-muscled. The toes of their feet anchor short, sharp talons, but their hands sport viscious 3" claws that retract at the knuckle into the backs of the hands.

Coloration: Short, gold-tipped coffee fur covers their bodies, except at the face, genitals, palms, and soles. Smooth, brown suede-like skin is visible in those places. Males have longer, lighter fur around the face to form a golden mane. All Idiyva have green slit eyes that evidence excellent Nightvision.

Aging: Idiyva tend not to die of old age. When their bodies lose their fighting edge, their families euthanize them.

Natural Weapon: Claw
Natural Weapon: Bite
Tough Skin: AT 3


The Imarri inhabit the highlands that separate the deserts of Noctis from the kingdoms of Ambitus. They tend to keep to themselves, but are a trusted ally defending the lowlands from undead incursion.

Overview: An imarru is a large, six-limbed creature, akin to a lion-taur except that the dividing line between the "anthromorphic" and feline components is not quite as pronounced: the upper body is recognizably human-like in structure but the head is much more feline, with a short muzzle and pointed ears, and the hands bear short claws. They are physically quite adept, recover from injury rapidly, and do not tire easily.

Build: The entire body of an imarru is covered with a fine pelt, and a mane sprouts from the scalp and neck to flow over the shoulders and upper back.

Coloration: Imarri appear in a wide range of pelts and colors, from white to black, tawny, brown or golden, and even speckled, striped or clouded. These patterns are very regular and tend to follow tribal affiliations and parentage very closely; a knowledgeable person can tell the family origin of an imarru by his/her appearance. Very rarely, a child will be born with short feathers instead of hair. Such individuals are considered especially touched by Nin-Kisura and attract attention wherever they travel within the tribes.

Aging: Imarri tend to get a little more sedentary as they age, and their fur may pale or show streaks of grey.

Extra Limbs: +2 legs
Portage Skills


The Kethyrri live in mountain valleys north of Ambitus and south of Percoland. They are instinctively fascinated by the dragons that dwell in the mountains and fearful of the nagas that lurk beneath the mountains.

Overview: A kethyrru appears as generally an anthropomorphic bird: a lightweight, generally-human body with a corvid-like head, wings sprouting from the back, and a tail that is (oddly) more catlike than birdlike. They tend to have deeper chests than humans, evidencing the type of "keel" breastbone structure more commonly seen in birds. Their entire bodies are covered with short feathers, more sleek than fluffy (the tail is occasionally an exception. These feathers, are barely perceptible, nearly microscopic, on their hands and feet. Some have feather crests atop their heads, while others do not. Kethyrri identify two biological sexes, male and female, although it is nigh impossible to tell them apart without asking (although females do have a tendency to be very slightly larger.)

Build: A typical kethyrru averages about 5'5" in height, and they are quite light, about 85 pounds on average. When they walk, their heads tend to bob forwards and backwards.

Coloration: Kethyrri are remarkably monochromatic, with plumage in shades of black and white (or mixed in various patterns, as with a magpie or pied crow). Their eyes are the only spots of color about them, occurring in ranges of jewel-tones—crimson, green, blue and gold. Very, very rarely a kethyrru will be hatched with colors other than black and white. Grey is acceptable, but other colors are considered a sign of bad fortune, and such hatchlings rarely have an easy time of it.

Aging: Aging kethyrri do not generally show any external signs, but exhibit an increased tendency towards "black and white" thinking, as well as a drive to stay within the mountain colony and focus on bringing up the young.


Racial Summary

Kish (Human) Dog Hengeyokai Hobgoblin Idiyva Imarru Kethyrru
Ag +2 +1 -2 +3 +2 +3
Co +1 +5 +5 0 +2 -2
Me -1 -1 -1 -1 -1 +2
Re -1 -2 0 -1 0 +2
SD +2 -5 -1 -2 +2 +2
Em 0 0 -1 0 0 -1
In 0 -1 0 0 0 0
Pr 0 +1 -1 +2 0 -1
Qu 0 +2 -2 +3 +1 +2
St +1 +4 +4 0 +3 +1
Body Dev 0 • 6 • 4 • 2 • 1 0 • 6 • 5 • 2 • 1 0 • 6 • 5 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 6 • 5 • 2 • 1 0 • 6 • 3 • 2 • 1
Exhaustion Pts +10 +10 +20 0 +20 +20
Channeling PP 0 • 6 • 5 • 4 • 3 0 • 6 • 4 • 3 • 2 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 5 • 3 • 2 • 2
Essence PP 0 • 6 • 5 • 4 • 3 0 • 6 • 4 • 3 • 2 0 • 6 • 6 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 6 • 4 • 3 • 2 0 • 6 • 5 • 4 • 3
Mentalism PP 0 • 6 • 5 • 4 • 3 0 • 6 • 4 • 3 • 2 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 4 • 3 • 2 • 1 0 • 6 • 5 • 4 • 3
Channeling RR 0 0 0 +10 +5 0
Essence RR 0 0 0 0 +10 +5
Mentalism RR 0 +5 0 0 0 +10
Disease RR 0 +10 +5 +5 +5 0
Fear RR 0 +20 +10 -5 +10 +5
Poison RR 0 +15 +5 +5 +5 0
Recovery Mod 0.75 0.9 0.5 1 0.9 1.5
Sleep Req 6 hrs / night 6 hrs / night 12 hrs / 2 days 6 hrs / night 6 hrs / night 30 hrs / 3 nights
Lifespan 100 yrs 80 yrs 100 yrs 80 yrs 100 yrs 300 yrs
Soul Departure 12 rnds 12 rnds 6 rnds 15 rnds 12 rnds 15 rnds
Race Type 3 2 3 3 2 2
Cost* 46 130 103 93.5 102 63.5

*Kur is a world of great variety—virtually any combination of race and culture is possible. Thus, the talent point cost for races and cultures must be computed separately to determine a character's background options.