Cultures of Stone Age Kur

Copyright Peter Mork © 2014



Their homes hidden among the highest peaks in the Wetwoods, the Avinarc roam widely. Avinarc children are raised in alpine camps by their elders. However, before they reach their 20th year, extreme wanderlust sets in. Virtually every Avinarc spends the next few decades wandering alone (or in rare cases in pairs) throughout the Wetwoods and even Venat. Eventually they tire of travel and return to their mountain homes to raise a brood of children (Avinarc women lay a single litter of 3-6 eggs).

Avinarcs prize stealth and secrecy, often quietly following a Totem Tribe from camp to camp, never revealing themselves to the humans. When they choose to interact with humans, they never form lasting bonds as neither party fully trusts the other.

Avinarcs have access to the same skills as the Totem Tribes.


Scholars once considered farming to be the best indicator of true civilization. That is, until they realized that the Vulfen invented farming.

The Vulfen are a pitiable race. As punishment for their aggressive ways, the gods stripped their species of all females. The Vulfen were supposed to die out as a result, but they out-stubborned the gods. Vulfen tribes kidnap or purchase women of other races (especially human women). Regardless of the female's race, any offspring between a Vulfen (male) and a female is a (male) Vulfen child.

Early in their history, the Vulfen traded for women, offering the Duwa-Pon fine stone implements. These women were willing participants because the Vulfen had a reputation for treating their women as great treasures. This peace lasted until a band of Duwa stole everything of value from a Vulfen trade pavilion.

Since then, the Vulfen raid Duwa settlements for women, whom they drag back to their mining camps. They continue to treat these women well, but the means of acquisition are rather violent. Vulfen and Duwa now attack each other on sight (or flee if conflict is imprudent).

Starting Skills

Category or Skill Avinarc Vulfen
Armor • Light 1
    Textile 1
Athletic • Brawn 1 1
Athletic • Endurance 1 1
    Distance Running 1
    Scaling 1
Swimming 1
Athletic • Gymnastics 1 1
    Climbing 1 1
Awareness • Perceptions 0 0
    Alertness 2 2
Awareness • Searching 1 1
    Observation 1 1
Body Development 0 0
    Concussion Hits 1 3
Communications: Kur 1
    Vulfen (S) 5
Communications: Wrin 1
    Avinarc (S) 5
    Otter (S) 2
Crafts 0 0
    Earth-crafts 1
    Food-crafts 1 1
    Rope-crafts 1
    Stone-crafts 2
    Textile-crafts 1
    Wood-crafts 1 1
Lore • General 3 3
    Culture Lore: Avinarc 3
    Culture Lore: Vulfen 3
    Fauna Lore 3 1
    Flora Lore 2 1
    Region Lore: Own 3 3
Martial Arts • Sweeps 1
    Wrestling 1
Outdoor • Environmental 3 2
    Caving 1
    Fishing 2
    Survival: Alpine (A) 3
    Survival: Plains (P) 2
Resistance 0 0
    Disease Resistance 1 1
    Fear Resistance 1 1
    Impulse Resistance 1
    Poison Resistance 1 1
Special Attacks 0
    Bite 2
    Claw 2
Subterfuge • Mechanics 2
    Setting Traps 2
    Trap Building 2
Subterfuge • Stealth 4 1
    Hiding 4 1
    Stalking 4 1
Technical/Trade • General 1 1
Weapon • Chopping 2
    Axe 2
Weapon • Crushing 2 1
    Sticks 2 1
Weapon • Thrown 1
    Sling 1
Hobbies 2 4
Cost [1] 14 4

[1] To determine a character’s background options, add up the racial cost (25 for Avinarc and 150.5 for Vulfen) and the culture cost (14 for Avinarc and 4 for Vulfen). Convert that total into talent points or background options using Talent Law. The Avinarc fall in the 26-75 point range, resulting in 55 talent points or 6 background options. The Vulfen fall in the 151-175 range, resulting in 35 talent points or 4 background options.