Races of Wetwoods

Copyright Peter Mork © 2015

The Wetwoods are home to the first great explorers. It was here that maps and boats were first invented. Before delving into the cultures that arose during the metal age (or the first age of trade), we will first review the geography of the Wetwoods and introduce the races native to this region.

Geography

The Wetwoods are almost entirely temperate except where the great ocean waters warm the shores. The entire region receives ample rainfall as its low hills do not block rain from reaching any portion of the continent.

The region is home to the Wrin (humans) who hold their territory against the expansive Kish. It is also home to Dwarves, but these dwarves took to the coasts and isles when their tunnels were poisoned in the Cataclysm. Subterranean exploration remains dangerous due to the poisonous gases. The inland regions contain Avinarc and the waters, Shuikmar. The coasts also house Sea-Krals.

Wrin (Human)

The race of Wrin originated in Noctis, but their tribes were displaced by the more aggressive Kish. After crossing the perilous jungles of the Greatbridge, they settled in the untamed expanses of Venat and the Wetwoods.

Overview: The Wrin represent "normal" humans on Kur. On the whole they are agile and intuitive. Otherwise they have no particular advantages or disadvantages. (In terms of game mechanics, this frees up more DP for skills and talents.)

Build: The average Wrin stands about 5'10" and weighs around 160 pounds.

Coloration: A Wrin generally has pale skin, which tans from exposure to the sun. Thus, the northern Wrin (who must avoid Celsior's scorn) tend to remain pale, while the southern Wrin are well-bronzed. Their hair color ranges from blonde to brown and includes a surprising number of red-heads. Their eyes run the gamut from blue to green, grey to brown.

Aging: As a Wrin ages, their hair turns grey, and it loses any curl or wave it once might have had.

Avinarc

The Avinarc are native to the tallest, central mountain peaks of the Wetwoods. However, Avinarc have an inborn need to travel and explore. Thus, Avinarc explorers can be found virtually anywhere in the Wetwoods and often beyond.

Overview: Avinarc are slender creatures with hawk-like heads and feathers covering their bodies. Despite their appearance, Avinarc cannot fly (they don't have wings). They can, however, lash out with a beak attack when afraid.

Build: Avinarc stand about 5'10" and weigh about 150 pounds.

Coloration: Their feathers are generally brown, but some Avinarc have white markings (which are often covered to make it hard for other races to tell one Avinarc from the next). They have human eyes with the same range of coloration as the Wrin (blue, green, grey, and brown).

Aging: As the Avinarc age, their feathers lighten and thin (not unlike a human's hair).

Talents:
Quiet Stride

Dwarf

Once upon a time, the dwarves were subterranean creatures, content to tunnel and mine beneath the Wetwoods. However, during the wars that preceded the Cataclysm (when the gods reduced the first civilizations to ruins), these tunnels were filled with poison gas. The few dwarves that survived turned to the seas for sustenance.

Overview: Dwarves are short, stocky creatures with a formidable constitution. They make for excellent sailors and warriors and poor practitioners of magic.

Build: The average dwarf stands 4'6" and weighs 140 pounds.

Coloration: Dwarves have a ruddy complexion and dark, deep-set eyes. Their hair is generally blonde, red, or light brown. Both genders grow full beards.

Aging: As a dwarf ages, they tend to gain even more weight and their hair greys.

Talents:
Cold Resistance (major): +30 to DB/RR vs. Cold
Darkvision (10')
Heat Resistance (major): +30 to DB/RR vs. Heat
Nightvision

Rat 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 the Wetwoods, Rat 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: Rat Hengeyokai are inquisitive and acquisitive. They are also almost constantly hungry, able to consume much more than one would expect given their build. A Rat is both quick and agile, but like their mundane kin, they suffer from poor self-discipline (especially when distracted by something shiny or new).

Build: In human form, Rat Hengeyokai resemble the local population, although they are generally short and given to stooping while in motion. In rat form, they are identical to a large rat (two to three feet from nose to tip of the tail).

Coloration: A Rat Hengeyokai's fur is generally grey, brown, or white. Their eyes are always red; in human form this reddish tint is preserved.

Aging: As a Rat Hengeyokai ages, their bodies become increasingly twisted and hunched. Eventually movement becomes quite painful.

Talents:
Shapechanger: Rat to human

Sea-Kral

Sea-Krals inhabit the beaches and islands along the Wetwoods. While the dwarves favor trade, the Sea-Krals prefer piracy. Thus, these races tend to hate each other with a passion.

Overview: A Sea-Kral is a short ape-like creature. They have long arms with an extra bone connecting the wrist to the hand. They have long fingers adept at many manual tasks (including firing a bow).

Build: A Sea-Kral stands about 4'9" and weighs around 110 pounds.

Coloration: Sea-Krals have dark grey or blue skin and white hair. The females posses an extra thicket of hair growing along their spines. Their eyes are dark.

Aging: As a Sea-Kral ages, their bones become brittle or spongy. Of course, many die a violent death before infirmity becomes an issue.

Talents:
Nightvision
Racial Training (familiar); +10 to Bow, Fletching, Rope-crafts, Sailing, Textile-crafts, and Wood-crafts

Shuikmar

The Shuikmar dwell in the waters between the Wetwoods and Venat. They generally hunt fish and other aquatic creatures, but they have been known to stage raids on land. They are particularly fond of swimming upstream to find marshy terrain. Biases against the Shuikmar are common, but these perceptions are based on the behavior of the raiders, not the general population.

Overview: Tall, with human proportions, Shuikmar have thick, shark-like skin, webbed hands and feet, a dorsal fin-like crest, and a shark's tail. A Shuikmar must immerse itself in salt-water every day for hour hours; each missed day results in a cumulative -10 penalty (coma at -80 and death at -100).

Build: An average Shuikmar is a little over 6' tall and weighs around 200#.

Coloration: Shuikmar have uniformly grey skin and black eyes.

Aging: Shuikmar show no signs of aging.

Talents:
Life Support (major): Underwater
Tough Skin (tiger): AT 4

Racial Summary

Wrin (Human) Avinarc Dwarf Rat Hengeyokai Sea-Kral Shuikmar
Ag +2 +3 -2 +5 +3 -2
Co 0 -1 +6 -2 +2 +2
Me 0 0 0 -1 -1 -2
Re 0 0 0 -1 -1 0
SD 0 0 +2 -5 -2 +1
Em 0 0 0 0 0 -1
In +2 0 -4 0 0 0
Pr 0 0 -4 -2 -1 -1
Qu 0 +2 -2 +5 +2 +1
St 0 -2 +2 -1 +3 +2
Body Dev 0 • 6 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 7 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 6 • 5 • 2 • 1 0 • 7 • 3 • 2 • 1
Exhaustion Pts 0 0 +20 0 0 0
Channeling PP 0 • 6 • 5 • 4 • 3 0 • 6 • 4 • 3 • 2 0 • 6 • 5 • 4 • 3 0 • 6 • 6 • 4 • 3 0 • 5 • 3 • 2 • 2 0 • 6 • 5 • 4 • 3
Essence PP 0 • 6 • 5 • 4 • 3 0 • 6 • 4 • 3 • 2 0 • 3 • 2 • 1 • 1 0 • 5 • 3 • 2 • 2 0 • 4 • 3 • 2 • 1 0 • 6 • 4 • 3 • 2
Mentalism PP 0 • 6 • 5 • 4 • 3 0 • 6 • 5 • 4 • 3 0 • 3 • 2 • 1 • 1 0 • 5 • 3 • 2 • 2 0 • 4 • 3 • 2 • 1 0 • 6 • 4 • 3 • 2
Channeling RR 0 0 0 0 +15 +5
Essence RR 0 0 +40 +5 +15 +5
Mentalism RR 0 0 +40 +5 +15 +5
Disease RR 0 0 +15 +50 +15 +10
Fear RR 0 0 0 -5 +15 +15
Poison RR 0 0 +20 +30 +15 +5
Recovery Mod 1 0.75 0.5 1 0.5 1
Sleep Req 6 hrs / night 8 hrs / night 6 hrs / night 2 hrs / night 6 hrs / day 4 hrs / night
Lifespan 100 yrs 80 yrs 300 yrs 40 yrs 40 yrs 100 yrs
Soul Departure 12 rnds 6 rnds 21 rnds 12 rnds 20 rnds 8 rnds
Race Type 3 3 1 3 1 3
Cost* 40 25 147.5 80 79 93.5

*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.