Races of Qod

Copyright Peter Mork © 2017

The forests of Qod are home to the races discarded by the other gods. These beings tend to know, instinctually, that others revile them. Yet Cha'tima, the Eternal Dreamer, has given them a sanctuary. They defend their homeland with a savagery begat from the kindness they have received. In this article, we review the local geography and introduce the races native to Qod.


Qod is a lush land largely covered with mangrove forests. Much of the region is hilly, although there are a handful of low mountains near the middle of the continent. Unlike the rest of Kur, the Cataclysm did not impact Qod.

The Ubon (humans) call Qod home, sandwiched between the Kish and the Cherubim. Several creative races can also be found here: Gnolls reside in hilly burrows, Maazhat build mounds along the eastern shores, Maelephants coexist with the Ubon, and Shikome raid the Kish. Below the ground reside Goblin inventors.

Fox 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 Qod, Fox 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: Foxes are fine specimens, indeed. Their bodies and minds are agile, quick to see connections, and learn new skills. Their is little they cannot excel at, should they simply put their mind to it. Unfortunately, their sense of superiority often interferes with any grand plans. They often spend more time planning a grand caper than ever implementing it.

Of all the Hengeyokai, the foxes are the hardest to differentiate from normal humans. They are also the most likely to remain in human form for extended periods of time, reverting to fox to escape punishment for some misdeed, or to mate.

Build: Foxes are indistinguishable from the native humans.

Coloration: Similarly, a Fox exhibits the normal range of colors, but its pupils are deepest black.

Aging: Foxes age like the humans they mimic.

Talents: Shapechanger: Fox to human


Gnolls are the children of the hills. They delight in gardening, herbal concoctions, and all things magical. Prior to the advent of civilization, most gnolls dwelt in tree hollows or abandoned burrows. With the dawning of tools, the gnolls abandoned their fey background and grew to the size they now are. Many theories have been proposed to describe the link between tool use and physical size; Cha'tima always falls asleep before revealing the truth.

Overview: Gnolls are diminutive beings with a strong affinity for essence magic. When they were still fey, their literally bled essence, and flowers would spring into being wherever their blood dripped onto the earth. Gnolls look old, even when they are young, with bulbous noses and large ears that stick out a little too far.

Build: Gnolls are short and very quick. They stand 3'2" tall and weigh 75 pounds.

Coloration: They have sparse hair, relatively dark in hue. Their skin coloration is usually light (though they will darken with prolonged exposure to sunlight). Gnolls eyes tend to be dark with only slight variations in color.

Aging: As Gnolls age, they develop deep wrinkles and they are prone to baldness.

Dwarfism (lesser)
Skilled (major): Weather Watching


Goblins are the fallen children of Cha'tima. They once worked his forges, his laboratories, and his kitchens. This relationship ended when the Dreamer was imprisoned in the labyrinth of glass. Alone, the Goblins allied themselves with Earth, which perverted the Goblins' curiousity into something dark and often sadistic. Now these beings delight in inventing devious traps and weapons, which they test on one another before turning their torment onto their neighbors.

Overview: Goblins are also dimunitive creatures, the better for getting into the clockworks to fix things. They have squat, wide faces with three rows of tiny, pointed teeth. Long pointed ears sprout from near the tops of their heads, which they can control almost like semaphore flags. Many are born with 2-3 inch tails, which the mother gnaws off (until such time as surgery is invented).

Build: Goblins are small and slight in build. They have no toes on their (extremely sensitive) feet. Their average height is 4'6" and average weight, 70#.

Coloration: Goblin skin is typically olive green with discolored patches being very common. Goblin eyes typically range from pale yellow to dark green. Very little hair grows on the Goblin's body (except for a tuft on the very top of its head, usually black in color).

Aging: A Goblin's skin lightens with age until it becomes almost ghostly white with a ghoulish green tinge.

Cold Resistance (lesser)
Darkvision (25')
Heat Resistance (lesser)

Ubon (Human)

The Children of Dreams, the Ubon retreated from the Kish to claim Qod as their homeland. Differences in climate make Qod difficult for the Kish to colonize. Most of these people (in Qod) belong to the Ubon family of cultures, but there is a significant minority of the Lost that never made it to Perdu. Despite being identically racially, cultural signs make it easy to keep these groups distinct.

Overview: The Ubon combine natural passion with keen intellect. Like many of the Dreamers' people, they tend to lack discipline. Not surprising given their tendency to sleep, nap, and otherwise stare off into space. They are powerful psychics, which facilitates their ability to sleep in and out of dream worlds.

Build: The Ubon stand about 5'10" and weigh around 160 pounds.

Coloration: They have olive skin with violet or black eyes. Many Ubon cultures favor extreme hairstyles, which are further exaggerated by the use of phosphorescent dyes.

Aging: Depressingly, as an Ubon approaches a century of age, they suffer from insomnia.

Racial Summary

Fox Hengeyokai Gnoll Goblin Human, Ubon
Ag +3 +4 0 0
Co +2 0 +3 0
Me +2 0 -2 0
Re +4 +1 +1 +3
SD -1 +2 -2 -2
Em 0 +2 0 0
In +2 +4 -2 0
Pr +2 -2 -2 +3
Qu +3 -1 +1 -1
St 0 +3 +2 0
Body Dev 0 • 6 • 5 • 2 • 1 0 • 6 • 2 • 2 • 1 0 • 6 • 3 • 2 • 1 0 • 6 • 4 • 2 • 1
Exhaustion Pts 0 0 +20 +10
Channeling PP 0 • 6 • 5 • 4 • 3 0 • 3 • 2 • 1 • 1 0 • 6 • 5 • 4 • 3 0 • 5 • 3 • 2 • 2
Essence PP 0 • 5 • 3 • 2 • 2 0 • 7 • 6 • 5 • 4 0 • 3 • 2 • 1 • 1 0 • 5 • 3 • 2 • 2
Mentalism PP 0 • 6 • 5 • 4 • 3 0 • 4 • 3 • 1 • 1 0 • 3 • 2 • 1 • 1 0 • 7 • 6 • 5 • 4
Channeling RR 0 0 0 +5
Essence RR 0 +10 0 0
Mentalism RR +15 0 0 +5
Disease RR +15 +5 +5 0
Fear RR 0 0 +5 0
Poison RR +5 +5 +5 0
Recovery Mod 1 0.5 0.5 1
Sleep Req 6 hrs / night 6 hrs / night 6 hrs / 2 days 8 hrs / night
Lifespan 80 300 80 100
Soul Departure 12 rnds 16 rnds 6 rnds 12 rnds
Race Type 2 1 2 5
Cost* 113 39 -13.5 15

*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.