Difference between revisions of "Player's Handbook"
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|The northern [[Soltustikter]]'s are very nearly defined by the terribly cold weather of their native country of [[Soltustik]]. Forever plunged into cold climate, the [[Soltustikter]]s are adept and skills to keep themselves warm.. | |The northern [[Soltustikter]]'s are very nearly defined by the terribly cold weather of their native country of [[Soltustik]]. Forever plunged into cold climate, the [[Soltustikter]]s are adept and skills to keep themselves warm.. | ||
|} | |} | ||
+ | |||
+ | === [[Hellspawn]] === | ||
+ | The [[Hellspawn]] were simply a variety of humans who had taken to sprout antlers. Speculation and rumors soon followed and they were labeled with the epithet [[Hellspawn]]. Having fewer numbers than their otherwise unaltered [[human]] tormentors, they embraced the [[Hellspawn]] epithet as their racial designation. The thrust behind this decision is that the [[Hellspawn]] name tends to inspire fear before it inspires derision, giving their people a survival advantage. | ||
+ | |||
===[[Kuulik]]=== | ===[[Kuulik]]=== | ||
+ | The Kuulik love a bargain and their location is a great place for bargaining. Situated between human and grendel territory, they have a knack for serving both sides during times of war and peace alike. | ||
+ | |||
+ | {| | ||
+ | | style=width:200px; text-align:center;" |<center><big><big>[[Araldiktar]]</big></big></center> | ||
+ | | style=width:200px; text-align:center;" |<center><big><big>[[Batistiktar]]</big></big></center> | ||
+ | | style=width:200px; text-align:center;" |<center><big><big>[[Ontustikter]]</big></big></center> | ||
+ | | style=width:200px; text-align:center;" |<center><big><big>[[Ortalykshilar]]</big></big></center> | ||
+ | |- | ||
+ | | style="height:200px; width:200px; text-align:left;" |[[File:Araldiktar.png|center|150px|link=Araldiktar]] | ||
+ | | style="height:200px; width:200px; text-align:left;" |[[File:Batistiktar.png|center|150px|link=Batistiktar]] | ||
+ | | style="height:200px; width:200px; text-align:left;" |[[File:Ontustikter.png|center|150px|link=Ontustikter]] | ||
+ | | style="height:200px; width:200px; text-align:left;" |[[File:Ortalykshilar.png|center|150px|link=Ortalykshilar]] | ||
+ | |- style="vertical-align:top;" | ||
+ | |The [[Araldiktar]] are an islander people hail from the island nation of [[Araldar]] on the western edge of Otan. They are often easily identified by their western dialect of the Otani, their wind-beaten bronze complexions, and their dark features. | ||
+ | |The natives of western [[Otan]] known as the [[Batistiktar]], mainly inhabiting the country known as the [[Batis|Republic of Batis]]. Formerly a very withdrawn people, it came to the world's attention that the [[Batistiktar]] were exceptional farmers. | ||
+ | |These southern people of [[Ontustik]] are generally recognizable by their olive complexions, brown eyes and thick black hair. Their most common feature, however, is not physical. They are noted for their devotion to [[Aspan]], the god of the sky. | ||
+ | |These central plains people are a melting pot, of most of the people of [[Otan]]. The [[Ortalykshilar]] come in every size, shape, hair colour and skin tones ranging from snow white to ebony black. | ||
+ | |} | ||
+ | |||
+ | Sawdager]]=== | ||
+ | [[File:Sawdager.png|left|200px|A [[Sawdager]] trader.]] | ||
+ | The [[Sawdager]] (pronounced Saw-dah-gur) are perhaps among the most ambitious people in all of [[Otan]]. While even the simplest creatures understand basic trade, the [[Sawdager]] have perfected trade into an artform. A regular [[Human]] will understand that goods can be exchanged for pieces of gold, for example. A [[Sawdager]] will understand so much more. | ||
+ | |||
+ | A [[Sawdager]] will understand that goods have a cost of production, production durations and completion schedules, cost of transport, logistics costs, insurance, and of course storage. This is only to get the goods to a wholesaler, where they must now consider distribution to retail outlets, maintain customer relations with retailers, handle special circumstances and requests, and manage the localization issues with distributing products in foreign lands. | ||
+ | |||
+ | <br style="clear: both;"> | ||
+ | |||
+ | Tenizi]]=== | ||
+ | [[File:Kuulik.png|left|200px|A [[Tenizi]] sailor.]] | ||
+ | |||
+ | If ever a buckle was swashed, a [[Tenizi]] (pronounced Teh-neet-see) a swashbuckling [[Tenizi]] probably swashed it. Their brand of [[Kuulik]]ishness made fishermen and seafarers of them all. It would be as unheard of for a [[Tenizi]] child to grow up away from the water as an [[Ungir]] child who would not play in the dirt. The [[Tenizi]] often form tight communities with their [[Sawdager]] cousins as the swashbucklers often provide a means of distribution for their trade-hungry kinfolk. | ||
+ | |||
+ | [[Tenizi]] ambitions are somewhat different than the rest of [[Otan]] as well. While anyone from a noble [[Human]] to a revered [[Grendel]] will think about acquiring a large keep with many servants and tracts of land, a [[Tenizi]] dreams of more assets at sea. The very richest of the [[Tenizi]] create huge floating fortresses that are sometimes found circling the coastal waters of [[Otan]]. These fortresses often provide tax-free refuges for their [[Sawdager]] kinfolk and are often sought after as excellent opportunities for trade (particularly trade for rare items). | ||
+ | |||
+ | <br style="clear: both;"> | ||
+ | |||
+ | Uris]]=== | ||
+ | [[File:Uris.png|left|200px|An [[Uris]] warrior.]] | ||
+ | For anyone who's had an older sibling, they'll have some insight as to how the [[Uris]] Kuulik blend into [[Kuulik]] society. | ||
+ | |||
+ | <br style="clear: both;"> | ||
+ | |||
+ | Half-Kuulik]]=== | ||
+ | [[File:Half-Kuulik.png|left|200px|An [[Half-Kuulik]] warrior.]] | ||
+ | |||
+ | <br style="clear: both;"> | ||
===[[Misik]]=== | ===[[Misik]]=== |
Revision as of 22:32, 20 January 2022
Player Races
The following are races that may be played by characters in the Otan setting.
Ælf
Legend has it that Ælfes (🔊 Alfs) were put on Otan by Woden himself when the world began. Since then the Elves have divided themselves into three major factions, the Wodælfes, Dunælfes, and Friggælfes. Their differences surround that which they believe to be the true aesthetic. Players wishing to create an Ælf character may choose from one of the following six variants.
The Brimælfes (🔊 Brim-alf) live undersea, primarily off the coast of Ælfgarad. They prefer to stay beneath the waves and as a result, have little to do with their Ælfen siblings ashore. | The Dunælf (🔊 Dunn-alf) grew distant from their Ælfen cousins again because of an aesthetic preference. The Dunælf preferred darker features in skin tone and over many years, bred accordingly. | The Friggælf (🔊 Frig-alf) is the predominant race and culture in the country of Ælfgarad. They were once intermixed with their Wodælf and Dunælf cousins until rifts in their sense of the artistic aesthetic came to the forefront of their culture and politics. | The Wodælf (🔊 Woah-dalf) are, not surprisingly, the preeminent race and culture found in Ælfwode. They were, most believe, the only variety of Ælf to exist. Their love for Woden and his creation extended to the forests and nature in which they lived. | The Wyrmælf (🔊 Verm-alf) are distant relatives of the Aydahar and by extension, dragons. The Ælfen predilection toward the aesthetic, however, caused them to carefully manage their genetic lines. | The Half-Ælf are half human and Ælf. It is possible on Otan for a Half-Ælf to possess a bloodline which does not have a human half, but this variety of hybrid should be discussed with the DM before creation. |
Aydahar
The Aydahar are a race of draconic-infused humans originally of human origin, but whose ancestors and sometimes parents are of a draconic lineage. When it was learned that dragons and humans could produce offspring, the races of the Aydahar and the similarly draconic blooded Ungir soon came into being.
The Altin Aydahar of the Altin Aydahar Region, the gold dragon and capitol region of the Aydahar Confederation. The Altin Aydahar have golden-colored skin and features similar to that of their draconic ancestors. | The Aq Aydahar of the white dragon or Koke Aydahar Region have a white coloring to their skin and features that match those of their draconic ancestors. | The Jasil Aydahar are native to the Jasil Aydahar Region of the Aydahar Confederation. They inherit their genetic makeup from green dragon ancestors or possibly even an adult (or older) green dragon parent. | The Jez Aydahar Region of the Aydahar Confederation is home to the hot blooded Jez Aydahar, who share their genetic makeup with brass dragon ancestors. | Native to the Kara Aydahar Region of the Aydahar Confederation, the Kara Aydahar share their genetic makeup with black dragon ancestors. A Kara Aydahar individual may actually have a draconic parent. | The Kizil Aydahar Region of the Aydahar Confederation is home to the hot blooded Kizil Aydahar, who share their genetic makeup with red dragon ancestors. |
The Koke Aydahar of the Koke Aydahar Region have a blue coloring like that of their draconic ancestors. They can also be distinguished by the rhinoceros like horn on their snouts. | The Kola Aydahar of the Kola Aydahar Region have a bronze coloring like that of their bronze dragon ancestors. They can also be distinguished by the multiple fans and spikes on the backs of their heads. | The Kumis Aydahar of the silver dragon or Kumis Aydahar Region have a metallic silver shine to their skin and features that match those of their silver draconic ancestors. | Native to the Mis Aydahar Region of the Aydahar Confederation, the Mis Aydahar share their genetic makeup with copper dragon ancestors. A Mis Aydahar individual may actually have a draconic parent. | Half-Aydahar can be found throughout much of the Aydahar Confederation and the Free States. They can live in any country on Otan more or less safely, however they prefer to be near others who share draconic blood. |
Dweorg
The Dweorges are a race with a predilection toward mining. A short conversation with a Dweorg will reveal their life's philosophy, which can be reduced to a simple motto; "Treasures await beneath." Genetic and cultural compulsions aside, this motto alone tempts the Dweorges to dig.
The City Dweorges are the most common variety of Dweorges, inhabiting every city and surrounding area where Dweorges can be found. | The Deep Dweorg are the Dweorgen diggers. These rarely see the surface of Otan and few are known outside of their chosen communities and dig sites. | The Sea Dweorges have a penchant for harvesting the treasures of the oceans. The have made a reputation for themselves in Otan as purveyors of coral, pearls, and other oceanic treasures. | The Half-Dweorg is a hybrid race, half human and half Dweorg. They may have traits and features of either race. |
Garis
Garis legend speaks of a time when the Garis did not inhabit Otan but traveled through the heavens. Always looking to the stars, they have survived and even thrived on Otan, but never feel at home. It seems that endless internal conflict and factional disputes will keep them grounded indefinitely. There are three distinct variant races of Garis which are most readily noted by the shape of their muzzles.
The Akimsilik are a Garis variant with vulpine features such as a narrow snout and fluffy tail. They live mostly in the Akimsilik Region of the Garis Triumvirate. | The Beybitsilik sport hyena-like features with a short snout, and their heads often crested with a mane that starts from their foreheads and goes down past the back of their necks. | The Ustemdik are another fur covered variant of Garis with strong lupine features and an intimidating gaze. Their fur colorings tend range from black to white with all shades of grey in between. | The Half-Garis are a variant of the Garis race with additional with additional Human bloodlines. They may have varying amounts of fur of nearly any color, and nearly any color of skin beneath. |
Grendel
The Grendel have little patience for human politics and have set out on several occasions to destroy all that is human. Encouraged by the half-human, Half-Grendel warlock Zoranthar Zhanat, the Grendel made war on Ortalyk and Soltustik with varying degrees of success. Only the Accord of Kala Astanals stayed their hands from seeking more human blood.
The Kalas Grendel are the backbone of Grendel civilization, populating the cities, entering trade and fueling the economy. | The Maerc Grendel are the salt of the Grendel soil. They populate the marshy areas surrounding larger Grendel populations, living off the land and keeping the settlements safe. | The Sogis Grendel are the backbone of Grendel military might. They are raised on a diet of martial training and contempt for the enemies of the Grendel. | The Half-Grendel are hybrids of Human and Grendel ancestry. They may possess dominant traits and features from either lineage. |
Human
The Araldiktar are an islander people hail from the island nation of Araldar on the western edge of Otan. They are often easily identified by their western dialect of the Otani, their wind-beaten bronze complexions, and their dark features. | The natives of western Otan known as the Batistiktar, mainly inhabiting the country known as the Republic of Batis. Formerly a very withdrawn people, it came to the world's attention that the Batistiktar were exceptional farmers. | These southern people of Ontustik are generally recognizable by their olive complexions, brown eyes and thick black hair. Their most common feature, however, is not physical. They are noted for their devotion to Aspan, the god of the sky. | These central plains people are a melting pot, of most of the people of Otan. The Ortalykshilar come in every size, shape, hair colour and skin tones ranging from snow white to ebony black. |
These eastern people of Otan are extremely wrapped in their many traditions. Few things in the society of the Sigis Turgindar take place without the ceremony and accoutrements of centuries past. | These southern people of Otan are a matriarchal society and have deep ties that interweave their animist religion with their local and even national politics. | The northern Soltustikter's are very nearly defined by the terribly cold weather of their native country of Soltustik. Forever plunged into cold climate, the Soltustikters are adept and skills to keep themselves warm.. |
Hellspawn
The Hellspawn were simply a variety of humans who had taken to sprout antlers. Speculation and rumors soon followed and they were labeled with the epithet Hellspawn. Having fewer numbers than their otherwise unaltered human tormentors, they embraced the Hellspawn epithet as their racial designation. The thrust behind this decision is that the Hellspawn name tends to inspire fear before it inspires derision, giving their people a survival advantage.
Kuulik
The Kuulik love a bargain and their location is a great place for bargaining. Situated between human and grendel territory, they have a knack for serving both sides during times of war and peace alike.
The Araldiktar are an islander people hail from the island nation of Araldar on the western edge of Otan. They are often easily identified by their western dialect of the Otani, their wind-beaten bronze complexions, and their dark features. | The natives of western Otan known as the Batistiktar, mainly inhabiting the country known as the Republic of Batis. Formerly a very withdrawn people, it came to the world's attention that the Batistiktar were exceptional farmers. | These southern people of Ontustik are generally recognizable by their olive complexions, brown eyes and thick black hair. Their most common feature, however, is not physical. They are noted for their devotion to Aspan, the god of the sky. | These central plains people are a melting pot, of most of the people of Otan. The Ortalykshilar come in every size, shape, hair colour and skin tones ranging from snow white to ebony black. |
Sawdager]]===
The Sawdager (pronounced Saw-dah-gur) are perhaps among the most ambitious people in all of Otan. While even the simplest creatures understand basic trade, the Sawdager have perfected trade into an artform. A regular Human will understand that goods can be exchanged for pieces of gold, for example. A Sawdager will understand so much more.
A Sawdager will understand that goods have a cost of production, production durations and completion schedules, cost of transport, logistics costs, insurance, and of course storage. This is only to get the goods to a wholesaler, where they must now consider distribution to retail outlets, maintain customer relations with retailers, handle special circumstances and requests, and manage the localization issues with distributing products in foreign lands.
Tenizi]]===
If ever a buckle was swashed, a Tenizi (pronounced Teh-neet-see) a swashbuckling Tenizi probably swashed it. Their brand of Kuulikishness made fishermen and seafarers of them all. It would be as unheard of for a Tenizi child to grow up away from the water as an Ungir child who would not play in the dirt. The Tenizi often form tight communities with their Sawdager cousins as the swashbucklers often provide a means of distribution for their trade-hungry kinfolk.
Tenizi ambitions are somewhat different than the rest of Otan as well. While anyone from a noble Human to a revered Grendel will think about acquiring a large keep with many servants and tracts of land, a Tenizi dreams of more assets at sea. The very richest of the Tenizi create huge floating fortresses that are sometimes found circling the coastal waters of Otan. These fortresses often provide tax-free refuges for their Sawdager kinfolk and are often sought after as excellent opportunities for trade (particularly trade for rare items).
Uris]]===
For anyone who's had an older sibling, they'll have some insight as to how the Uris Kuulik blend into Kuulik society.
Half-Kuulik]]===
Misik
Qurilissi
Sweardælf
Ungir
Character Classes
Otan is home to many marvels. To fill the roles of the characters needed to create the smooth operation of Otan society, new character classes needed to be acknowledged. They have been added here for the consideration of DM's and players alike.