Post by Hexenritter Verlag on Feb 9, 2018 1:17:04 GMT -5
Āvandiir (pr. Ā-van-dēr):
The Āvandiir are an avian like humanoid race related to the Khondru but are non-militaristic with a strong tendency towards pacifism. The Āvandiir have minimal shape changing abilities; they can sprout wings so they can fly. Like the Khondru, the Āvandiir are of a slight & androgynous of build; standing between 4’5” & 5’5” in height. They are a quick & agile humanoid race. They have an avian cast to their visage, not in actual bird-like features but more in the delicate & fine features, beak like shaped noses, thin lips & round piercing eyes. They have small round close lying ears. Their hair is made up of fine long feathers of pale coloration. Their skin coloration is ruddy colored that turns to bronze as they age from wind burn. The Āvandiir prefer light chemise or tunics, sandals & only use light weaponry, such as javelins, daggers & short swords. The only armor they wear is helmets, shields, grieves & occasionally specially designed breast plates as not to hamper their ability to fly.
The Āvandiir are clannish in nature and generally associate with the clan of their Leviathan but are friendly & tolerant of others they meet. The Āvandiir cherish peace & the building of knowledge above all else. They are also fine merchants as they often trade with other races as their Leviathan pod flies across the world. The Āvandiir prefer studying various lore including arcane magic, though some worship deities they share with the Khondru & Xin’Yōs. If they take up divine vocation they act as clan shaman or serve under the current shaman. The Āvandiir are led by their clan elders & advised by both their clan shaman & the great air elementalist Styrmir the windrider.
Player’s Notes: The stats for Āvandiir are in the appendices.
Djongo (pr.Dj-ongō):
The Djongo are a tall humanoid race that has mahogany coloration, but have lithe toned bodies. They have long elf-like ears and resemble dark skinned Elves, but are not elfin or tied to the fey realms. They dress in light but fine clothing in a variety of colors. Common clothing is made up of kilts, vests or light robes, no matter the person’s gender. Women often wear a brief garment covering their breasts, but not out of any sense of modesty but practicality. Nudity & sexuality are not frowned upon in Djongo society but seen a natural & pleasurable. Tattoos, scarification & piercings are common among the Djongo, their hair is curly but not wiry textured as their southern neighbors, and it is often worn in varied & often elaborate fashions. The Djongo wear little armor except simple breast plates, greaves, bracers & helmets. They utilize curved bows, khopesh swords, axes & maces, they have yet adopted black powder weaponry, as they often supplement their weapons with magic; but will change soon.
The Djongo are proud warriors, talented craftsmen, gifted scholars & magi. They are also talented hunters, cavalrymen, sailors & merchants; they are often greatly sought out as mercenaries or trade partners. The Djongo are highly religious and their spirituality is the center of their cultural lives.
The Djongo are long lived but only by human standards. They are a hard working people, who cherish their free time, of which they spend either with family or pursuing their interests be they in the scholastic or athletic spheres. Gladiatorial & grand athletic events are held often among the Drongo. Great colleges populate their cities as well as massive sprawling religious complexes.
The Djongo have an expansive pantheon, which shares the core deities of the Drakoi, but several local to their own peoples. The deities of the Djongo have two primary forms the humanoid form & anthropomorphic form. The city & rural cults are different, in that the city cults are more structured & the rural cults are more primal in nature.
Drojj’Yuun (pr. Drōjj’Yūn):
The Drojj’Yuun is a short (3’5”-4’5”) people, who have slender yet athletic builds, with olive-brown hairless bodies & slight oval skulls. They have wide almond shaped eyes, with protective lenses for seeing & gill to breathe underwater with. Their eyes & size gives them an almost child-like appearance. They have thick heads of hair, often shaved clean or worn on dreads or a combination there of. The Drojj’Yuun only wears basic loincloths no matter their gender, as well as elaborate jewelry; they also love piercings, scarification & wearing body paint. Of the total population, a third of the Drōjj’Yuun are born functional hermaphrodites, who are treated as blessed by the gods & often serve as shaman & oracles for the clan & tribes.
The Drōjj’Yuun are not gifted in arcane talent, though a few born with blood red irises can use the art. They are often gifted with psionic magic; those born with such gifts are born with jade color eyes. Drōjj’Yuun, do not worship the imperial pantheon; they instead honor their own gods, spirits & ancestors. The Drōjj’Yuun live in small primitive villages in the swamps center. They are gifted with great talent at stealth, tracking & swimming. They act as guides for the Nagai Quentarii within the swamps; they are capable guerilla warriors, often using ambush & poisons. They use short bows, blow darts, javelins & khukri. Their metal weapons are made by the Quentarii from a rust resistant black metal called Kaspim steel, it is light but strong & holds a sharp edge. They trade for these items with rare herbs & animals from the depths of the swamp.
The Drōjj’Yuun are not native to the region, but migrated through a narrow hidden pass through the ‘Kalessin Mountains’ from the great Išgan swamp beyond it. But they have lived in the Yuun swamp since before the Quentarii settled in the region. Their villages are set on stilts & surround a hill upon which their tribal rune-stone stands. Each tribe has an animal totem, carved into the stone with elaborate runes covering it; the stone also has symbols representing their tribal deities. Each tribe is broken up into three clans; whose village is built creating a point of a triangle with the tribal stone standing between the villages a quarter mile from the village edge.
Culturally, the Drōjj’Yuun are primitive compared to their neighbors & the empire, but it is a proud culture. Their music is eerily beautiful, their dances are erotic & exotic in nature & their food though simple looking has wonderful sophistication. Herbs & spices add flavor to meat & vegetable dishes, served over rice & accompanied by fresh fruit. The Drōjj’Yuun love to drink fermented fruit juice that is sweet, spicy & packs a punch, as well as a spicy sweet rice wine; they also love to smoke a small variety of herbs.
Clan & tribe is very important, so Drōjj’Yuun will only leave the Yuun Swamp for three reasons, being exiled or kidnapped & sold into slavery or lastly they deities or spirits send one of a quest for the tribe. Mating is done based upon completion of a spirit quest & the youths proving they are ready to be an adult. They then go to the tribal shaman & get an oracle read, showing who they are meant to wed. They then go through a mating ceremony that links their souls; polygamy is rare but often includes a hermaphrodite as part of the union.
Khondru (pr.Kon-drū):
The Khondru are related to the Āvandiir of the Leviathans, but are taller & not pacifistic like their shorter Āvandiir kindred. Both have minimal shape changing abilities; they can sprout wings so they can fly. Khondru are slight & androgynous of build; standing between 4’5” & 5’5” in height. They are a quick & agile humanoid race. They have an avian cast to their visage, not in actual bird-like features but more in the delicate & fine features, beak like shaped noses, thin lips & round piercing eyes. They have small round close lying ears. Their hair is made up of fine long feathers of dark shades compared to their Āvandiir kin, which have light colored feathers. Their skin coloration is ruddy colored that turns to bronze as they age from wind burn. Like their Āvandiir kin the Khondru wear light chemise or tunics & sandals, plus togas & wear only unrestrictive armor if they do so, such as greeves, bracers, helmets, specially crafted breast plates & shields. They also use light weaponry like javelins, daggers, short swords, cross bows & black powder weaponry among pirates.
Unlike their Āvandiir kin & Xin’yôs, the Khondru are more militaristic & ordered in their culture, but like the others they prize knowledge & learning above all else. Khondru are also more justice oriented, but prefer just laws over tyranny so they embrace personal liberty. The Khondru live in Merchant Houses that are the basis of Arghēsōsian society, which the top nine houses forming the noble ruling houses, of which all others are aligned. Khondru are not overly religious but do honor a small pantheon of which their Āvandiir kin & the Xin’yôs.
The Khondru prefer to study magic, bardic skills & other academic lore, but also take to military professions such as being marines, knights, pirates or mercenaries. They rarely become thieves & never become paladins, though some become monks & psions.
Maalkeyan (pr. Mal-Kā-yan): [This race will likely be cut from the setting or be made a NPC only race.]
The Maalkeyan are dragon blooded shape shifters who are descended from the nine great worm demi-gods of Skârn who guard nine gates to nine planar realms connected to Skârn. Each sub-race is distinct to their great worm of who sired them. Although each race are generally them same in form & abilities, there are differences that belie their heritage & the realm they are connected to. The following sub-races are those native to the Khaladon continental region. Their names begin with Eng’ which means ‘child or children of’ plus the first half of their sires name.
Eng’Bhakri (pr. Ing-Vakri): The Eng’Bhakri is the least common but longest living of the Maalkeyan dragon blooded shape shifters in Skârn. They look much like the other Eng but have inky black scales & breathe black fire of necrotic energy that burns as regular flames but produces a feeling of extreme cold instead of heat. The Eng’Bhakri have coal colored skin & hair, their eyes are gray-blue with jet black pupils in their true form. They have gray markings upon their faces & bodies that look like runes. They wear dark grays, blacks & deep blue colors in their clothing. Their weaponry is light but strong made of ebon wood & shadow steel, of which they craft themselves. They will not sell these weapons but occasionally gift them out to those who gain the trust & favor of an owner of the weapon or a priest or champion of one of the gods of night & shadow. The Eng’Bhakri are a solemn & at times grim folk who are highly pious & dedicated to their gods. They often serve as priests & paladins, but at times are thieves, assassins or spies & a fair number are talented magi especially gifted in shadow magic, necromancy & summoning magic.
Eng’Mong (pr. Ing’ mong):
The Eng’Mong are one of the sub-races of the Maalkeyan dragon blooded shape shifters native to the region of the Mong’Zhuul jungles. They are the children of the Great Worm Mong’Zhuul, who guards the celestial gate to the Urwoon plane home to the Zadomite deities & Xo’ Zadom race. Mong’Zhuul was bound to it & monitors it to keep the primordial Zadomite deities from breaking through to Skârn. The Jungles & swamps are home to creatures native to Urwoon. The Eng’Mong assists their sire to protect the gate & jungles, as well as the Xo’Zadom people from the primordials. The Eng’Mong are tall, slender but toned folk, with olive green skin coloration, curly shoulder length black hair among men while women wear it in elaborate styles of various lengths. In their draconic form they are wingless but can are capable swimmers’. They are also able to breathe water in both forms.
The Eng’Mong takes their duty seriously & often serves in the elite guard, if they are not studying the arcane or psionic arts. They worship the same gods of the Drojj’Yuun & Trojj’Hroon folk. They live in the great city of Ord’Mong, though a few live within the jungles & swamps. A small population of exiles & traders live in the various outside cities. The Eng’Mong breath weapon is a stream of acid & they are immune to most acids & poisons. The Eng’Mong spend much of their time in study, training or on patrols, when they have free time it is among friends or family. Dueling is a popular pastime but it rarely leads to loss of life. It is more for competition & enjoyment, than to deal with slights to honor; not that such duels do not occur, but they are rare.
Slavery is outlawed in Eng’Mong society & Ord’Mong in particular. Only Šeb’Duurite Thralls are accepted, as they are an basic part of Šeb’Duurite society & seen as slaves in name only, they are more akin to a servant class than true slaves & are commonly seen in Ord’Mong. Dwarves & Half-Dwarves reside within Ord’Mong, often serving as craftsmen & soldiers. Jungle elves are common as are half-elves, though they mainly serve as rangers for Ord’Mong. Vos’Elves from the north & east live in Ord’Mong as well.The Eng’Mong breed true no matter which races they mate with, it is the mystical influence of their draconic blood. Education, duty to their sacred calling & piety are important to Eng’Mong. Those banished are only done so for dereliction of duty, betrayal of an oath or the worship of the Zadomite primordials. Some Eng’Mong leave the region for trade or to see the world but if they do not return within a reasonable time they will be seen as being derelict in their duty & banished. If they were enslaved, this will be seen as a just excuse & pardoned.
Eng’Rath (pr. Ing’Rath): The Eng’Rath are a sub-race of the Maalkeyan dragon blooded shape shifters native to the region of the ‘Pit’ and are split between two related sub-races the Eng’Vor-Rath & Eng’Ard-Rath. The Eng’Ard-Rath are the eldest of Rathvorgund’s children, sired before he succumbed Anghra’s taint. The Eng-Vor-Rath are Rathvorgund’s younger children sired after he succumbed to Anghra’s taint & descended into madness & became further tainted from the chaotic magic seeping from the gate from Ür-Tarkor in Mhôrdâlúk into Skârn. The Eng’Rath are tall (6’- 7’) & slender people, who have bronze complexion, almond eyes & straight black hair; they also have long wide ridged ears. They often wear elaborate clothing in black, deep red & golden colors, usually bearing draconic motifs. The Eng’Rath do not armor (except shields & helms) as by their very nature are restrictive & will keep them from shifting forms. So they use magical defenses to help protect them from harm. The Eng’Rath prefers using pole arms, bows, and falchion & scimitar swords. Their breath weapon is fire based.
Eng’Ard-Rath (pr. Ing’Ard-Rath): The Eng’Ard-Rath are the elder children of Rathvorgund before he was tainted & thus are untainted themselves. They are a noble race who value honor & might before all else. They are not part of the Fellborn society but loyal instead to the Emperor of Arkhon. They often serve the Emperor as his elite guard & members of his Ordo Draconæ, dragon riding knights.
The Eng’Ard-Rath has, unlike most of the inhabitants of the ‘Pit’ region (& their sire n’ their Eng’Vor-Rath kin) they are not chaos tainted; in this they are like the Yas’Zekarim. They are a proud race, who delights in the study of magic, as well as the arts of war. The Eng’Rath has two forms they can shift between, their native humanoid form & their draconic form, which melds draconic features with their humanoid form. They grow a long tail, become covered in blood read scales, their body & neck elongates, as does their scull taking on a draconic visage. They also grow claws on their hands & feet, as well as growing wings, which eventually grow strong enough to fly with. As they grow they get more powerful & their breath weapon increases in power as well. The Eng’Rath breed true no matter what race they mate with, the power of their draconic blood over powers all other genes of their non-Eng’Rath parentage.
The Eng’Ard-Rath society is structured in houses; these houses are outside both of the Imperial & Yas’Ĉôkarim systems. Most Eng’Ard-Rath dwell within a separate city from the Yas’ Ĉôkarim, but still within the region of the ‘Pit’. This city lies upon one of the sky islands that float over the ‘Pit of Ür-Goth’; and it is called Ord’Rath. The Eng’Ard-Rath who do not serve directly in the Emperor’s service, they still serve in the Imperial legion or as heads of the Imperial Academy of Magic.
The Eng’Ard-Rath rarely leave the bounds of the empire of Arkhon, as they rejoice in their exalted position within the empire & enjoy the strong order the Emperor enforces via the legion, the Ordo Draconæ & Ordo Sorcere. Only the rare exile or imperial agent are found outside the empire, when they are found outside the empire they often serve in mercenary companies or magic academies.When they are found outside the empire they hide their true nature out of concern of persecution.
Eng’Vor-Rath (pr. Ing’Vōr-Rath):
Eng’Vor-Rath are the tainted younger kin of the noble & militaristic Eng’Ard-Rath, they were sired by Rathvorgund after he had succumbed to the taint of the ‘Pit of Ür-Goth’ & the influence of Anghra. They dwell in the pit serving their maddened sire, often fighting among themselves seeking to achieve more and more power. The Eng’Vor-Rath usually form into either small tribal war-bands that raid outlying regions for slaves & booty or for sorcerous cabals alongside the wicked Fellborn. They are looked down upon by their Eng’Ard-Rath kin as barbaric & dishonorable lunatics cursed by their sire. They see the Eng’Ard-Rath as soulless conformists who betrayed their sire & that the Eng’Vor-Rath are the only true children of Rathvorgund. They are rarely seen north of the Wastes of Vuul into the heart of the Empire of Arkhon, they travel mainly to the south & west into the Great Blood Desert.
Šeb’Dhuur (pr. Sheb’Dūr):
[I'll be cutting this race as I only included them because a player desired such a race.]
The Šeb’Dhuur are a tall & rugged race of mountain dwelling humanoids. They stand 7-8’tall with strong densely muscled bodies. They are a proud warrior race nearly as tall as ogres, who are more akin to Ard’Graal except less as militaristic in nature. They love competition & will only mate with those who are worthy of producing strong children for the clan & tribe. The Šeb’Dhuur has skin that looks like it was sculpted from marble but is soft to the touch. Males rarely wear hair as it can be caught up in combat; they decorate themselves with skin dyes, piercings & scarification, the women folk also decorate themselves in this manner. Female Šeb’Dhuur do wear hair but in varied hair styles but dreads are popular among them.
The Šeb’Dhuur utilize slaves to do their labor & take care of the young, they treat them well for that reason. The Šeb’Dhuur respect might & the weak are sent out to die, plus they are not allowed to breed; if caught breeding (especially with non- Šeb’Dhuur) they & their offspring are killed. They are kind to non- Šeb’Dhuur but look upon them with pity for their frailness. Magic is also looked down upon & no Šeb’Dhuur can learn arcane arts, but divine magic is used by the clan & tribes shamans. The Šeb’Dhuur worship their valiant ancestors & deities a kin to those of the Drongo & Drakoi.
The Šeb’Dhuur live in mountain villages in basic stone & timber homes, that surround the central common plaza where the tribal rune stone stands. The villages are surrounded by tall wooden palisade walls. The village thralls gather food, materials & trade with local human, Dwarven & Eng’Mong communities. The only labor that Šeb’Dhuur will do is work at smithing & mining as they see it as a noble craft for the strong.
Xo’Zadom (pr. Sho’ Zādom):
[This race is getting cut as it was part of a separate setting that I fused into this world.]
The Xo’Zadom are a semi-aquatic folk of medium height & toned builds. They cannot live in hot & dry regions, as they must be able to keep their skin moist. They have skin the color of light blue to pale sea green, they also have green or blue eyes with membranes to protect them under water, and they have gills to breathe underwater with. They are hairless & have a head of tendrils that writhe when exited that grow to their mid back. They are part of their sensory abilities, especially in water. They like them to be caressed gently by their lovers, but grasping them or cutting them can cause pain; yet if cut off they will eventually re-grow. As their tendrils grow in length they darken as the Xo’Zadom ages.
The Xo’Zadom, though they can be capable warriors, they are better rangers, monks, clerics & mages. Arcane & psionic magic is very common among the Xo’Zadom. As the Xo’Zadom spend a decent portion of their time in water they wear light utilitarian clothing of kilts & female Xo’Zadom wear brief cloth halters over their breasts in the presence of foreign dignitaries otherwise they rarely cover their upper torsos except when married. Females are born three to every one male, so polygamy is common, but so is prostitution in the temples.
The Xo’Zadom live in beautiful cities within in the jungles or on the islands off the coast. They are magically sculpted stone structures that seem to rise from jungles or out from the ground on the islands. Each building has a communal pool that the Xo’Zadom uses to relax & moisturize during the hottest part of the day. Each city is built around a central temple complex where the priest kings & queens live and rule the Xo’Zadom. Xo’Zadom eat mainly seafood, fish, eels & other fruits n’ vegetables common to the regions in which they dwell.
The Xo’Zadom worship a small pantheon of deities native only to their race & their deities all have aquatic features melded with their humanoid bodies. People suspect they are from another plane of existence but even the Xo’Zadom will not discuss their origins.
Yrcanōzii (pr. Yur-canōzē): [I am not sure what I'll do with this race - I am not sure if it is redundant.]
The Yrcanōzii are man sized elfin looking folk, of which are often confused for Vos Elves of whom they occasionally pose as. They stand between 4’5”-5’5” in height, with slender but toned builds. The Yrcanōzii have blue-gray skin with ink black gloved forearms & hands. They have long ears that are slightly wider than those of elves & have long straight inky black hair worn in a variety of styles. Their eyes are almond shaped with their eyes ranging from gray-blue to dark gray, with psionics having jade green & divine casters amber red colored eyes. Their eyes are sensitive to sun or bright light so they must wear goggles with special dark lenses in such brightly lit areas. The Yrcanōzii love piercings & black colored tattoos that often incorporate lunar & other symbols tied to their culture. The Yrcanōzii prefer to wear clothing in deep black, blue or red color, often embroidered in silver or contrasting dark colors. The Yrcanōzii use weapons made of ebon wood & shadow steel if possible or other well made weaponry if they cannot. They prefer light weapons, hand crossbows in general & black powder weaponry if they are pirates.
The Yrcanōzii cannot study arcane magic, but can cast divine & psionic magic though both are rare, when casting spells their eyes turn inky black no matter if it is divine or psionic in nature. Yrcanōzii are quick & agile people often more so than both humans & elves. They often take up the following professions: Thief, Rogue (often Pirate or assassin), Warrior, Priests, Monk, and Paladins.
The Yrcanōzii are not solemn or grim like the Eng’Bhakri are but filled with a love of life & adventure. Though they are relatively pious & embrace self-discipline, the Yrcanōzii are eager to explore & face the challenges of the world in an effort to continue growing. The Yrcanōzii have founded a few monasteries devoted to self-mastery & spiritual perfection, but have also founded a number of thieves’ & assassins’ guilds.
Culturally, the Yrcanōzii love music, dance & art, often in dark & somber styles; they make fine dancers, musicians & poets but are never bards as they cannot tap into arcane magic needed to do so. That said they are often popular entertainers when they do take up the arts. Women are born two to one for men, but polygamy is unknown in their culture…at least among their own kind. Some Yrcanōzii (male or female) will take wives from other races especially Vos Elves as the Yrcanōzii are long lived & share similar loves for arts. Homosexuality is uncommon among the Yrcanōzii but bisexuality is common among them & they will often take lovers of the same gender even while married. Some become prostitutes for a time in their youth especially if they worship a deity of lust. They worship the various deities of night, moon, lust & darkness, their patron deities Yamindra, Išya & Bhakriscarva the shadow queen.
Zhorimite (pr. Zōr-ēm-īte): [This race is going through a complete rewrite to get it back to it's original designs for it.]
The Zhorimites are the near-human inhabitants of the city-state of Zhorim in the northern mountainous region of the Great Blood Desert. They are one of the last remnants of the old Tanjara Empire that fell during the end of the age of the God War. The magical essence of the divine blood gods Skâro, Kibha & Vurog as their tainted essences where stripped from their corpses fell upon the region & changed all it touched. The Zhorimites are one of those changed by the divine blood of the fallen gods. Unlike the earth (sand & stone) which turned blood red, the magical essence warped the Zhorimites in other less drastic ways…at least visibly.
The Zhorimites are slender yet toned tall people (6’6”-7’6”), they rarely become over weight except at extreme age (250+ years). The Zhorimites an alien appearance because of the taint of the divine magic, they have a head that tapers to a point that has a chitinous like shell over the top of their skull, black hair falls below its upper ridge. Their eyes are almond shaped with blood red irises & they have long & wide ears that lie close to their skulls. The Zhorimite’s tawny colored bodies are hairless orange-brown stripes from the base of the back of their skulls down their back to the end of their foot long smooth tail. They also have a spiked ridge that trails down their spine till it reaches their tail. The Zhorimites have four arms, the lower second set are able to move just as nimbly as their upper pair. Female Zhorimites have four breasts of which they only cover when cold or travelling abroad unless they are warriors then they do so for practicality reasons.
The Zhorimites are a very intelligent people & spend much of their life studying lore, including arcane & psionic magic. That said, not all Zhorimites follow academic pursuits solely, many study martial arts & the arts of stealth. Zhorimites are not overly productive when it comes to child birth, so their population grows slowly as they can live up to 300 years. Zhorimites often breed with non-Zhorimites with whom they connect with, the child of such unions no matter which race carries the child is born fully Zhorimite. Slavery is outlawed within Zhorimite culture, though indentured servitude is allowed for others to pay their debts if unable to afford to or repay any minor crime they committed against a citizen of Zhorim.
Zhorimites typically dress in knee length kilts & light hooded robes of black, blood red or rust color, plus sandals. They also wear lots of fine jewelry and black ink tattoos. Those Zhoromites who study martial arts & follow martial based careers often dress in short robe like tops & wide legged trousers or knee length light robes. Zhorimites rarely wear armor as it gets in the way of their four arms & for those who practice magic from casting their spells easily. They do wear bracers, greaves & helmets in battle. Zhorimites are fond of pole arms, long two handed weaponry, throwing weapons & bows, but not black powdered weaponry.
Zhorimites get married later in life but take lovers often before that time of both genders. Though not overly hedonists they are generally libertine in their sexual relations. They often take several lovers at any time & often have several concubines even when married, usually of long lived races. Spiritually, the Zhorimites are pious, but their religious practices are old and steeped in ritual. They follow old deities who are of the core Tanjaran Imperial cult, sans those of both the Ssul’lenim & Tar’Šuulim as they were foreign gods absorbed into the Imperial pantheon when they join the Empire. Their patron deities are the twin deities Zhor & Zhora of personal perfection, who died fighting Skâro, Kibha, Vurog & Anghra’s children. They became underworld deities of judgment of purity, as well as deities of rebirth, reincarnation & renewal.
Zhorimites often take up the following professions: Mage, magent, bard, monk, warrior, paladin, rogue, cleric, psionicist, scholar, dabbler, healer, lay healer, warrior monk, mystic & sorcerer. The Zhorimites get along with most races they meet, except Fellborn (minus the Yas’Zekarim), Eng’Vor-Rath, Ogre Magi, Šeb’Duur & Graal. They do particularly like the Xin’Yōs, Khondru, Āvandiir, Išnitranii, Chthonoi-Šar, Yrcanōzii & Tar’Šuulim. Those Zhorimite who adventure do so to seek out lost or knew lore of all kinds to bring back to the great library of Zhorim & see the world. They tend to collect items as they travel (Player’s must pick a type of item at 1st level & another every 5th level there after 5,10,15 ect).
The Āvandiir are an avian like humanoid race related to the Khondru but are non-militaristic with a strong tendency towards pacifism. The Āvandiir have minimal shape changing abilities; they can sprout wings so they can fly. Like the Khondru, the Āvandiir are of a slight & androgynous of build; standing between 4’5” & 5’5” in height. They are a quick & agile humanoid race. They have an avian cast to their visage, not in actual bird-like features but more in the delicate & fine features, beak like shaped noses, thin lips & round piercing eyes. They have small round close lying ears. Their hair is made up of fine long feathers of pale coloration. Their skin coloration is ruddy colored that turns to bronze as they age from wind burn. The Āvandiir prefer light chemise or tunics, sandals & only use light weaponry, such as javelins, daggers & short swords. The only armor they wear is helmets, shields, grieves & occasionally specially designed breast plates as not to hamper their ability to fly.
The Āvandiir are clannish in nature and generally associate with the clan of their Leviathan but are friendly & tolerant of others they meet. The Āvandiir cherish peace & the building of knowledge above all else. They are also fine merchants as they often trade with other races as their Leviathan pod flies across the world. The Āvandiir prefer studying various lore including arcane magic, though some worship deities they share with the Khondru & Xin’Yōs. If they take up divine vocation they act as clan shaman or serve under the current shaman. The Āvandiir are led by their clan elders & advised by both their clan shaman & the great air elementalist Styrmir the windrider.
Player’s Notes: The stats for Āvandiir are in the appendices.
Djongo (pr.Dj-ongō):
The Djongo are a tall humanoid race that has mahogany coloration, but have lithe toned bodies. They have long elf-like ears and resemble dark skinned Elves, but are not elfin or tied to the fey realms. They dress in light but fine clothing in a variety of colors. Common clothing is made up of kilts, vests or light robes, no matter the person’s gender. Women often wear a brief garment covering their breasts, but not out of any sense of modesty but practicality. Nudity & sexuality are not frowned upon in Djongo society but seen a natural & pleasurable. Tattoos, scarification & piercings are common among the Djongo, their hair is curly but not wiry textured as their southern neighbors, and it is often worn in varied & often elaborate fashions. The Djongo wear little armor except simple breast plates, greaves, bracers & helmets. They utilize curved bows, khopesh swords, axes & maces, they have yet adopted black powder weaponry, as they often supplement their weapons with magic; but will change soon.
The Djongo are proud warriors, talented craftsmen, gifted scholars & magi. They are also talented hunters, cavalrymen, sailors & merchants; they are often greatly sought out as mercenaries or trade partners. The Djongo are highly religious and their spirituality is the center of their cultural lives.
The Djongo are long lived but only by human standards. They are a hard working people, who cherish their free time, of which they spend either with family or pursuing their interests be they in the scholastic or athletic spheres. Gladiatorial & grand athletic events are held often among the Drongo. Great colleges populate their cities as well as massive sprawling religious complexes.
The Djongo have an expansive pantheon, which shares the core deities of the Drakoi, but several local to their own peoples. The deities of the Djongo have two primary forms the humanoid form & anthropomorphic form. The city & rural cults are different, in that the city cults are more structured & the rural cults are more primal in nature.
Drojj’Yuun (pr. Drōjj’Yūn):
The Drojj’Yuun is a short (3’5”-4’5”) people, who have slender yet athletic builds, with olive-brown hairless bodies & slight oval skulls. They have wide almond shaped eyes, with protective lenses for seeing & gill to breathe underwater with. Their eyes & size gives them an almost child-like appearance. They have thick heads of hair, often shaved clean or worn on dreads or a combination there of. The Drojj’Yuun only wears basic loincloths no matter their gender, as well as elaborate jewelry; they also love piercings, scarification & wearing body paint. Of the total population, a third of the Drōjj’Yuun are born functional hermaphrodites, who are treated as blessed by the gods & often serve as shaman & oracles for the clan & tribes.
The Drōjj’Yuun are not gifted in arcane talent, though a few born with blood red irises can use the art. They are often gifted with psionic magic; those born with such gifts are born with jade color eyes. Drōjj’Yuun, do not worship the imperial pantheon; they instead honor their own gods, spirits & ancestors. The Drōjj’Yuun live in small primitive villages in the swamps center. They are gifted with great talent at stealth, tracking & swimming. They act as guides for the Nagai Quentarii within the swamps; they are capable guerilla warriors, often using ambush & poisons. They use short bows, blow darts, javelins & khukri. Their metal weapons are made by the Quentarii from a rust resistant black metal called Kaspim steel, it is light but strong & holds a sharp edge. They trade for these items with rare herbs & animals from the depths of the swamp.
The Drōjj’Yuun are not native to the region, but migrated through a narrow hidden pass through the ‘Kalessin Mountains’ from the great Išgan swamp beyond it. But they have lived in the Yuun swamp since before the Quentarii settled in the region. Their villages are set on stilts & surround a hill upon which their tribal rune-stone stands. Each tribe has an animal totem, carved into the stone with elaborate runes covering it; the stone also has symbols representing their tribal deities. Each tribe is broken up into three clans; whose village is built creating a point of a triangle with the tribal stone standing between the villages a quarter mile from the village edge.
Culturally, the Drōjj’Yuun are primitive compared to their neighbors & the empire, but it is a proud culture. Their music is eerily beautiful, their dances are erotic & exotic in nature & their food though simple looking has wonderful sophistication. Herbs & spices add flavor to meat & vegetable dishes, served over rice & accompanied by fresh fruit. The Drōjj’Yuun love to drink fermented fruit juice that is sweet, spicy & packs a punch, as well as a spicy sweet rice wine; they also love to smoke a small variety of herbs.
Clan & tribe is very important, so Drōjj’Yuun will only leave the Yuun Swamp for three reasons, being exiled or kidnapped & sold into slavery or lastly they deities or spirits send one of a quest for the tribe. Mating is done based upon completion of a spirit quest & the youths proving they are ready to be an adult. They then go to the tribal shaman & get an oracle read, showing who they are meant to wed. They then go through a mating ceremony that links their souls; polygamy is rare but often includes a hermaphrodite as part of the union.
Khondru (pr.Kon-drū):
The Khondru are related to the Āvandiir of the Leviathans, but are taller & not pacifistic like their shorter Āvandiir kindred. Both have minimal shape changing abilities; they can sprout wings so they can fly. Khondru are slight & androgynous of build; standing between 4’5” & 5’5” in height. They are a quick & agile humanoid race. They have an avian cast to their visage, not in actual bird-like features but more in the delicate & fine features, beak like shaped noses, thin lips & round piercing eyes. They have small round close lying ears. Their hair is made up of fine long feathers of dark shades compared to their Āvandiir kin, which have light colored feathers. Their skin coloration is ruddy colored that turns to bronze as they age from wind burn. Like their Āvandiir kin the Khondru wear light chemise or tunics & sandals, plus togas & wear only unrestrictive armor if they do so, such as greeves, bracers, helmets, specially crafted breast plates & shields. They also use light weaponry like javelins, daggers, short swords, cross bows & black powder weaponry among pirates.
Unlike their Āvandiir kin & Xin’yôs, the Khondru are more militaristic & ordered in their culture, but like the others they prize knowledge & learning above all else. Khondru are also more justice oriented, but prefer just laws over tyranny so they embrace personal liberty. The Khondru live in Merchant Houses that are the basis of Arghēsōsian society, which the top nine houses forming the noble ruling houses, of which all others are aligned. Khondru are not overly religious but do honor a small pantheon of which their Āvandiir kin & the Xin’yôs.
The Khondru prefer to study magic, bardic skills & other academic lore, but also take to military professions such as being marines, knights, pirates or mercenaries. They rarely become thieves & never become paladins, though some become monks & psions.
Maalkeyan (pr. Mal-Kā-yan): [This race will likely be cut from the setting or be made a NPC only race.]
The Maalkeyan are dragon blooded shape shifters who are descended from the nine great worm demi-gods of Skârn who guard nine gates to nine planar realms connected to Skârn. Each sub-race is distinct to their great worm of who sired them. Although each race are generally them same in form & abilities, there are differences that belie their heritage & the realm they are connected to. The following sub-races are those native to the Khaladon continental region. Their names begin with Eng’ which means ‘child or children of’ plus the first half of their sires name.
Eng’Bhakri (pr. Ing-Vakri): The Eng’Bhakri is the least common but longest living of the Maalkeyan dragon blooded shape shifters in Skârn. They look much like the other Eng but have inky black scales & breathe black fire of necrotic energy that burns as regular flames but produces a feeling of extreme cold instead of heat. The Eng’Bhakri have coal colored skin & hair, their eyes are gray-blue with jet black pupils in their true form. They have gray markings upon their faces & bodies that look like runes. They wear dark grays, blacks & deep blue colors in their clothing. Their weaponry is light but strong made of ebon wood & shadow steel, of which they craft themselves. They will not sell these weapons but occasionally gift them out to those who gain the trust & favor of an owner of the weapon or a priest or champion of one of the gods of night & shadow. The Eng’Bhakri are a solemn & at times grim folk who are highly pious & dedicated to their gods. They often serve as priests & paladins, but at times are thieves, assassins or spies & a fair number are talented magi especially gifted in shadow magic, necromancy & summoning magic.
Eng’Mong (pr. Ing’ mong):
The Eng’Mong are one of the sub-races of the Maalkeyan dragon blooded shape shifters native to the region of the Mong’Zhuul jungles. They are the children of the Great Worm Mong’Zhuul, who guards the celestial gate to the Urwoon plane home to the Zadomite deities & Xo’ Zadom race. Mong’Zhuul was bound to it & monitors it to keep the primordial Zadomite deities from breaking through to Skârn. The Jungles & swamps are home to creatures native to Urwoon. The Eng’Mong assists their sire to protect the gate & jungles, as well as the Xo’Zadom people from the primordials. The Eng’Mong are tall, slender but toned folk, with olive green skin coloration, curly shoulder length black hair among men while women wear it in elaborate styles of various lengths. In their draconic form they are wingless but can are capable swimmers’. They are also able to breathe water in both forms.
The Eng’Mong takes their duty seriously & often serves in the elite guard, if they are not studying the arcane or psionic arts. They worship the same gods of the Drojj’Yuun & Trojj’Hroon folk. They live in the great city of Ord’Mong, though a few live within the jungles & swamps. A small population of exiles & traders live in the various outside cities. The Eng’Mong breath weapon is a stream of acid & they are immune to most acids & poisons. The Eng’Mong spend much of their time in study, training or on patrols, when they have free time it is among friends or family. Dueling is a popular pastime but it rarely leads to loss of life. It is more for competition & enjoyment, than to deal with slights to honor; not that such duels do not occur, but they are rare.
Slavery is outlawed in Eng’Mong society & Ord’Mong in particular. Only Šeb’Duurite Thralls are accepted, as they are an basic part of Šeb’Duurite society & seen as slaves in name only, they are more akin to a servant class than true slaves & are commonly seen in Ord’Mong. Dwarves & Half-Dwarves reside within Ord’Mong, often serving as craftsmen & soldiers. Jungle elves are common as are half-elves, though they mainly serve as rangers for Ord’Mong. Vos’Elves from the north & east live in Ord’Mong as well.The Eng’Mong breed true no matter which races they mate with, it is the mystical influence of their draconic blood. Education, duty to their sacred calling & piety are important to Eng’Mong. Those banished are only done so for dereliction of duty, betrayal of an oath or the worship of the Zadomite primordials. Some Eng’Mong leave the region for trade or to see the world but if they do not return within a reasonable time they will be seen as being derelict in their duty & banished. If they were enslaved, this will be seen as a just excuse & pardoned.
Eng’Rath (pr. Ing’Rath): The Eng’Rath are a sub-race of the Maalkeyan dragon blooded shape shifters native to the region of the ‘Pit’ and are split between two related sub-races the Eng’Vor-Rath & Eng’Ard-Rath. The Eng’Ard-Rath are the eldest of Rathvorgund’s children, sired before he succumbed Anghra’s taint. The Eng-Vor-Rath are Rathvorgund’s younger children sired after he succumbed to Anghra’s taint & descended into madness & became further tainted from the chaotic magic seeping from the gate from Ür-Tarkor in Mhôrdâlúk into Skârn. The Eng’Rath are tall (6’- 7’) & slender people, who have bronze complexion, almond eyes & straight black hair; they also have long wide ridged ears. They often wear elaborate clothing in black, deep red & golden colors, usually bearing draconic motifs. The Eng’Rath do not armor (except shields & helms) as by their very nature are restrictive & will keep them from shifting forms. So they use magical defenses to help protect them from harm. The Eng’Rath prefers using pole arms, bows, and falchion & scimitar swords. Their breath weapon is fire based.
Eng’Ard-Rath (pr. Ing’Ard-Rath): The Eng’Ard-Rath are the elder children of Rathvorgund before he was tainted & thus are untainted themselves. They are a noble race who value honor & might before all else. They are not part of the Fellborn society but loyal instead to the Emperor of Arkhon. They often serve the Emperor as his elite guard & members of his Ordo Draconæ, dragon riding knights.
The Eng’Ard-Rath has, unlike most of the inhabitants of the ‘Pit’ region (& their sire n’ their Eng’Vor-Rath kin) they are not chaos tainted; in this they are like the Yas’Zekarim. They are a proud race, who delights in the study of magic, as well as the arts of war. The Eng’Rath has two forms they can shift between, their native humanoid form & their draconic form, which melds draconic features with their humanoid form. They grow a long tail, become covered in blood read scales, their body & neck elongates, as does their scull taking on a draconic visage. They also grow claws on their hands & feet, as well as growing wings, which eventually grow strong enough to fly with. As they grow they get more powerful & their breath weapon increases in power as well. The Eng’Rath breed true no matter what race they mate with, the power of their draconic blood over powers all other genes of their non-Eng’Rath parentage.
The Eng’Ard-Rath society is structured in houses; these houses are outside both of the Imperial & Yas’Ĉôkarim systems. Most Eng’Ard-Rath dwell within a separate city from the Yas’ Ĉôkarim, but still within the region of the ‘Pit’. This city lies upon one of the sky islands that float over the ‘Pit of Ür-Goth’; and it is called Ord’Rath. The Eng’Ard-Rath who do not serve directly in the Emperor’s service, they still serve in the Imperial legion or as heads of the Imperial Academy of Magic.
The Eng’Ard-Rath rarely leave the bounds of the empire of Arkhon, as they rejoice in their exalted position within the empire & enjoy the strong order the Emperor enforces via the legion, the Ordo Draconæ & Ordo Sorcere. Only the rare exile or imperial agent are found outside the empire, when they are found outside the empire they often serve in mercenary companies or magic academies.When they are found outside the empire they hide their true nature out of concern of persecution.
Eng’Vor-Rath (pr. Ing’Vōr-Rath):
Eng’Vor-Rath are the tainted younger kin of the noble & militaristic Eng’Ard-Rath, they were sired by Rathvorgund after he had succumbed to the taint of the ‘Pit of Ür-Goth’ & the influence of Anghra. They dwell in the pit serving their maddened sire, often fighting among themselves seeking to achieve more and more power. The Eng’Vor-Rath usually form into either small tribal war-bands that raid outlying regions for slaves & booty or for sorcerous cabals alongside the wicked Fellborn. They are looked down upon by their Eng’Ard-Rath kin as barbaric & dishonorable lunatics cursed by their sire. They see the Eng’Ard-Rath as soulless conformists who betrayed their sire & that the Eng’Vor-Rath are the only true children of Rathvorgund. They are rarely seen north of the Wastes of Vuul into the heart of the Empire of Arkhon, they travel mainly to the south & west into the Great Blood Desert.
Šeb’Dhuur (pr. Sheb’Dūr):
[I'll be cutting this race as I only included them because a player desired such a race.]
The Šeb’Dhuur are a tall & rugged race of mountain dwelling humanoids. They stand 7-8’tall with strong densely muscled bodies. They are a proud warrior race nearly as tall as ogres, who are more akin to Ard’Graal except less as militaristic in nature. They love competition & will only mate with those who are worthy of producing strong children for the clan & tribe. The Šeb’Dhuur has skin that looks like it was sculpted from marble but is soft to the touch. Males rarely wear hair as it can be caught up in combat; they decorate themselves with skin dyes, piercings & scarification, the women folk also decorate themselves in this manner. Female Šeb’Dhuur do wear hair but in varied hair styles but dreads are popular among them.
The Šeb’Dhuur utilize slaves to do their labor & take care of the young, they treat them well for that reason. The Šeb’Dhuur respect might & the weak are sent out to die, plus they are not allowed to breed; if caught breeding (especially with non- Šeb’Dhuur) they & their offspring are killed. They are kind to non- Šeb’Dhuur but look upon them with pity for their frailness. Magic is also looked down upon & no Šeb’Dhuur can learn arcane arts, but divine magic is used by the clan & tribes shamans. The Šeb’Dhuur worship their valiant ancestors & deities a kin to those of the Drongo & Drakoi.
The Šeb’Dhuur live in mountain villages in basic stone & timber homes, that surround the central common plaza where the tribal rune stone stands. The villages are surrounded by tall wooden palisade walls. The village thralls gather food, materials & trade with local human, Dwarven & Eng’Mong communities. The only labor that Šeb’Dhuur will do is work at smithing & mining as they see it as a noble craft for the strong.
Xo’Zadom (pr. Sho’ Zādom):
[This race is getting cut as it was part of a separate setting that I fused into this world.]
The Xo’Zadom are a semi-aquatic folk of medium height & toned builds. They cannot live in hot & dry regions, as they must be able to keep their skin moist. They have skin the color of light blue to pale sea green, they also have green or blue eyes with membranes to protect them under water, and they have gills to breathe underwater with. They are hairless & have a head of tendrils that writhe when exited that grow to their mid back. They are part of their sensory abilities, especially in water. They like them to be caressed gently by their lovers, but grasping them or cutting them can cause pain; yet if cut off they will eventually re-grow. As their tendrils grow in length they darken as the Xo’Zadom ages.
The Xo’Zadom, though they can be capable warriors, they are better rangers, monks, clerics & mages. Arcane & psionic magic is very common among the Xo’Zadom. As the Xo’Zadom spend a decent portion of their time in water they wear light utilitarian clothing of kilts & female Xo’Zadom wear brief cloth halters over their breasts in the presence of foreign dignitaries otherwise they rarely cover their upper torsos except when married. Females are born three to every one male, so polygamy is common, but so is prostitution in the temples.
The Xo’Zadom live in beautiful cities within in the jungles or on the islands off the coast. They are magically sculpted stone structures that seem to rise from jungles or out from the ground on the islands. Each building has a communal pool that the Xo’Zadom uses to relax & moisturize during the hottest part of the day. Each city is built around a central temple complex where the priest kings & queens live and rule the Xo’Zadom. Xo’Zadom eat mainly seafood, fish, eels & other fruits n’ vegetables common to the regions in which they dwell.
The Xo’Zadom worship a small pantheon of deities native only to their race & their deities all have aquatic features melded with their humanoid bodies. People suspect they are from another plane of existence but even the Xo’Zadom will not discuss their origins.
Yrcanōzii (pr. Yur-canōzē): [I am not sure what I'll do with this race - I am not sure if it is redundant.]
The Yrcanōzii are man sized elfin looking folk, of which are often confused for Vos Elves of whom they occasionally pose as. They stand between 4’5”-5’5” in height, with slender but toned builds. The Yrcanōzii have blue-gray skin with ink black gloved forearms & hands. They have long ears that are slightly wider than those of elves & have long straight inky black hair worn in a variety of styles. Their eyes are almond shaped with their eyes ranging from gray-blue to dark gray, with psionics having jade green & divine casters amber red colored eyes. Their eyes are sensitive to sun or bright light so they must wear goggles with special dark lenses in such brightly lit areas. The Yrcanōzii love piercings & black colored tattoos that often incorporate lunar & other symbols tied to their culture. The Yrcanōzii prefer to wear clothing in deep black, blue or red color, often embroidered in silver or contrasting dark colors. The Yrcanōzii use weapons made of ebon wood & shadow steel if possible or other well made weaponry if they cannot. They prefer light weapons, hand crossbows in general & black powder weaponry if they are pirates.
The Yrcanōzii cannot study arcane magic, but can cast divine & psionic magic though both are rare, when casting spells their eyes turn inky black no matter if it is divine or psionic in nature. Yrcanōzii are quick & agile people often more so than both humans & elves. They often take up the following professions: Thief, Rogue (often Pirate or assassin), Warrior, Priests, Monk, and Paladins.
The Yrcanōzii are not solemn or grim like the Eng’Bhakri are but filled with a love of life & adventure. Though they are relatively pious & embrace self-discipline, the Yrcanōzii are eager to explore & face the challenges of the world in an effort to continue growing. The Yrcanōzii have founded a few monasteries devoted to self-mastery & spiritual perfection, but have also founded a number of thieves’ & assassins’ guilds.
Culturally, the Yrcanōzii love music, dance & art, often in dark & somber styles; they make fine dancers, musicians & poets but are never bards as they cannot tap into arcane magic needed to do so. That said they are often popular entertainers when they do take up the arts. Women are born two to one for men, but polygamy is unknown in their culture…at least among their own kind. Some Yrcanōzii (male or female) will take wives from other races especially Vos Elves as the Yrcanōzii are long lived & share similar loves for arts. Homosexuality is uncommon among the Yrcanōzii but bisexuality is common among them & they will often take lovers of the same gender even while married. Some become prostitutes for a time in their youth especially if they worship a deity of lust. They worship the various deities of night, moon, lust & darkness, their patron deities Yamindra, Išya & Bhakriscarva the shadow queen.
Zhorimite (pr. Zōr-ēm-īte): [This race is going through a complete rewrite to get it back to it's original designs for it.]
The Zhorimites are the near-human inhabitants of the city-state of Zhorim in the northern mountainous region of the Great Blood Desert. They are one of the last remnants of the old Tanjara Empire that fell during the end of the age of the God War. The magical essence of the divine blood gods Skâro, Kibha & Vurog as their tainted essences where stripped from their corpses fell upon the region & changed all it touched. The Zhorimites are one of those changed by the divine blood of the fallen gods. Unlike the earth (sand & stone) which turned blood red, the magical essence warped the Zhorimites in other less drastic ways…at least visibly.
The Zhorimites are slender yet toned tall people (6’6”-7’6”), they rarely become over weight except at extreme age (250+ years). The Zhorimites an alien appearance because of the taint of the divine magic, they have a head that tapers to a point that has a chitinous like shell over the top of their skull, black hair falls below its upper ridge. Their eyes are almond shaped with blood red irises & they have long & wide ears that lie close to their skulls. The Zhorimite’s tawny colored bodies are hairless orange-brown stripes from the base of the back of their skulls down their back to the end of their foot long smooth tail. They also have a spiked ridge that trails down their spine till it reaches their tail. The Zhorimites have four arms, the lower second set are able to move just as nimbly as their upper pair. Female Zhorimites have four breasts of which they only cover when cold or travelling abroad unless they are warriors then they do so for practicality reasons.
The Zhorimites are a very intelligent people & spend much of their life studying lore, including arcane & psionic magic. That said, not all Zhorimites follow academic pursuits solely, many study martial arts & the arts of stealth. Zhorimites are not overly productive when it comes to child birth, so their population grows slowly as they can live up to 300 years. Zhorimites often breed with non-Zhorimites with whom they connect with, the child of such unions no matter which race carries the child is born fully Zhorimite. Slavery is outlawed within Zhorimite culture, though indentured servitude is allowed for others to pay their debts if unable to afford to or repay any minor crime they committed against a citizen of Zhorim.
Zhorimites typically dress in knee length kilts & light hooded robes of black, blood red or rust color, plus sandals. They also wear lots of fine jewelry and black ink tattoos. Those Zhoromites who study martial arts & follow martial based careers often dress in short robe like tops & wide legged trousers or knee length light robes. Zhorimites rarely wear armor as it gets in the way of their four arms & for those who practice magic from casting their spells easily. They do wear bracers, greaves & helmets in battle. Zhorimites are fond of pole arms, long two handed weaponry, throwing weapons & bows, but not black powdered weaponry.
Zhorimites get married later in life but take lovers often before that time of both genders. Though not overly hedonists they are generally libertine in their sexual relations. They often take several lovers at any time & often have several concubines even when married, usually of long lived races. Spiritually, the Zhorimites are pious, but their religious practices are old and steeped in ritual. They follow old deities who are of the core Tanjaran Imperial cult, sans those of both the Ssul’lenim & Tar’Šuulim as they were foreign gods absorbed into the Imperial pantheon when they join the Empire. Their patron deities are the twin deities Zhor & Zhora of personal perfection, who died fighting Skâro, Kibha, Vurog & Anghra’s children. They became underworld deities of judgment of purity, as well as deities of rebirth, reincarnation & renewal.
Zhorimites often take up the following professions: Mage, magent, bard, monk, warrior, paladin, rogue, cleric, psionicist, scholar, dabbler, healer, lay healer, warrior monk, mystic & sorcerer. The Zhorimites get along with most races they meet, except Fellborn (minus the Yas’Zekarim), Eng’Vor-Rath, Ogre Magi, Šeb’Duur & Graal. They do particularly like the Xin’Yōs, Khondru, Āvandiir, Išnitranii, Chthonoi-Šar, Yrcanōzii & Tar’Šuulim. Those Zhorimite who adventure do so to seek out lost or knew lore of all kinds to bring back to the great library of Zhorim & see the world. They tend to collect items as they travel (Player’s must pick a type of item at 1st level & another every 5th level there after 5,10,15 ect).