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Post by Hexenritter Verlag on May 19, 2018 11:16:03 GMT -5
Neb-Yab (Pr. Neb-Yab)
The Neb-Yab are a tall & robust people, they stand between 6’2” to 7’ tall. They have deep red skin of very fine smooth scales yet as they grow older patches of jet black rough bonelike deposits grow onto their elbows, knees, shoulders and along their eyebrow ridges. Their eyes are black with orange-red pupils. The Neb-Yab has thick smooth spines that sprout from their heads that they can stiffen as protection for the head and neck. They have broad strong noses & thick lips, both of which are often pierced, as are their small slightly ridged ears. They wear minimal clothing and armor crafted from heat and fire proof hides. They also wear a lot of jewelry made from tough heat proof metal and bone.
The Neb-Yab are a largely nomadic peoples who live in volcanic regions, with the largest concentrations located in both Wastes of Kuum-Phad & Yað-Voon. They can walk these brutal regions without protection as they are highly resistant to heat. They hunt those regions from the various creatures native to the elemental plane of fire that haunts these regions. They live in fire proof tents made from the hide of either the dragons of Kuum-Phad or Yað-Xûn worms.
The Neb-Yab are raiders, hunters or smiths, the only Neb-Yab found outside of their volcanic home regions are either exiles, slaves or ex-slave adventurers unable to return home until they prove that they are worthy. The weapons crafted by Neb-Yab smiths are innately magical in nature, mainly to preserve them from the intense heat of their home regions. The magic of the Neb-Yab is not arcane in nature, though it can emulate it – it is channeled from elemental spirits and their patron god Neb (Yab means “children of”), an elemental God of fire, volcanoes & smith-craft.
Neb-Yab society is rooted in the concept Might makes Right, that said they are not evil peoples, they just understand that only the strong can survive in their hostile environments. Both male & female Neb-Yab are capable warriors and hunters, they are also avid athletes and cultural celebrations are occasions for athletic endeavors including gladiatorial matches where the honorable fallen are celebrated by the community. Children are raised by the elders of Neb-Yab tribal society. The elders that feel the “Call of Neb” gather their armor & weapons and leave their tribes to meet their honorable death fighting menaces of the wastes.
The Neb-Yab lives in semi-nomadic groups that have a tribal village where their elders & children live. Female Neb-Yab stays in these villages during the last few months of pregnancy and until their babies have been weaned; then they rejoin their clans on their hunts in the wastes. Marriage is largely monogamous as Neb-Yab communities generally produce equal number of children of both genders.
The Neb-Yab is an honorable & loyal people, dueling over slights of honor are common, but usually to first blood except for the greatest dishonor. Thus an adult Neb-Yab of both genders with often has numerous scars crossing their hides.
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Post by Hexenritter Verlag on May 19, 2018 11:25:00 GMT -5
Âvandiir (pr. Ā-van-dēr):
The Âvandiir are an avian like humanoid race related to the Khondrû but are non-militaristic with a strong tendency towards pacifism, though they will use violence to defend the Leviathan pod. The Âvandiir have minimal shape changing abilities; they can sprout wings so they can fly. Like the Khondrû, the Âvandiir 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 that they are delicate & fine features, with 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 and their wings are of pale coloration. Their skin coloration is ruddy colored that turns to bronze as they age from wind burn. The Âvandiir 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 Âvandiir are clannish in nature and generally associate with the clan of their Leviathan but are friendly & tolerant of others they meet. The Âvandiir 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 Âvandiir prefer studying various lore including arcane magic, though some worship deities they share with the Khondrû & Xin’Yôs. The Âvandiir are led by their clan elders & advised by both their clan shaman & the great air elementalist Styrmir the windrider.
Khondrû (pr.Kon-drū):
The Khondrû are related to the Âvandiir of the Leviathans, but are taller & not pacifistic like their shorter Âvandiir kindred. Both have minimal shape changing abilities; they can sprout wings so they can fly. Khondrû 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 and wings of dark shades compared to their Âvandiir kin, which have light colored feathers. Their skin coloration is ruddy colored that turns to bronze as they age from wind burn. Like their Âvandiir kin the Khondrû wear light chemise or tunics & sandals, plus togas & wear only unrestrictive armor if they do so, such as greaves, 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 Âvandiir kin & Xin’yôs, the Khondrû are more militaristic & ordered in their culture, but like the others they prize knowledge & learning above all else. Khondrû are also more justice oriented, but prefer just laws over tyranny so they embrace personal liberty. The Khondrû live in Merchant Houses that are the basis of Arghêsôsian society, which the top nine houses forming the noble ruling houses, of which all others are aligned.
The Khondrû prefer to study magic & other academic lore, but also often take to military professions, such as being marines, knights, pirates or mercenaries. They rarely become thieves & never become paladins, though some do become monks.
Xin’yôs (pr. Zin-yōs):
The Xin’yôs are a short and agile race of inquisitive & inventive tinkers, as well as skilled magi. They are native to the various clusters of sky-islands dotting Xôðûn; including Arghêsōs. Xin’yôs stand between 3’5”-4’5”, they have slender but toned physiques, small egg-shaped skulls & mannish faces. Their ears are elfin in shape but longer & slightly wider. Xin’yôs eyes are almond shaped with irises that range from jade green to amber orange. Their skin color ranges from chalk white to blue-gray & their hair ranges from charcoal-gray to jet black. Facial hair is rare among the Xin’yôs, but when the males do sport it, it is pointed goatees & side burns.
Xin’yôs females are only slightly curvier than males, especially in their buttocks & chest areas. Xin’yôs like to wear elaborate clothing; much of which have numerous buckles & buttons on them. They prefer their clothing in blacks, blues & grays; they are commonly made of fine linen, wool & fine leathers. Tattoos & piercings, as well as jewelry is popular with both genders among the Xin’yôs.
The Xin’yôs are adventurous & have no fear of heights. They often help build & pilot sky ships & other magical flying devices, of which they love to fly. Xin’yôs also are master animal trainers, especially of avian stock. Xin’yôs are rarely warriors, though they make good warrior-magi. They are often drawn to magical and “rogue-ish” occupations often becoming magi, thieves & sky pirates. Xin’yôs never wear heavy armors or weaponry, though they are fond of leathers, short swords, cutlasses, crossbows & black powder weaponry.
Xin’yôs society is based on limited government verging on anarchy, laws mean little to them but the search for both knowledge & adventure does. Females are born three to every one male so polygamy is common, as is prostitution as sexual liberty is encouraged in Xin’yôs society. Homosexuality & bi-sexuality is also common in their society, but hermaphrodites are very rare. Xin’yôs have strong ties to the Âvandiir and Khondrû communities.
Xin’yôs enjoy dance, song & drink; they are often the life of the party. They often become bards & often make up a large percentage of the membership of Bardic Colleges. The arts are also popular in Xin’yôs, especially theatre, poetry & painting. The Xin’yôs have elaborate cultural festivals.
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Post by Hexenritter Verlag on May 19, 2018 11:26:49 GMT -5
Šâlûnites (pr. Shā-loon-ītes):
The Šâlûnites are a relatively tall folk (5’6”-6’6”) with athletic builds in general while females have some roundness to their curves. They have skin that ranges from a tawny to bronze complexion; they have eyes ranging from amber to jade in coloration and they have thick jet back hair often worn long or in shaggy mops over their heads. Šâlûnites have wide long ears like elves except that they are not pointed but blunted. Šâlûnites wear minimal jewelry unless they are female, with piercings rare beyond ear piercings. They do adorn their bodies with elaborate tattoos of cultural & arcane symbolism. Šâlûnites are skilled warriors & magic users who trace their history to the founding of the ancient Tanjaran Empire in their ancestral home-world of Êrôbôr. Šālūnites use specifically crafted weaponry & never utilize black powder weaponry as they see them as crude & dishonorable to use.
Šâlûnites hold honor & loyalty as virtues above all others, those who dishonor their family, their clan or nation must seek amends even if that means death. Ones oath is their bond & to break an oath is to be damned by the gods; so Šâlûnites are slow to promise anything they cannot be sure they can deliver upon & giving oaths they may not be able to live up to. If someone betrays a Šâlûnite or breaks an oath with them they will seek vengeance if it takes their lives to complete. This said, that doesn’t mean Šâlûnites are overtly solemn (though some are); they embrace life & cherish the pleasures that both life & nature provide, as long as doing so doesn’t lead to dishonor.
Female Šâlûnites can be business owners, warriors & magi as males can. Thievery is looked down as dishonorable; as such Šâlûnites will punish it & other crimes that threaten civilization (rape, murder, arson & dark sorcery) harshly. Raiding & pillaging in war is not seen as dishonorable, nor is slavery but slaves can earn their freedom & are treated justly once part of Šâlûnite society.
Most Šâlûnites live on a crescent shaped island west of the strait of Kilat, called Šâlûn, but it also lies east of the Sky Isle of Arghêsôs. Though some Šâlûnites have begun to live in Arghêsôs, others live in a colony in southern Alamak. Šâlûnites are often found travelling as merchants, mercenaries, raiders or traveling magi, monks, priests or paladins.
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Post by True Black Raven on Jul 23, 2018 22:32:36 GMT -5
The scope and variety are daunting.
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Post by Hexenritter Verlag on Jul 26, 2018 16:12:39 GMT -5
There are more to come but I was going through with a now ex-friend so my inspiration went poof. Some of the races are initially from Skarn but fit the setting better. I'll be posting more very soon. The rest will likely be all new custom designed for this setting.
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Post by Hexenritter Verlag on Aug 7, 2018 0:45:46 GMT -5
Drôjj-Šeb (pr. Drōj-Sheb)
The Drôjj-Šeb is a nomadic semi-feline humanoid race native to Wastes of Thosk & Haask in the twin northern and southern polar caps that cover much a third of each hemisphere. They stand between 5’-6’ in height and are extremely fit and agile. Their bodies are human-like except for their blue-white skin and white fur that covers their shoulders, lower arms and legs; as well as their feline cast visage. They also have a 2’ long furry tale and have sharp claws on both their fingers and toes. They are highly resistant to cold but still need to wear clothing for comfort and warmth.
The Drôjj-Šeb live in nomadic clans of herders and hunters that spend “summer” in the regions near the temperate zones hunting and occasionally trading or raiding for things they need to survive the long winters in the frozen wastes they call home. They often trade furs and exotic meats from the wastes for weapons, spices and textiles. The Drôjj-Šeb winter in their clan holds which houses underground warrens that are heated by volcanic vents that keep the freezing temperatures at bay. Hot springs dot the environs around each clan hold.
The Drôjj-Šeb is animistic spiritually and honors their ancestors, the spirits of the Wastes and Šeb a feline goddess of winter, snow and ice and hunters. The dead of the clans are given elaborate burial ceremonies so their fallen can be joined with their ancestors. Those dead who are not given proper burials with the correct rites or died in a horrific fashion away from their clans become demonic feline beasts who haunt the wastes. Only when the beast is killed by warriors of the clans and given the proper rites will the mad spirit rest and join the ancestors.
The Drôjj-Šeb are an honorable people, but are less likely to demand death in payment for any breeches in honor. Instead they often duel to either first blood or until their opponent submits, only in cases of rape or the murder of a child. Both male and female hunt and raid, they see no difference in gender unlike other “soft” races. Councils of Elders made up of both genders that said female elders primary sphere of influence is the home, family and oracles; while males hold sway over hunting, raiding and the spiritual life of the tribe. The shaman is the “husband” of Šeb & can only mate with the Clan oracle that gets possessed by the spirit of Šeb during ceremonial rites and trances to seek advice of their goddess.
The Drôjj-Šeb will not travel beyond the temperate zone willingly and it is extremely rare for them to venture into the temperate zones except on short raids or trading missions. They do not deal will with hotter climates and will die if they spend prolonged time in the volcanic wastes near the equators. The Drôjj-Šeb rarely become adventurers unless they are exiled and cast out of their clan to seek penance for their transgression before they can return to die and be buried with the proper rites.
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