"My friends, I have brought you the first edition of the Catalogue of Races. Please instruct me if you find a race to be missing."
2.1 Humans (Nergu): Emegtei (Amazons of the Steppes)
Tier-1(1.7E/Unit) (3pts)
Leadership(+1), Spirit (+1), Agility (+1), Steppe-dweller (+1), Code of Honour (-2), Slightly Magical (+1)
Female* humans care not for the towns that surround Earthfathers nor the repetitive tasks involved in serving them. Instead, the Emegtei prefer
the vast open steppes and the nomadic lifestyle that goes with it. Here they eek out a tribal existence with raiding, trading and shepherding
constituting the majority of their working lives. Emegtei have strict code of honour, which while differing between tribes, prevents them from
utterly destroying an enemy, leaving their birthplace undefended or going against an oath. Emegtei are born with a powerful voice, making them
particularly good at throat-singing.
Emegtei are initially raised by the eregtei of their birthplace but are quickly inducted into their mother's clan once they can walk. Most
emegtei will refuse to attack their birthplace and most would at the very least attempt to defend it.
Eregtei (Caretakers of the Earthfathers)
Tier-0 (1.0E/Unit) (+2pts)
Smarts (+1), Vow** (-1), Slightly Magical (+1), Curious (-2), Healers (+1), Gadgeteer (+2)
Eregtei are the male population of humanity and constitute a much smaller percentage than the Emegtei, although this is not immediately obvious
due to having a higher population density than their nomadic sisters. Eregtei lack the powerful physique of their sisters but make up with it
with their natural knowledge of medicine, their love of learning and a gift with divination. Eregtei are religiously and filially dedicated to
their parent Earthfather and very rarely leave home. Unlike the emegtei, eregtei have very little care for honour or tradition (beyond their
vows), only caring for what works. If a large number of eregtei are concentrated in a small area, a Joining Event occurs. Several hundred eregtei
are suddenly compelled to travel to a new location and then commit ritual suicide. From the mound of corpses a new Earthfather will emerge,
inheriting it's fathers' memories. These sacrificial humans are usually accompanied by an army of eregtei settlers/caretakers and emegtei
escorts.
Eregtei are initially raised by another man assigned to the task but are adopted by a eregtei family after a few months. If an eregtei is not
adopted, he is either offered a place in an emegtei tribe (which is very rare) or fostered out to another town.
Earthfathers/Delkhii (Fathers of Humanity)
Tier-0 (1E/Unit) (+2pts)
Speed -2(-2), Leadership (+5), Smarts (+3), Vigor-1 (-2), Protection (-2), Extra hand/foot [Tentacles!] (+2), Loyal (-1). Quirk*** (-1)
[Apathetic]
Gargantuan tentacled (and sometimes hairy) creatures, Earthfathers are the only humans capable of reproduction and are in fact incapable of most
other actions. Earthfathers inhabit places where they can safely raise their children without the interference of others and as such prefer caves
and castles to the green steppes most humans call home. Earthfathers, while highly intelligent and fiercly protective of their children, are
pitifully weak in a direct confrontation and barely have any interests in matters beyond their their offspring.
Earthfathers are always capable of producing eregtei but require emegtei genetic material to produce more emegtei.
*Even with a lack of sexual organs, gender is still a thing in this species.
**Eregtei are religiously obligated to serve their Earthfather parent for perpetuity unless they are able to become an Earthfather themselves. As
such, they almost never leave their birthplace unless ordered/exiled.
** Earthfathers has almost no concern for anything that happens beyond its chambers unless it and its brood is endangered and/or their is a
Joining Event occurring. Even then it is unlikely to do much personally.
In other news, Mongolian sounds quite like elder scroll's draconic; they even have throat-singing!
2.2 Trolls(Muske)
The most striking thing about these creatures is their glowing moon-like eyes, contrasted by their gray skin. Their sturdy necks connect to a regular torso and a regular pair of arms, with a second set of arms appearing to come out of their backs that come to rest behind the first pair. They have a pair of short neglected legs that somewhat impair their speed.
Tier 0
(Speed-1)(Extra hand*2)(Smarts+2)(Curious)(Loyal)
2.3 Yama(Ideina Seija)
Yama are the judges that reside in hell,they are able to see a souls past and judge them as ether good or evil and if they will stay in hell,go to the nether or go to heaven. There form is based on there ranking and more loosely on there personality but always has some kind of animal feature about them,there all assigned locations in the universe where the people who die there will be judged by them,usually the lower judges will have small locations such as cites or forests however higher judges will have larger regions such as county's or country's,the highest judges dealing with whole worlds. Souls who are reincarnated are given to higher judges each reincarnation,the more times this happens the higher chance they will go to hell as the judges with higher ranks are more strict then the ones with lower ranks,should a soul manage to stay the same way for long enough to be reincarnated so many times that they reach one of the ten high judges chances are there soul will be repurposed,as at this point they probably wont and wouldn't have changed.
Tier 4
(Resurrective) (Arcane background) (Mundane/Non magical Poison/Disease immune) (Dark vision) (Vow to ideina to provide rulings to the dead souls that enter) (Diehard) (Code of Honor to always be just in there sentences and rulings) (Cautious)
2.4. Forge Demons
Forge Demons
Tier 1 (3/3 Points)
[Attractive +2][Poison Immunity +1][Resist (Cold) -1][Resist (Heat) +1]
Hardy tailed humanoids, with black flesh, grey skin, grey sclera eyes, with glowing orange irises, and they have fireproof hair.
They also have thin spaded (devil) tails, and have small horns on their heads. Their strange features and behavior has a certain charm to them.
They get cold quickly, but that's not a hazard at the forge, where they're designed to work.
They're immune to poison, be it venom or bad air.
2.5 Kikna(Sauko)
Tier-0: 2 points
Amphibious (2pts) Extremophile+1 (1pt) Immunity, Disease (1pt) Cautious (-1pts) Pacifist (-1pts)
2+1+1-1-1= 2 points
Frog-like humanoids, known for predicting the weather. Prefers warm and wet environments, but is hardy enough to survive anywhere.
2.6 Angelicus(Vir)
Name of race:Angelicus
Tier 2
Traits
Immunity, Disease
Immunity, Poison
Keen (Sight)
<Flight>
Infravision
Resist (Pressure)-1
:Fluff:They are extremely small being barely bigger then a pebble and are basically a white orb and are made to be Virs messengers are immune to disease and poison due to their make up they are basically pure souls and given good sight to find what they need to find.
2.7 Gnomes
Gnomes are black furred Humanoids that live underground. they have Sharp digging claws on both hands and feet; they use these claws to dig and to Fight. They are known for their Will to know everything, Their Ability at Making other creatures junk work, And being massively overconfident in all situations. Gnomes lack eyes, instead being able to sense where something is through other means.
Tier 0
Burrowing (1) Talons (1) Novice Edge: Gadgeteer (2) Tunnel dweller (2) Blindsight (3) Major hindrance: Curious (-2) Major hindrance: Overconfident (-2) Major hindrance: blind (-2) minor hindrance: Stubborn (-1)
2.8Skinless Ones(Hevin)
[Claws][Climbing][Protection -2][Resist Cold -1][Resist Sunlight -1][Strength +2]
On average 8 feet tall, with a tail. They have no skin, leaving their flesh vulnerable to wounding, sunlight, and cold.
Exposure to sunlight causes pain and damage, but can't kill them, only weaken.
They have jet black flesh and glowing red eyes. They're wide in build, with muscular bodies.
They have claws, with which they can climb or harm.
2.9 Humains (Itia)
Name: Humains
Tier: 0
Edge: Very Attractive (+2) (N, V d6): Charisma +2
Major Hindrance: Arrogant (-2pt)
Description: A medium-sized reptilian creature prone to arrogance and a desire to control.
2.10 Nains
Name: Nains
Tier: 0
Edges: Gadgeteer* (N, AB (Weird Science) Level Headed (S, Sm d8)
Major Hindrance: Anemic (Major) Bad Eyes (Major)
Description: Nains are short gray humanoids with large black eyes. They are very emotionless creatures that strive to use logic and reason to explain the world around them.
2.11 Sligs (Kuthulknoes)
Name: Sligs
Tier: 4
4 Barbed Tentacles (1pt), Immunity: Disease (1pt), Huge Mouth (1pt), Agility (2pt), Martial Arts (2pt), Skills:Unarmed Combat (1pt)
Minor Hindrance:All Thumbs(-1pt), Major Hindrance: Bloodthirsty(-2pt), Minor Hindrance: Mean(-1pt) Major Hindrance: Greedy(-2pt), Major Hindrance: Illiterate(-2pt)
Description: The Sligs look like a large 3.5 feet tall, 300 pound blob, with many tiny Eyes covering it's form, and thin, stretchy, oily skin covering the rest. The skin is always a sickly color, such as neon green, fecal brown, or rotten-carrot orange. It has a vast gaping Mouth full of sharp, shark-like teeth in it. The blob has 2 short arms with 3 fingers, the blob is capable of altering the position of the arms with a few minutes of intense concentration but most of the time they are directly next to the mouth, better to shovel food in. 4 long tentacles with nasty looking bone barbs are on the top of the Slig and are capable of reacting in a moment to a foe or prey. The arms are extremely muscular and are stronger than a typical Human's and the Creature is very nimble overall.
The tiny Eyes are individually extremely terrible at vision, but all together they are able to produce Human-like vision, the Eyes don't process pain and can grow back if destroyed after a few weeks but damaging them will often temporarily disorient a Slig. Because of their position all over the Slig the being can see in a 360 degree radius but are unable to read small text, not that they mind. They are masters of using their Tentacles, Mouths and Arms to systematically rip apart foes. Because of their Eyes lack of focus Sligs are terrible craftsmen. The Sligs are extremely mean-spirited to one another and often fight each other over nothing. The Sligs have an all-encompassing Hatred towards all Non-Slig intelligent Races and they are constantly attempting genocide and total war on other Races. But, thanks to their inability to keep records, their propensity for infighting, and overall Stupidity they rarely get far, however their combat prowess makes them a legitimate threat.
Sligs have a very strange physiology, their only organ being a very large Stomach that doubles as an inefficient version of the Human organ system.Sligs have a universal love for 'Shinies' or precious objects of all kinds and will do anything to get them, but they won't risk their lives unnecessarily. If they manage to get their hands on any they will gather them in massive hoards in locations they believe to be safe, such as caves, abandoned ruins, or, commonly their own bodies, in the form of piercings and jewelry. Their society is very barbaric and wealth-based, Whichever Slig is the best fighter and/or has the largest Hoard is 'Over-Slig' of their Swarm for life.
The Slig 'civilization' is very disorganized, with almost no large cities existing. Instead the Sligs gather in large 'Swarms', semi-nomadic tribes of hundreds of individuals that survive by wrecking the ecosystem for sustenance (Slash and Burn Farming, Exterminating local game animals, Etc.) and looting settlements they've destroyed. Occasionally a Swarm will stop moving for a generation or two to profit off of a particularly lucrative environment. Swarms are extremely competitive with one another and will often fight to the death over 'Shinies', Food, and the right to Pillage a Location. Swarms will attack any settlements they come across or discover, as long as the numbers are equal or in the Swarm's favor. If they are outnumbered the Swarm will move on and abandon any attempts to conquer them, or, if they know that other Swarms are nearby, will form an inter-Swarm alliance for a short time and will attack the settlement together, and share the 'Shinies' and Loot evenly, In Theory. More often than not the Swarms involved will immediately turn on one another after the battle, slaughtering each other, letting whichever Swarm survives take all of the 'Shinies' and Loot.
The Sligs worship Kuthulknoes as their almighty creator, calling him 'The Uber-Slig' and believe that they need to slay all Non-Slig Races so Kuthulknoes can consume their Souls, or else he will consume theirs when they die as a punishment for failing to succeed in their duty. The Sligs believe that the non 'Uber-Slig' interpretation of Kuthulknoes is blasphemous and will slaughter any Kuthulknoes Worshipers they come across just like any other Non-Slig. The Over-Slig of a Swarm often serves as a Prophet of sorts, interpreting The Uber-Slig's will.((Kuthulknoes speaks random gibberish into their minds occasionally and they just roll with it)) Sligs will eat anything, whether it's a Plant, Animal or another Slig, except for Slugs which they regard as Sacred incarnations of The Uber-Slig. Whenever a Slig dies they reincarnate as another Slig, unless they want to go to The Stomach of Kuthulknoes, and lose all memory of their past lives.
Sligs normally live for 20 or so years. Sligs reproduce only once at the end of their natural lifetime, Sligs are born weighing 50 or so pounds and gain weight throughout their lifetime, once they become 600 pounds or so they hibernate for a few days and die, from their corpse 10 newborn Sligs are born and they immediately turn on one another and fight to the death until only 3 are left, who then eat their sibling's corpses and become an honorary Swarmling. The Slig language is incomprehensible to Non-Sligs, it's composed almost entirely of threats, demands, curses, and war-cries but they make it work. Sliggeth, the Slig language, sounds like a series of rapidly uttered Growls and Screeches to Non-Sligs and is extremely hard to learn, all Sligs know it at birth though.
2.12 True Dragons(Drakan)
Massive, winged and thickly scaled creatures with powerful minds and magical ability. They believe themselves the rightful masters of creation, and gain visceral joy as well as actual increases in personal strength from ruling over others.
Dragons often have two different types of hoards to help sate their overwhelming greed. One of material objects, and one of people who serve them. With their racial arrogance, and delusions of divinity, each dragon believing himself to actually be Drakan, and are often incapable of even considering a failure on their part. In fact, it is common for dragon scholars to claim that the only reason they have not conquered the entire world is their cursed racial propensity to sleep so much.
Dragons most commonly worship Drakan through worshiping themselves. Dragons are extremely skilled in financial matters, often dominating other races economically, and this in fact their preferred means of conquest. Each dragon also has at least some noble rank, viewing it as a basic racial right of their kind.
Competition between different dragon is constant, but usually limited to intrigue through their pawn and servants, with only the rare bloody direct actual duel between dragons. This competition is for prestige and status, hierarchy being one of the vital cornerstones of dragon society.
Their breathe weapon is a lightning-fire combination, which they often use upon foes/enemy settlements from the wing. Dragons do not die of old age, and in fact only grow larger and stronger with time.
3 point specials:
Because Dragons
Smarts+3
Size +3
Protection +3
Authority Equals Asskicking (Variant Leadership+3)
2 point specials:
Flight
Novice Edge (Noble)
Novice Edge (Filthy Rich)
Arcane Background
1 point traits:
Teeth&Claws
Infravision
Extremophile+1
Immunity, Disease
Immunity, Poison
Keen Sight
Poor Amphibian
Spellcasting+1
Minor Hindrances:
All Thumbs
Big Mouth
Cautious
Quirk, Racial Elitism
Quirk, Bragging
Stubborn
Obese
Major Hindrances:
Arrogant
Code of Honor
Curious
Delusional
Greedy
Habit (Sleeping)
Overconfident
Vengeful
2.13 Kobolds(Drakan)
Small reptilian humanoids with vestigial wings they are very industrious and nominally draconic. Expert miners, trappers and metalworkers, always eager to add new treasures to their dread masters' hoards, and protect said hoards from thieves.
2 point specials:
Tunnel-dweller
Protection +2
Defense +2
Strength +2
1 point traits:
Infravision
Burrowing
Immunity, Disease
Immunity, Poison
-1 point traits:
Size -1
Resist Lightning -1
Ugly
Phobia (True Dragons) (Minor)
Loyal
Greedy(minor)
Vengeful(Minor)
-2 point traits:
Code of Honour
2.14 Nagalians (AldogaN)
Nagalians
[Burrowing][Infrared][Martial Arts][Increase Smarts][Resist-1: Cold]
The Nagalians are humanoids with serpent bodies. They are highly intelligent and can see in the dark. To protect themselves from cold they burrow in the sands, and they are prone to fight.