There are several (7) humanoid races
The numbers in noteworthy traits can be ignored for now
If anything is unclear ask away. (Though please don't ask an already asked question if you can avoid it)
I'd like to make the Ardym in to some thing other then a race that is so human we might as well call them human, they are sort of a cross between elves and humans in their role in the world in their current state. Suggestions are welcome.
Sorry for the length but there is a lot of data to get though
Name: Ardym
Physiology:
Height: 4’ 0”-7’ 0”
Weight: 90lbs.-300lbs.
Eye Colors: Green, Blue, Gray, Brown, Gold, Red
Hair Colors: Blonde, Brown, Black, Silver, Gray
Skin Colors: Pale to Tan
Age Range: 0-14 Child, 14-35 Adult, 35-60 Elder, 60+ Ancient, 120 Max
Description: Humanoid: Similar to Homo Sapien. In addition to the normal humanoid traits, two hypersensitive antennae protrude from the forehead and fold back over the head. The antennae are sensitive to magic, giving the Ardym strong Magi-Sight.
Genders: 2
Male: Males are larger than females, standard human differences.
Female: Females are slightly smaller than males, standard human differences.
Energy Affinity: Positive
Culture:
Social Structure: Ardym primary focus on the immediate family (A male-female partnership with children). Wide verities of governments and social structures exist though out the world.
Age Roles: Children are educated based on wishes and status of parents as well as child’s skill. Adults work, raise children, and live their lives as they wish. Elders and Ancients often are leaders or educators.
Religion/Philosophy: The Ardym worship the deity of each element in a formal sense, however they usually actively worship the local elemental spirits.
History: Due to the Ardym’s sensitivity to magic, they have been able to spread and multiply in harmony with magic, or on other occasions dominate it. This along with their magical and magi-technological prowess has allowed the Ardym to become the most dominate race on the positive energy side.
Myths/Legends: Relevant to location
Architecture: Villages/farms – wooden/stone well built, sturdy, 1-2 stories. Cities-techy, shiny, metal/marble/gemstone, one or more stories
Economics: Relevant to location
Sports/Athletics: (Name needed) International sport where two teams engage in a magical battle while trying to get a magic sphere into the enemies goal, Various racing, combat, and ‘ball’ sports.
Notes: Due to the Ardym’s continental spread, there are such a large number of variations between locations, making most cultural generalizations pointless.
Inter-racial: While very variable, most races tend toward an “if you can’t beat ‘em, join ‘em” relationship with the Ardym. The Ardym tend to be slightly egocentric in their view of the universe, which can alienate other races.
Territories: Everywhere and anywhere, on the positive energy side
Noteworthy traits:
Sensitivity to Magic: +2 Gather-Magical Essences, +2 Crafting-Enchanting, +2 Spellcraft
Magically Powerful: +1 to Channel (maximum level of spells)
Name: Zho’tak
Physiology:
Height: 3’ 10” - 6’ 7”
Weight: 130lbs.-400lbs.
Eye Colors: Yellow, Purple
Skin Colors: Shades of Brown
Age Range: 0-9 Child, 9-28 Adult, 28-53 Elder, 53+ Ancient, 80 Max
Description: Humanoid: Insectoid. Zho’tak are strong; they also have an inherent immunity to magic, and have of an armor-like skin that is almost equivalent to a carapace. They have four strong legs, which are attached to the body at four corners facing outward, similar to an insect. The Zho’tak have strongly muscled arms well suited to combat. The arms are connected to a sturdy torso of roughly human shape, although it is wider and the arms are slightly longer proportionally and only have four metacarpals, including the opposable thumb. Zho’tak have a pair of crests on their head. Due to the stability of the leg structure, the Zho’tak individual is capable of bending its torso forward an amount close to eighty degrees. Similarly, they can bend in such a way in all other directions as well, excepting those in which their legs would get in the way. Warm Blooded.
Genders: Males are stronger and more physical, while females are more magically oriented; using complex spells as opposed to more uncontrolled magic
Energy Affinity: Positive
Culture:
Social Structure: Zho’tak individuals primarily focus on the extended family, the “Clan”. Clans are organized into tribes, and have a strong loyalty system. They are very warlike, with regular inter-Clan and inter-Tribe battles. Long-standing feuds are common. The individual’s loyalty to their clan is strong, and each person will tend to avoid actions that could bring harm to their clan’s status. However, the collective personal status of each Zho’tak is more important than the status of the clan in terms of loyalty. Individually, they are very strong in socio-economic judgment. Sentimentalities of individuals are inconsistent in social location and relationship, and vary from person to person. The intensity of clan loyalty may also vary, depending upon the clan in which the individual is raised. Tribes have a single chief who is elected by a council of elders. Each clan has a leader, and one elder who sits on the council of elders.
Age Roles: Children – trained and taught in the way of the clan
Adults – the main action body of the clan
Elder – Usually Chieftain, clan leader, or elder on the council
Ancient – Usually an honorary member of the council
Religion/Philosophy: Fighting and conflict is good (social Darwinism), other than that no commonalities.
History: Large numbers of tribes roam the plains and forests living, fighting each other, fighting other races. Tribes will merge at times and when one tribe grows too large it will splinter.
Myths/Legends: Each tribe has its own myths, often about a legendary founder, or leader that got them though a though spot.
Architecture: De-constructible nomadic dwellings usually made out of animal skin. Some clans may have multiple permanent dwellings they rotate between.
Economics: Most tribes are self sufficient, but may trade crafts, food, weapons, and other things; extortion and raiding are also common.
Sports/Athletics: The Zho’tak have many contests of physical strength, including a game that involves unbalancing the opponent.
Notes:
Inter-racial: Most races tend to view the Zho’tak as barbaric and uncivilized. There are often conflicts between the Zho’tak and races that settle near them.
Territories: Plains/Forest
Noteworthy traits:
Thick Skin: Resistance: 5 Physical, 10% Immunity to Magic
*1.2 Str, *0.8 Int
Stable Structure: +6 Balance
Name: Susotu
Physiology:
Height: 3’ 6”- 6’ 6”
Weight: 100-250
Eye Colors: Violet, Iridescent, Turquoise, Sky Blue (Mixes)
Hair Colors: N/A
Scale Colors: Black, Dull Orange-Red, Dull Gold, Shades of Brown, Shades of Blue. (Mottled/Pure)
Age Range: 0-12 Child, 12-45 Adult, 45-75 Elder, 75+ Ancient, 110 Max
Description: Humanoid: Reptilian. The Susotu are very slender and agile; they are not suited to brutish Hand-to-Hand combat styles. Good hand-eye coordination causes Susotu to be quite proficient at ranged combat. Susotu are possessed of a pair of strong, well-muscled legs, of a similar structure to that of a bird, only with a longer lower-leg and tougher muscles and bones. All Susotu have a pair of slender arms with strong bones that can easily be master any productive activity. Their hands have soft gripping pads at the ends of the fingers, which have short, retractable, fine, and sharp claws best used for minute manipulation. Each hand has two opposable thumbs, each on the opposite side of the hand, and four fingers forming a symmetrical pattern. The torso is relatively thin and extends into an equally thin tail, both carrying just enough weight to keep balance. The head of a Susotu is boxy with a rounded snout; two ridges one beginning at each eye taper back into the spine. Warm Blooded.
Genders:
No genders. Genetic fluids, and nutrients, from two Susotu are mixed in a sealable container (usually a sphere of sand). The container is then sealed forming an egg.
Energy Affinity: Positive
Culture:
Social Structure: Susotu civilization operates on a rigid honor system, similar to chivalry, in which preservation of life, hospitality, and kindness to people in need is emphasized. Combat schools are maintained to help with the basic survival of citizens. They maintain an extensive trade network to distribute their high quality “normal” goods. Their religion focuses on ancestor veneration and achieving transcendence via meditation and life experience. Warm-blooded.
Age Roles: Children are apprenticed at a young age into fields appropriate to their skills.
Adults continue to refine their skills in their profession, seeking enlightenment and promotion to the level of master. This goal is often pursed by traveling abroad.
Elders and Ancients are respected for their skill and wisdom. They usually function as teachers, advisors, and leaders.
Religion/Philosophy: (The other dev is responsible for this race and needs to provide this data, feel free to comment)
History: Due to the drive to travel and learn, as well as to sell their goods the Susotu have created a vast economic and diplomatic trading network, using technology that creates a bubble of space that is neither filled with positive nor negative energies. Due to the Susotu religion, there is only one major city (which is quite large); most other Susotu settlements are trading posts with no permanent residents.
Myths/Legends: (The other dev is responsible for this race and needs to provide this data, feel free to comment)
Architecture: Most buildings are made out of earthen materials, usually ceramic bricks. Domes are a common element in Susotu architecture.
Economics: The Susotu are big fans of free trade and free market systems, the Susotu want to be able to trade with anyone. The Susotu deal in a large number of goods, both magical and non-magical.
Sports/Athletics: No sports. Athletics are restricted to schools of combat and basic fitness exercises.
Notes:
Inter-racial: The Susotu attempt to get along with everyone and are often mediators in international conflicts.
Territories: Desert/Low Mountains
Noteworthy traits:
*1.2 Agl, *1.2 Dex, *0.8 Con, *0.8 Str
Stealthy/Diplomatic: +2 Hide, +2 Move Silently, +2 Persuade
Artisan: +4 Craft (All subtypes)