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Children of the Sun Races

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8/12/2019 Children of the Sun Races http://slidepdf.com/reader/full/children-of-the-sun-races 1/19  A dieselpunk fantasy role-playing game ROSS, GRENFELL, GRAY, & POLLAK TM
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Page 1: Children of the Sun Races

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 A dieselpunk fantasy role-playing game ROSS, GRENFELL, GRAY, & POLLAK 

TM

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34 The Dreaming Races

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Within that portion of the planet we call The Known World, there are many different peoples who are separatedby more than just supercial distinctions. They are races with unique physical characteristics, long histories and vastlydivergent cultures. These differences have provided reasons for the Dreaming Races to denigrate one another, to practicebigotry and even to foment open warfare.

Even in times of relative peace, their differences have caused an ample supply of conict and misunderstanding betweenthem. This is beginning to change with a pace that quickens as the years progress. As travel has advanced, their borderhave collided and their cultures are beginning to intertwine. While this closeness has caused conict, it also promotes someunderstanding and tolerance of the separate cultures. The relative prosperity of the modern age has helped the DreamingRaces accept one another but not easily.

There is hope. The races have begun to share their art, philosophy and understanding of the world. Though it mayhave taken the most horric of world-spanning wars to bring them together, they have since begun to bridge the gapsbetween them. These nations and peoples exist in an era where travel is becoming faster and more reliable, where starvationis becoming a thing of the past, and where the scars of memories are fading into forgetfulness. They are entering an age

of exploration and expansion, an era of heroism. 

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The Dreaming Races

Avendera (ah ven DER ah)Long ago, the Avendera were the mightiest nation on the

face of the world, forging an empire of wide, open elds and

lush jungle greenery. When the Age of Nightmares came it

crushed all of that beauty beneath its iron-shod heel, sending

the Avendera to live in the deepest mines they owned. Every

child is taught of this time, and of a betrayal so heinous thatfew of this race ever trust an outsider.

Even now, millennia later, they live segregated from the

other races in fortresses. Their Vaults are carved deep below

the crowns of the mountains and they rarely venture into theouter world. Traders live on the surface, some few learning

what seeds of wisdom the Avendera have managed to hold

from before the Time of Nightmares. These people, while

protected by the law, are not considered citizens and have no

vote in the limited monarchy ruling the Avenderan govern-

ment.

Avenderan faces are distinctly leonine but retain much ofthe Human range of expression. A deep central cleft divides

the upper lips over the left and right sides of the mouth and

their subtle muzzles protrude an inch or two from the level

of the face aiding an acute sense of smell. Avendera use long

whiskers to sense air passage and supplement sight. Theirgold, green, or brown eyes have slits, like a cat. They can see

extremely well in low-light conditions or bright light. They

make the transition from light to darkness effortlessly, but

sudden ashes of light are painfully blinding. Avendera

can hear very clearly in most situations. Their pointed ears

are longer than Human ears, with small tufts of hair on the

ends.

All Avendera have short, closely packed body fur. Their

hair is usually a shade darker or lighter than the gray, gold,

or brown-black fur. The males have great manes and beards

that grow from early puberty. The females have rich, long

manes but no sustained beard. Both genders braid their hair

in complex designs to keep it out of their way in everydaylife and to avoid cutting it (which is a cultural taboo). The

complexity of the braid-work indicates age and wealth.

Their frames are wide, with thick bones and musclestacked upon their bodies in uid waves. They have short

tails that aid slightly in balance. Their limbs are powerful

with a reverse ex on some joints. Their ngers are tipped

with horny nails, not claws.The Avendera have two standing heights, while running,

they stand on the balls of their feet, and reach a height of

ve feet, when at rest, they settle on their haunches, coming

down by a full foot and a half. Despite their small size they

are quick, and while not terribly graceful, they have a power

in each movement that can be awe inspiring and frightening.

Though smaller than the average Human, the Avendera are

usually a match in strength and they can reach quite impres-

sive speeds over open ground.

Avendera enter young adulthood in their mid-twentiesand reach full maturity by the age of fty. The average

Avenderan lifespan lasts 350 years. Some ancients live on;

the oldest recorded Avendera, Thane Chaq Arridad, died in

his 421st year.

Often a melancholy race, the Avendera nd great beautyin poetry and artwork, meticulously working at an object

until they are satised. Avendera respect bravery, but not

foolishness. They respect mercy, but not insofar as it im-

pedes justice. They respect honor and pride, but not vanity.

They avoid warfare but ercely protect their homes and

children from harm.

Their language is complex and delightful to the ear. It is

relaxing, and many say hypnotic. Avendera only ever allow a

select few to learn their language; usually trusted companions

with whom they have faced death many times.

They have been trading in the lands for a thousand years

but the Avendera remain the most secretive of races, mostpeople know what one is, but not where they come from or

what they are capable of. They commonly wear robes that

have been tied and gathered to allow freedom of movement,but still retain their owing qualities. In public, many cover

their faces with owing cloths and veils. The most feared

devil is the Lord of Lies. Falsehoods are seen as the greatest

treachery. Avendera never, upon pain of death, lie. They will

however, omit information, and allow others to draw false

conclusions.

Exceptional Hearing and Smell Avendera add +3 dice to all hearing-based perception

tests and +2 dice to all tests based on smell.

Flash SensitivityAvendera are sensitive to sudden ashes or dramatic in-

creases in light. Add 3 dice to the effect roll when determin-

ing the result of any effect of this nature.

“There was a time before, listen well my children, deeply listenbefore we were deep in the mines, deep in the deep, dark mines, deepin our dark safe vaults, a time before. Close your eyes my children,there is a tale I must tell of a time before. A time of light. Weroamed the plains our people did. We ruled the plains and ran the plains in pure joy we would run beneath the blessing of the sun. That blessing was betrayed in the light of evil that shone from a

 Twisted soul. We took them down, d eep down in the dark. Listenwell, can you hear them call for a mercy we would not give thosewho shut us away from the sun for all time...” 

 Tale- song told by Thane Chaq Arrid ad 

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The Dreaming Races

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The Dreaming Races

Banflidh (BAN fl lid) or

Filida (FIL li duh)Some obscure scholar in the Time of Dreams assigned the

names of this peculiar species. Filida mostly refer to themselvesas ‘The memory of the trees’. Their culture dates back as far asany that can be traced. Each settlement is lead by a Royal Singerwho knows the Song of the Forest and can describe each eventthat has affected the forest by listening to the trees sing. Clansare populated by three different types of Filida: gliders, runnersand leapers who defer to the singers and are subject to their ruleon an instinctual level.

The time when, or why, a Singer is born is not known.They emerge from the cocoon as a swirl of energy and slowlytake shape over the next moon cycle. Once fully awake andaware, they immediately take one-tenth of the population ofthe area, and depart for another section of woods. The singers

are purely spiritual beings; linked irrevocably to the forests theyinhabit. If their forest is changed they are changed with it.Pollution or spiritual corruption will cause a Singer to degener-ate, becoming vicious and bitter until nally transformed, alongwith all of her get, into a dark Filida.

The Banlidh tend to be slight of build and average twofeet in height. They only weigh about fteen pounds. WhileFilida have appeared as anything from walking collections oftwigs and vines, anthropomorphic animals, to painfully attrac-tive (but tiny) Humans and Elves, most appear similar to theSinger they serve. Their appearance varies to such a wide degreebetween clans that scholars once classied them as completelydifferent species.

Being at their basest level plant creatures, they do notreproduce by mating, instead collecting and planting bundlesof twigs, herbs and berries deep inside of fallen trees. Cocoonsform, and the Filida inside gestate until autumn when they areborn, fully mature and with a host of instinctual knowledge.Effectively immortal, Banlidh do not appear to suffer fromold age in any way. They also have no internal structure andcan survive frightful trauma that would destroy any other be-ing. Filida bodies are quite exible, and can be contorted intopositions no other species could manage. Should one be killed,

they will collapse into the piles of sticks and herbs from whichthey were born.

Filida heal much more quickly than other races, and lightwounds can normally be counted on to disappear virtuallyovernight if they ingest quantities of healing herbs found inthe deep forest. To magically heal a Banlidh, spells attunedto fauna must be used. Their nutritional requirements includeingestion of small quantities of soil and water, both of whichare plentiful in their forest homes. They also require at least

minimal exposure to sunlight. They all possess the ability towhisper great distances to one another limited only by line ofsight. They do not exchange thoughts, but can easily discuss

what others plan to do with no one between them being any thewiser. Filidian language is remarkably musical and resemblesthe chirping of forest birds and insects.

As a culture, Filida specialize in rening various productsfrom plants of the world. They are famed for harvesting and

processing pollens of many varieties for many purposes, rang-ing from the noxious to the medicinal. Filida also nurturehabitations in exchange for treaties that limit how the forest ismanaged. Filida found outside of the connes of a forest arelikely wanderers, curious souls who feel some urge to go explor-ing as far as their feet can take them. Filida have been known totravel for generations, simply for the experience of it.

Easily Intoxicated Banlidh have no means to metabolize alcohol and many

other compounds. While most poisons and compounds do notaffect them at all, tiny amounts of euphoric drugs will render aBanlidh helpless for hours.

Healing-Resistant Methods that apply to plant life will heal Banlidh where

other magical or traditional cures do not. Any magical tech-niques that cause damage will affect Banlidh unless otherwisenoted.

Lack Internal Structure Banlidh have no organs and no closed circulatory system.

Ignore all results from the wound effects table that pertain tospecic organs, including concussions, bleeding wounds, and

broken bones.

Require Sunlight Banlidh must have at least minimal exposure to sunlight

each day. A few minutes of sunshine or an hour underneathovercast skies is sufcient. Complete lack of sunlight causesone wound per day. These wounds may be healed as any otherBanlidh wound but only once they have been exposed to sun-light again.

Running/Leaping/GlidingFilida may choose one of the following types of movement

to use:

Runners are extremely fast overland. Runner Banlidh canrun at their normal movement x 3 for their number of Agilitydice in hours, an increase of 50% over the standard runningrate.

Leaper Banlidh may Leap as per the rank one techniqueLeap once per turn or interrupt. Each Leap costs one move-ment point to execute, and covers a maximum distance ofQ(Agility) yards.

Glider Filida are simply able to ride the winds of theworld downward in a gentle arc. They can move themselveshorizontally two feet for every one foot they fall. They sufferno damage from falls of any height, even if unconscious. Halvethe distance traveled any time they are thrown or hurled.

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The Dreaming Races

Elves (ELVZ)It would be negligent to say that the history of the Elvish

people is unied, any more than it is right to say that the tapes-try of Humanity shares more than just a few common threads.

Elves are spread across the globe in hundreds of places withalmost as many different cultures and traditions. They haveenjoyed great fortune in their bodies for they are beautiful,long-lived and virtually immune to most disease. They were ar-tisans without peer, keepers of knowledge and rulers of mightycontinents. Sadly, this is no more.

After the Great Conagration, Elves across the KnownWorld were held accountable for the actions of the govern-ment of Lysirial. Riots, hangings and beatings were commonoccurrences, and even non-Lysirialite Elves were maligned andshunned. Once rulers of great kingdoms, they lost their rightto attain positions of power because of the greed, folly and actsof cruelty committed by elitist factions decades before. The

anger and resentment of the past has faded somewhat into thebackground. Now they are a sad, beautiful people who are

often persecuted. Their forefathers committed crimes to makethe heavens weep, and the children born during and after theConagration bear the stigmata from these evils.

One of the notable exceptions is Krace, where Aetheri thePoet King has been instrumental in the inter-racial peace ofKrace. By virtue of his wise and successful rule, Elves are seenin a better light. His generous taxation policies have stimu-lated business, while quiet purchases from Elvish farmers andtradesmen to supply the armed forces stabilized many starting

Elvish businesses. He publicly rooted out Elvish supremacistcells inside their borders and at the same time punished those

who hunted Elves as animals. Though Elves are reasonably welltolerated in the Kingdom of Krace, even there they often facesilent and accepted bigotry.

Most Elves, even after the Conagration, continue to live intandem with Humanity, a practice that dates back to the Timeof Nightmares. Scholars have hypothesized that the long-livedand unchanging Elves need exposure to the ‘Human condition’.

The drive to succeed, innovate and overcome is infectious, andprovides focus for the Elves, who might otherwise succumb toennui and depression. Elves need their brother race’s presenceto spark life into souls that are two centuries old before theyreach middle age. The hardships of Humanity often afictElves as well. Simple pains, heartbreaks, disappointments, andlosses that would eat away at a Human can be compoundedby such a generous lifespan. Without the anchor of Humannature to carry on no matter what, to do whatever is needed forsurvival, to overcome even if overcoming means just more of thesame tomorrow, the Elves are lost. There are some few com-munities of nearly all Elves unied by a goal force that keepsthese more isolated Elves vivacious and strong.

Of all the races, Elves are physically the closest toHumanity. They are beautiful by Human standards: slim, tall,

graceful, and willowy. Their hair is very ne, and their skinretains its silky texture even when exposed to the harshest envi-ronments on the planet. Their eyes are very large and reect theentire spectrum of colors, as does their hair. They have similarinternal workings, with Chirurgeons and Vitaemancers barely

noticing a difference between the two when healing wounds orperforming chirurgery.

Elves are considered young adults by the age of 75 andreach full maturity after a century. They are resistant to all butthe most virulent diseases, and can live for half a millenniumbefore succumbing to old age, for example Pheledarin Kelle,Warlock-engineer of Lysirial, died at the age of 650 years.If not for their dismal breeding rate, the Elves might haveswamped the planet long ago. It is also interesting to note thatboth Humans and Elves demonstrate a tendency to develop

dementia with advancing age, which points to a similar effecttaking hold, albeit on vastly different time scales.

The two major areas where Elvish and Human physiologydiverge seem to be inside their eyes and in their neuro-chemicalmakeup. The eyes of Elves contain a great number of conesfor gathering of light in dark conditions. Their brains seemto work on a completely different set of chemical compoundsallowing the stacking of various memories in tighter groupings.They can recall events hundreds of years in the past and with-

out these changes, they would degenerate into madness as domany long-lived undead.

Elves are rarely targeted for outright persecution, thoughbigotry has embedded itself in the souls of those who once suf-fered at the cruel hands of their forebears. In many countries,Elves are never to be trusted in positions of power amongst

Humanity again. They live under a cloud of suspicion, subjectto the irrational idea that they carry the stain of a thousandbloody hearts on their souls. Many who fought in the war

are still alive, and carry the broken spirits of the defeated andthe weighted consciousness of the damned. Some still quietlydream of their lost paradise and conquering legacy. They seethemselves as warrior-kings and above the common folk.Dreams are being woven of another Elvish empire.

Exceptional Hearing Elves add +2 dice to all hearing-based Perception tests.

PersecutionElves are persecuted nearly everywhere they go; in some in-

stances paying double for goods, at other times they are deniedaccess to services. Even in Krace, where Elves are relatively wellregarded, prejudice frequently rears its ugly head.

Poor Breeding Rate Elvish females become fertile once every 25 years on aver-

age. The vast majority of Elvish males are unwilling to matewith Humans instead.

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The Dreaming Races

Hu’Kra (HYU kra) or

Hu Lenkra (hyu LEN kra)Hu’Kra actually call themselves Ju’Dinna, which translates

as ‘The Bear-people’. For centuries the peoples of the world

had no contact with the Hu’Kra except for rampage andbloodshed. When coming ashore they would shout the nameof their Elder Spirit of Battle: Hu Lenkra. Their cry becamean undulating Hu’Kra-Hu’Kra-Hu’Kra, and this is the namethe world assigned them.

  The Hu’Kra originally lived on an infertile land, withno means of supporting themselves once the clans becameheavily populated. Fierce warfare lasted generations until only13 tribes remained. Then one warrior-woman named Fanjejaarranged a tribal Althang. She argued that overcrowding was acrisis that could not be solved by killing more of their number.They should seek to expand into the lands of the traders other

races. Thirteen ships were built, taking the bravest warriorsforth with the thirteen Jarls. All but one attempt at diplomacyfailed: the Kingdom of Gemyshev offered to sell them parcelsof their northernmost border for gold. By then gold, andpatience, were in short supply and the Hu’Kra knew what theymust do. If they could not negotiate a place for themselves,they would steal and then buy new land with the proceeds. Arace of raiders was born to bring terror for many centuries until

they were contained by armies of the Unforgiven and settledby treaty.

Most Hu’Kra now live in the Thang north of Gemyshev,although many wander about in search of fame, honor, andadventure. The Warriors stationed at the capital Kavalech are

responsible for defense of the city and their people. At anyone time, many are waiting to be hired out as mercenaries andguards. Most from the Thang are sea-hunters who scour the seatrailing bait, waiting to happen upon some sea serpent or Orca

to slay for the skin, meat and other goods that can be madefrom it. On the Northland, several families were excluded fromthe great Althang and live raiding and pillaging much as theirancestors did.

Hu’Kra are the most egalitarian society known; men andwomen are equal in all things. One raises the children, whilethe other goes to battle or work. Each clan has many familiesled by a Father or Mother. They report to the Earls, the Earlsreport to the Jarls and the Jarls sit on the Great Althang to make

sweeping policy for the country and to settle disputes betweenclans. These are the lawmakers and war-makers. The Priests ofthe Hu’Kra, the Godi (or Goda for the females) are the mainlawgivers and judges. Their laws are frighteningly simple, andremaining in accordance with the dark times, do not apply tonon-clan members. There is no unied church, only individualsrespected for renowned wisdom or knowledge.

Hu’Kra are treated as adults from the age of 10, but fullphysical maturity occurs at approximately 15 years of age.Young warriors are given a test as soon as they reach ‘adult-

hood’. They are given their rst sword, dagger, and shield.With these, they must enter the wilderness and kill somethingbigger than they are, then make a cloak of the skin. The cloakis saved until their rst battle (where it is worn to be blessed bytheir god, Hu Lenkra) and then their wedding day. Afterwards

it is saved and cut up to make swaddling clothes for theirnewborns. The more cloth there is, the more children that willbe protected by the blessings of the war god in their infancy.Many would-be warriors never return from these quests. In a

Hu’Kra Household, the parent in charge may marry as manytimes as he or she wishes. All children are children of theHouseholder, including children born of slaves, and are free.Hu’Kra do not live long, 25 is considered middle aged and themost ancient to live died at age 67.

A Hu’Kra male stands on average six feet tall, the womenslightly taller. They are covered in thick, wiry hair that varies inshades from white, blonde and sandy brown to chestnut. Thehair grows across their bulky bodies like fur and is longer on

their heads. Their hands are wider and longer than Humanproportion would allow, the average length being twelve inchesand width of eight inches. Their feet are similarly large even fortheir massive frames. Their eyes are overlarge, with epicanthicfolds at the sides, and common colors include blue, pink, andgreen. Their faces are at planed, with coarse features and largeears.

The Hu’Kra have many expert warriors and sailors amongtheir number, but they have poets and bards as well. Their

tradition of reside storytelling revolves around each tale beingmore fantastic and entertaining than the last. The Hu’Kra aremasters of one-upmanship. They often claim to have invented,

discovered, or generally been the rst to have done anything.Being extremely touchy about honor, many y into a rage ifthey are mocked. They are always in competition with everyoneto prove their worth. Yelling is a favorite practice; judged bylength, loudness and ferocity (being a sign of fearlessness inbattle and proof of a courageous soul). This disconcerts for-eigners who think something horrible is happening at any innthey happen to be frequenting.

The war locks, thin braids in the hair on the weapon arm tosignify a battle or quest about to be undertaken, also evidencecompetition. After battle, Hu’Kra place a red bead on the braidfor every kill. For every ve, they add a silver bead, for everyten they add a golden bead, and for every fty a black bead.

Numerous braids on the weapon arm are a great status symbol.A braid without beads is a great shame.

“All ways face North and from the North the world learned themeaning of strength. Never turn your back on the North for wethe men of the North wish to watch you lose your fear only as youlose your life. You will die facing South and we will braid yoursoul in our war locks. HU L E NK R A” 

 Hu’ Kra Raiding Chant 

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The Dreaming Races

Humans (HYU manz)The history of Humans is as turbulent as that of any race

on record. By far the most expansive race across the Known

World, Humanity is the great equalizer, the inventor, and theexplorer. More than any other race, Humans have a drive, aneed to be more than what they are, to reach past boundaries, toset up the world in their own image, and to conquer the entirehorizon before them.

The legend of Humanity nds them revered as lords dur-ing the Age of Dreams. Their largest Kingdom, Csalingnon,was fractured during an unrelenting assault by the Forces ofMadness and reduced this once mighty people to barbarism

during the Time of Nightmares. Three main tribes escapedthe burning wasteland of their towering glory and made offinto the wild places to seek new homes where the armies of theTwisted had not reached. One of the tribes settled amongstthe lands we now know as Alliantha and Thena. The fate of

another is unknown.The northward bound tribe traveled for many years before

coming to Eltherion. The Elves had always been amazed byHumans, and were quick to see potential in these unlikely allies.Humans were integrated into Elvish society and brought their

own erce zest for life to the contemplative existence of thelong-lived folk. Humans as they began to outnumber the Elves,were awarded houses in the senate and their own principali-ties. They were a chaotic element, certainly, but they broughta new element of immediacy, allowing the Elves to learn thatperfection is not always as important as functionality. With thegreatly increased population, they could expand into and rulenew lands, collect a great number of new taxes and explore new

ideas in centers of learning that had stagnated due to Elvishxation on continuity and perfection. Human rebrandscontinued to cause both friction and innovation in Elvishsociety. When Eltherion colonized surrounding lands (Lysirialincluded) and reached forth, Humans also came to Lysirial andthen GreenIsle. Other groups left intent of nding their ownfortunes, and founded Gemyshev and Salino.

  Humans are relatively slow to mature and quite shortlived, surviving a span of up to 80 years. They are active andindependent for about 60 of these years and the wisdom ofthe elderly is sought until they die. Much time and energy isinvested in rearing and training children and old age is a timewhen care is once more necessary.

Humans stand anywhere between ve and seven feet. Malesare usually slightly taller than females. They have delicate, al-most hairless skin in a wide range of tones that will usuallydarken on exposure to the sun. Males have more body andfacial hair than females, the length and style of the hair variesfrom region to region. Skin, hair and eye color, give a generalindication of the region a Human has been born or of ethnicheritage as these and other facial features are a result of adap-tation to diverse elements. Features are very mobile, capable

of expressing a great range of emotions as well as the diversehistory of this race. Humans share a creative intelligence thatallows them to adapt to any terrain or climate and ourishsuccessfully. They are more than adequately dexterous withhands and senses well adapted for the making of intricate tools,

clothing, weapons and shelter.The modern Human is quite a bit different from the an-

cestors, very self-assured in places of their own and living well

in almost every climate imaginable. Humans have establishedtheir own nearly homogenous kingdoms and empires anddefend their rights ercely while remaining able to trade witheven the most ill tempered of races. The culture of Humans iscomplex with many traditions and taboos evolving from regionto region and many different languages being spoken. Humanshave developed a host of religions and political systems as wellas being represented at all levels in most traditional trades andindustries.

The BreedsHumanity seems to be able to breed with other DreamingRaces except the non-mammalian Filida, even though none ofthe other Races can inter-breed. These children are known asBreeds and are usually barely tolerated by purebreds; many areoutcast or reviled. Sharing the traits of both parents, they areeasy to pick out of a crowd.

Cultural taboos based on biology and history cause severediscrimination. Only 25% of all breeds can reproduce amongstthemselves. Half are only able to breed with one parent groupand the rest are sterile. In agrarian societies where an amplesupply of children was needed to continue family lines, havingno guarantee of fertility meant that many of the breeds were

not good prospects for marriage and social mores developed toisolate them.

The Hu’Kra and Lysirialite raiders left seeming demonchildren in the wake of their pillaging. Those not put to deathat birth were constant reminders of painful experience, andshunned by association. Still other Breed children are seen asproducts of unnatural unions. Luparathi, still no more thananimals in the minds of many, might be grudgingly accepted ina community, but the idea of a Human begetting children withone leaves a bad taste in the mouths of other folk. The strangefeatures of Jhe and Thorqua-breed children make them targetsfor the teasing of other children, but they are generally accepted

among their non-human parent races. Elf-breed children areoften shunned by both races, uncomfortable reminders of thelegions of Elf-breed soldiers from the Great Conagration. Inshort, most Breed children are adrift without true home orpeople. They have a lonely existence, but many work past thisto live fullling lives.

“Magic can be fashioned through the careful application of science.”

Felicia Ioniva 783 Masters Thesis on Arcane Engineering

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Thorqua (THOR kwah)The History of the Thorqua is long, but rather undistin-

guished. There are few wars and no conicts between tribes.

Thorqua live in harmony with nature and respect the landaround them. Their Mages are renowned for their ability toshape the land and plant matter around them. They use naturalmaterials for their needs, tools, weapons, and clothes. Thorquavillages are always within ve miles of the coast and are rigidlydesigned around the koradji-circle, an etched section of rockwith a complex geometric design. These musical song-mapsdescribe the entire area around the village as well as the distanceand direction to the other villages across the globe.

Each tribe has a song, based on the tonal geometry of their

circle. Thorqua believe the existence of the circle and perfor-mance of these songs causes the land to continue to live insunlight and with hope. Renowned for their earth magics, eachtribe has a specic chant called ‘The Song of Unmaking’ used

in battle if they are forced to battle darkness. A combinationof tribal chanting tones has been known to devastate armies,level cities and crack open the earth. Some Thorqua haverisen to high levels in other governments during their travelsto other tribes. A few have even become fearsome war-wizardsfor armies. Tradesmen usually work in artistic elds, tradingantiquities and other objects that have a ‘soul’. Others becomefarmers or gardeners, in love with growing things. Their cultureis extremely intricate and not well understood by outsiders.

Men and women have very different functions in Thorquasociety. Initiation rituals are important to both males andfemales, special stories are part of these rituals and teach youngmembers of the tribe about their roles. Respect in the tribe

comes not strictly with age, but with knowledge of the storiesthat make up the unwritten but often told code by which theThorqua live. If they live up to the standards of their society,their progeny will live happy and well.

In a community of ve hundred Thorqua, less than tenchildren are produced per year. The female carries the child asan egg for four months before birthing it. The egg then gestatesfor another twelve months. During this time the elders of thetribe, including the mother, sing the Song of Dreaming, whichtells the egg of the tribe’s history. During these twelve months,the fetus inside the egg stretches and grows to hatch inside agroup of loving company. Within moments, the newbornThorqua can walk and handle simple food and drink. Within

two weeks they can run, climb, play and handle complex foods.Within two months they are talking in simple sentences. Theyprogress quickly into adulthood and survive as long as 500years.

These warm blooded reptilian people range in height fromthree and a half to four feet tall. Their heads are rounded inshape and attached to a thick, serpentine neck that allows themto turn in any direction. Their most prominent body featureis a hardened shell that covers their torso. The shell is a great

source of pride for Thorqua, and is important in identifying therole of the individual in society. It is made up of separate hardplates that ex, allowing the Thorqua a greater range of motionthan would otherwise be possible. Their thick skin is smoothand hairless, ranging in color from deep gray-green to brown.

Their limbs do not appear to have much muscular denition,giving them the appearance of being slow and weak. Theirhands are short, but wide, and when the ngers are closed in onone another and extended, the hands form serviceable paddlesfor making way through water.

Tattoos and shell markings are two ways that the placeof the individual in Thorqua society is indicated. Regions ofthe faces of the Thorqua are tattooed at various stages of thelifespan. The right side is done when the individual is of ageto marry and the left side upon marriage. The top when therst child is born. The lower portion of the face is reservedfor elders and other persons of great importance. Warriorstattoo the whole of the left arm in spiraling designs; shaman

ink the right arm. Collectively these tattoos spell out the nameof the Thorqua in the same tonal geometry that makes up theircircles. The front part of the shell is not decorated much ifat all. The rim of the rear shell is marked so as to dene whattribe a particular member is from and the individual’s relationto the members of that tribe. The remainder is inscribed withimages depicting events and accomplishments in the life of the

individual Thorqua.

The spirits of departed Thorqua are said to live amongtrees, rocks, hills and other geographic features of the land.Since the Thorqua believe that the spirits of their ancestorsremain in the land around them, it is important that the deadare buried promptly; otherwise, the spirit might depart entirelyor wander about, causing mischief. Often res are built neargraves to keep a spirit warm and songs are sung near the burialsites so that the departed can know what has occurred in the

tribe across time.

Poor Breeding Rate Very few Thorqua are born each year. This is partially com-pensated for by the fact that newborns progress to adulthoodwithin ve years.

“Only resting in the bones of the land you will hear our song andknow we live on remembering you.Only waiting to know and to understand as the old gives way tothe new. Time is not lost in th e change of our lands  Time is not held in our hand s  It is born anew in our memory of you It is carved on the face of our lands...” 

 Spirit Song

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The Dreaming Races

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