Postby Jingo Jaden » Sun Aug 25, 2013 9:32 pm
Species compendium, to be updated based on both GM/Co-gm writings and approved aditions.
Beastmen – Raiders
While not exclusively related to any climate, generally finds themselves restricted to the northern climates or certain steppes. These beings identify themselves as the chosen warriors of the great invisible one, a God of war and tribute. They despise cowardice, and even sometimes in face of suicidal odds, find themselves religiously and biologically predisposed to engage in warpaths. For these souls, either glorious triumphs or glorious deaths await those who heed the call, and it is not uncommon for these being do dismantle their primitive homes and settle in regions which offer better overall opportunities. Though, their blood thirst can be temporarily quenched by tribute or a wise ruler may even seek to redirect their thirst for glory. Despite their aggressive nature, these beings are not beyond speaking with their honoured foes, regardless of their negotiating position.
Raiders have a notorious tendency to engage in small-scale cattle raids, which they regard as their sacred duty and cultural rights, regardless of what general truce or understanding they may have reached with others. They have a feared reputation for their ability to rapidly pillage and sometimes even level entire villages to the ground. They are, however, reluctant to engage where there is much fire to be found. In close combat these beasts are oddly constrained depending on their situation. Generally when attacing, they are clear-headed and able to respond flexibly to whatever threat they find ahead, though they are poorly organized, on the defensive, however, they have the ability to go berserk, which makes formidable warriors all the more intimidating and dangerous. Their weapons, however, tend to be of generally subpar quality, often primitive compared to their tribal leader, who’s weapon represents the clan more than their warriors who rely on anything from wooden spears to their bare hands. They are a mixed community with creatures ranging from minotaur, centaurs’ and duckmen, in rare cases, they mingle with even more primitive dogs of war as they are refereed, which is beings of a primitive intellect below the level of general communication. Most also follow a macabre ritual known as kinflaying. Essentially when a mighty beast-man has grown old and their skin hard, and death is shortly around, it is customary to sacrifice their pelt to be used as armour for the upcoming battles, so that their ‘war spirit’ never fades away.
Despite their brutal tendencies, they are not considered malicious beyond their thirst for war and violence for the most part. Though, they have less respect for beings who refuses to defend themselves. Viewing them as sacrilegious or even blasphemous towards the laws of nature. Yet they claim to respect nature and lives, but are predisposed to hate development away from the natural path, even though, the greater challenges of war excites them.
Beastmen - Mountainkin
While referred to as Mountainkin, these tribes, much alike the raiders, have the ability to settle beyond the preferred Northern homes. These tribes do not enjoy a warm relationship with the raiders, but often have the diplomatic shrewdness to engage in permanent ceasefires. Unlike the raiders, these tribes tend to be somewhat more organized and developed. They are however, without question biased towards living ‘the old way’, meaning they neither like nor tend to engage beyond basic trade with more civilized kin. They do however reserve their right to defend themselves, sometimes even going into ‘protective raids’ that they deem fit to by their tribe some time. They are known to be respectful if not courteous, and for the most part stand isolationist to the development of the world around them, if not oblivious. It is not uncommon for mountainkin to form indirect unions of friendship with other tribes, or even if it is absolutely required understandings with larger civilizations.
Pixies – Green Sprites
Generally occupying themselves in colonies known as marshlights known for crystal-like green light and net-shaped primitive structures. These creatures almost exclusively settle in marsh-like regions or in rare cases in smaller colonies on islands. These creatures are primarily known to have a malevolent predisposition and attitude both towards themselves and towards other creatures. While they have no personal notion of the concept of ‘evil’, these beings are known to develop harsh, if not macabre ways of defending themselves or even generally live. While not greatly populous, they are not beyond communication or the concept of civilization, in exceptionally rare cases, individual Green Sprites may partially integrate into civilized societies, but their nature towards malevolence is one that is unmistakable, meaning their most virtuous examples tend to develop into cold administrators.
While mostly isolationist, these creatures are not beyond waging war, or punitively seeking to damage other regional authorities. Their justifications tend to be crude, nearly childish upon going to war, but no less articulated. They are, however, not suicidal collectively speaking. They rely entirely upon the judgement of a ‘queen’ which may or may not be able to balance their natural tendencies with that which is advisable towards the colony as a whole.
Regardless, these creatures make fierce fighters with a natural potency towards magic. While natural swarmers, their bug-like appearance, sharp teeth and overall tendency towards violence leave no mistaking them as anything other than the formidable foe that they are. They are however, exceptionally susceptible to fire and increased heat will almost certainly ward these creatures off. These creatures are by no standard considered brave, but if ordered directly from the queen will almost certainly do as they are asked.
There are many myths around the Green Sprites, virtually all of them reflecting their malevolent nature. Sentient beings even to the north tell their children not to venture out in the woods at night so they will not be captured by these creatures, regardless of their authenticity, it is common for both civilized and primitive life to seek to avoid any significant proximity to these creatures, as they are significant fighters, and certainly not beyond the concept of revenge.
Pixies – Red Sprites
Unlike their green neighbours, red sprites are known to have a generally benevolent demeanour which stand with contrast to their red-hot fiery beings. These creatures are extremely few in numbers, and live mostly near volcanoes. Sometimes, by accident, they migrate unto fiery battlefields before their childish minds completely comprehends out the nature of the situation, and, it is not uncommon for rouge Red Sprites to be the reason for forest fires or even starting fires in villages or towns. Regardless of all this, they are creatures which enjoy company and stand quite unable to understand some of the destruction they are able to cause, to them fire is a life-source, not a source of death, and they are all too slow to grasp the injury it is able to cause other creatures, and an already poor state of memory does not help this.
Regardless of this they can in rare cases be ‘housebroken’ enough to integrate into towns. Though they are known to be notoriously clumsy even such. On the greater scheme of things they are not however particularly liked, loved or accepted among most creatures, and only half of that is due to security. They have a natural love towards certain mages though, practically viewing fire-mages as deities and not realising the often wicked nature behind some of them. Ironically they are virtually unable mentally to protect themselves, but when stressed they emit a lot of fire, which is prone to do the job for them.
Faeries – Skykind
These faeries come in many different kinds and colours, but their appearance is always distinctly biased towards the brighter side of the contrast. Besides their somewhat expected appearance, these creatures differ quite greatly in personality. While nearly unanimously having some different set of kind attributes. Yet, regardless of such, they also have a sorted past as they have found it exceptionally hard to live purely among themselves, and even worse, they are ‘deaf’ to magic. Meaning they both have some natural resistance to magic, but stand entirely unable to ever use it. While natural tinkerers of kinds, they generally find their place in life in various administrative roles, being fond of what they call ‘Life Promise’ in which they swear completely and full honesty to another creature, however, such never come lightly.
They do however have a troubled past, and most organized towns consider them ‘lesser kin’ due to their variety of deficiencies. They are known to have no initiative as far as bravery is concerned, they are very easily frightened, and they are overly thoughtful, though this rarely yields to any significant conclusion.
They are, however, adept administrators and know their way around numbers, much better than their natural ability to bargain. They are prone to being bullied in more ways than one, and often, they have their ‘life promise’ abused to the extent that they are often sold on the markets themselves. Needless to say this has generated some controversy. Yet, they are unable to do much about it should it go that way.
Known to be generally kind and gentle, and never prone to legitimately ill intentions. These creatures do sometimes aid in creating a good environment, but for the most part, civilization allows these beings no such graces.
Moostrees - Forest Guardians
Towering anywhere from 20 to 50 feet, Moostrees have terrified lost hikers for centuries. They are truly a sight to behold; towering creatures that resemble a two legged moose with their rough brown fur and massive horns that are draped with various types of plants. Often seen strolling through the forest moaning in a low deep voice, many terrifying rumors have been started about them, especially since no one can seem to kill one.
Yet Moostrees pay no mind to the petty ideas of creatures smaller than them and wish only to live life peacefully with the forest away from the strife of the rest of the world. They are solitary creatures since there are so few Moostrees left in the forest and they rarely meet up with one another. Though, their number cannot be fully determined since Moostrees can easily look like trees if they are sleeping, which they do quite often.
Moostrees for the most part ignore the world outside their great forest and the other species that live there; the despise any type of war or fighting. Yet, there have been rare reports of one or two Moostrees helping humans or fairies build living structures or clear rock slides.
Pufflewikins (commonly known as “Puffwinks”) - Gardeners
Puffwinks live up to their name in being ridiculously cute and puffy. They stand around 2 feet tall on average and have fluffy fur coats with a mixture of moss, mostly on their heads. The nearest comparison anyone can make is that they are like very large moss covered groundhogs.
Puffwinks are very tolerant creatures and dislike making any trouble for anyone, thus if you happen to even seen one out of the forest, it will most likely be putting up with the adoring children who cannot resist hugging it. Though despite this simple-mindedness towards humans and other creatures, Puffwinks' expertise lie in gardening and overall agricultural knowledge of every type of plant and tree known to man. They can grow almost any type of plant in the ground and small colonies of Puffwinks tend to territories of the forest to keep it healthy as well as grow food for their families. Their superior sense of smell as well as their skills of digging come in handy for their work as well as finding rare plants that can cure some diseases.
Puffwinks do not like fighting and their best defense is to dig a very deep hole and hide (which they can do very quickly), but they are not against communicating with the outside world if need be.
Bovox – Cattlefolk
These human-sized creatures have a distinct bovine appearance about them. Only have two working fingers and 3 large nails in between that connect the same way. In short, with their stubby legs, great appetites, and clumsy agility, these creatures are not considered the most sophisticated with their primitive tools and basic way of life. However, despite all this, they are exceptionally hard workers and have essentially no desires towards a life of luxury, valuing peace above all else. Often placing the most amount of trust in the most senior member of your tribe, though, said member never tends to be that much of an adapt leader, just a mediator between what few conflicts the clan or family is likely to have.
While not exactly blessed with a towering intellect, they are capable enough to learn how to read on a basic level. Though very few ever advance to that level. For the most part, they are a peaceful kind, not too trusting, but neither cynical. Culturally they are known to virtually all be farmers, they either settle down on agrarian land, or they happily rent that which others will allow them to have, in return for an outrageous return on what they produce usually, but these creatures care little for profit or trade. They tend to live basic lives, but, in case of war, they prove utterly useless. They always flee, even from loved ones, and they are unable to fight properly even with their natural strength taken into consideration. As such, they have defined a creed of passivism, and have suffered, though lived, ever since it was formally and unanimously embraced by their kind. It also promotes respect even for those who does wrong and love for all of life, generally, due to the subservience practiced by these, they are tolerated by every, other than the most vicious and warlike of creatures.