by Shinigori V2 » Thu Feb 02, 2012 12:30 am
As Idran will attest to, I really, REALLY like to mess around with alternate mini setting ideas. Sometimes, I start to put pen to paper on them, and sometimes ideas just take off.
As for this one, that's basically what happened. I'm developing a mini-setting into a full blown game. Nothing serious, just a simple board RP with no system- The sort of shit we used to do. Roll a D6 if you need anything and hope to roll high. The game will be more based on exploration of the world than combat- Though I'm not going to say it won't come up. When it does, though, expect it to be quick and dirty. This is more about the plot and characters than powergaming.
The setting itself is still being put together, but I'm feeling confidant with what I have and I'm gonna start to post it. As far as the setting itself, it's pretty simple- All sorts of fantasy races occupying a bunch of different regions and countries. Almost any sentient race will have a nation of their own- And every nation has a unique force. I've got plot ideas and hooks for every race (Doubly so if you play part of that race's unique faction), but feel free to play any race you want. Just remember- The factions are unique to that race. If you want to play a member of the Engineers, they HAVE to be a dragon, for example.
I'll be posting what I have immediately and adding to this as I go- Expect this to be...Kind of big, but also feel free to skip to the meat you want.
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The World of Kinsera
In the year 221 Post Sundering (PS), Kinsera is a land divided by it's peoples and countries. Traditionally marred by war and conflict, Kinsera is in a period of uneasy peace, as none of the nations currently has any desire to go to war- at least, not without a very good reason. The last great war, the Draconic War in 199 PS, ended terribly for almost everyone involved, and the scars are still easily seen today.
Humans are the dominant power in Kinsera now, with numerous kingdoms spread out throughout the land- Largely occupying the former Elven kingdom they banded together to shatter during the Sundering War. The Elves themselves, though scattered into several different regions, are still a force to be reckoned with individually, as are the conniving Nekana, the exploration driven Dwarves, and the feral Goblins. Other nations, such as the nomadic Plainsrunners of Leeka and the dragons of Kokoniel prefer to be left alone, though will get involved in the affairs of other nations...If they have something to gain from it.
The uneasy peace doesn't stop the nations from posturing though. Trade agreements are often negotiated over and over, with both sides threatening each other if they don't get their way- And threatening to bring in other nations. For the most part, the peoples tend to keep to themselves, rarely traveling outside of their own nations unless absolutely necessary.
And then, there's Null.
Null is something of a mystery. Claiming citizenship to all nations but belonging to none, she freely walks Kinsera, speaking in riddles and brokering deals and negotiations. Those who know Null can never agree on what, exactly, she is- A purple scaled Dragon, or a black furred Nekana, or a lop eared Plainsrunner. What is known is that she has the ear of several world leaders, and the trust of more.
That is, until rumors began to spread that Null is orchestrating another global conflict, the likes of which threatens to drag the entire world into war once again. The one thing leaders agree on now is that Null must be found and come to answer for her actions.
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As you might have picked up on, the PCs will be playing agents of the world powers, sent to hunt for Null. While you don't HAVE to be a member of your countries faction, I do recommend it, as like I said I have extra plot concerning members of the party being of certain groups.
As far as the countries, I don't hve them all written up yet, not by far. But if someone has a request, I would be more than happy to fill in what people are still looking for. Also, feel free to hit me with any questions you may have. Lastly, when you have actually decided on your character's race/faction, I will have extra information pertaining to them.
So, the nations/races/factions-
Humans:
Partia - Humans - Djinn:
One of the original human nations, Partia has a rich culture and history despite being cut off from the other human nations by seemingly endless stretches of desert. Although Partia is technically the largest Human country in terms of pure size, so much of it is unlivable desert that it has the lowest population of the human countries.
In Partian society, parents are encouraged to have multiple children, but great emphasis is placed on the first born child of a family. From birth, first born children are clothed in the finest clothes (With a very unique, distinctive style), fed better, and taken care of by society itself, rather than just the individual family.
At 11, the first born is pulled out of normal school and placed in a special program to prepare them for what will hopefully become their new role in society. Placed in a small 'class' of two to three children, total, they are trained in the use of magic- Even if they had little to none to begin with. What aptitude they have is greatly enhanced by training, along with special conditioning and rituals. In the meantime, they also encourage the students to rely more and more heavily on their magic to do what they need, and less and less on their physical bodies.
After sufficient training, the children are tested. If their magical prowess is high enough- Beyond that of even a fully realized archmage- They will be confirmed for graduation, consisting of the complete transformation of the child into a djinn, as well as their placement into a vessel. Though, due to training and magical requirement to turn from a human to a djinn, only a few new Djinn are born every decade.
Due to the seclusion of Partia, and the rough environment, the cities continued survival is based upon the Djinn and their powers. New Djinn continue to be made, since older Djinn grow more powerful, and with that, more mischievous. One of the observed downfalls of the current system is that the process stops the aging process, or at least greatly slows it, leaving the country with a slowly growing population of young men and women wielding immense cosmic powers.
Generally content to keep to themselves, Partia prefers to just continue ensuring it's own survival using the Djinn, though they can't easily stop a Djinn's master when they want to leave the country anyway.
Al Reis - Humans - Alchemists
Secluded within the ivory towers of Khemia, the alchemists of Al Reis value knowledge above all else. Schooled in both magic and science from a young age, the children taken into the Alchemical academies are trained to make something of nothing. More accurately, they're trained to take trace elements from the world around them and transmute them into useful objects. As one of the many human nations, Al Reis considers itself to be a global power, and with it's powerful alchemy, it's hard to argue.
While the alchemical schools, as well as all the government buildings, are held in the floating towers, the land below is largely verdant grassland and farms, worked by the lower class of Al Reis society- Largely comprised of humans with absolutely no magical aptitude or know how, or simply those who failed out of the academies. The upper class, along with the Ruling Council, all live within the floating towers, clusters of which can be found dotting the entire country.
The ruling council of Al Reis consists of eight members, all graduates from the Khemia academy. The council focuses more on the running of the various academies and maintaining the tower cities than the actual running of the country. The credentials of the council are also based upon alchemy- Successful creation of a homonculus will automatically get an alchemist admittance.
The economy of Al Reis is based entirely on barter for raw materials. Currency from other nations, while accepted, is still treated by the value of it's base components, as it's summarily broken down as soon as the transaction is complete.
As a whole, the Alchemists of Al Reis have a superior attitude, claiming their alchemical abilities greater than any force any other nation or race can wield, surpassing even that of the Djinn of Partia (Who, on a personal level, they think as childish and stupid). Al Reis considers itself not only the most advanced of the human countries in culture, but far more advanced than the demihumans of the world. They are a particularly coveted target for the economic advances of the Nekana- The Nekana feel that Al Reis doesn't know the true value of gold, where Al Reis believes Nekana to be foolish when trading mass quantities of grain.
The faction of Al Reis is it's alchemists. Usually the first ones into any of the world's conflicts, their alchemy makes them quite dangerous to their opponents. Their tactics, however, are suspect- It's rumored that the alchemists sacrificed several armies at the end of the Draconic War during the invasion of Mount Gan'ar, and raised them again as revenants in order to cover their own retreat.
Savortia - Humans - Legionnaires
Following the shattering of the Elven kingdom, the allied human nations- Savortia, Wells, and Al Reis, divvied up the lands they had won. Wells took much of the forest that hadn't been set aside for the Elves, along with a large chunk of the natural resources left behind by the fleeing elves. Al Reis helped itself to a quarter of the grassland left over, and the remaining resources, leaving Savortia to take a huge chunk of the land that was formerly Legayne, and not much else.
Originally, such a large land gain seemed good for Savortia- The government could disseminate it's people throughout it, giving away large chunks of farmland to anyone who'd be willing to work it. At first, it worked out well for all involved- Until it came time to produce.
With it's newfound size and booming population, one thing became clear- Savortia had no way to supply it's new farmers. Without supplies, very few of the farms made it very far at all.
In a single generation, Savortia grew from a strong, centralized nation to a sprawling mass of farmland without any infrastructure, support, or even much of an economy. While still a world power, Savortia is more reliant on sheer numbers in a conflict, as opposed to any equipment or strategic advantage.
Because of the nation's poor economy and large numbers, Savortians are very much encouraged to scrounge for supplies and make use of whatever they can in whatever ways they can find.
The faction of Savortia is the Legionaires. Outnumbering almost every other faction on the planet by a margin of 2 to 1, the Legionaires are highly organized, but underequipped. Trained even more than the standard Savortian to find use for refuse and scrap, legionaire units are self equipped and self sufficient, carrying makeshift equipment on them, and using their surroundings to their advantage.
Wells- Dragoons - Gunsmith Sharpshooters.
The primary human nation involved in the Sundering War, Wells took command of the negotiating table at the war's end. As the primary force, Wells claimed right over the cities and factories of the Elven kingdom, and Al Reis was happy to let them take them, while Savortia was in no position to argue, and Partia didn't even have a seat at the table.
Generations later, Wells is an undisputed world power by having made good use of the factories and resources that it won in the Sundering. With the most powerful army and strongest economy in the world, the King of Wells is often considered the most powerful man in the world, even by those who don't openly acknowledge humanity of such stature.
Shortly before the Draconic War, Wells was allied to Kokoniel, and with the help of the Draconic engineers, developed the next generation of weapons, far superior to the flintlocks the Elves had been using for centuries, surpassing them in range and accuracy. These new Longbarrels have been taken up by a special division within Wells' military, the Dragoons.
Wells is a large, extravagant country with a lot of money to throw into their work, and nearly everything they do show it. The military is outfitted with high quality armor with patterns and etchings of various designs and patterns, and the country will more often solve problems by throwing their wealth at it than any real sort of thought.
The faction of Wells is the Dragoons. Armed with Longbarrels, the Dragoons are excellent marksmen and sharpshooters. Easily identified by their ornate bronze armor, the Dragoons seem half soldiers and half decoration, though they're extremely quick to respond to any threat to Wells or it's wellbeing.
(Unfinished Human races:
Ground Zero - The Altered- I'm not telling you anything about these guys. You'll have to ask me privately.)
Elves:
Garpaath - Snow Elves - Frostborn
After the Sundering War shattered the unified elven kingdom of Legayne, the elves occupying the northern villages within the kingdom were pushed further north by the land annexes of Al Reis and Savortia. Kicked out of their land, and with only one place to go, the elves moved into the only free land still available to them- The frozen, rocky wastelands and mountains of Garpaath.
Initially unsuited for the harsh terrain, the old and frail fell ill and died before the relocation was even complete. Within two generations, the elves were accustomed to the cold and dark, and within five, they had completely adapted to it.
The Snow Elves, as they came to be known, are one of the hardest and heartiest races on Kinsera. Although they retain the small stature of elves, they are physical powerhouses with the strength and stamina to put any hardened warrior to shame.
Shaped by the hardships of Garpaath, Snow Elves have taken a bluish skin tone, and cool colors of hair- Blue, purples, and greys. They retain the elves long, sweeping, pointed ears, and their eyes glow a deep blue. As a people, they put their strength and stamina to work in the mines of the mountains, not only mining and processing the ore, but shaping it into masterwork weapons and armor to be sold, mostly to the other Elf nations.
The heart of the Snow Elves of Garpaath are the Frostborn. Beginning at a young age, the Frostborn are elves who put extra effort into conditioning their bodies for physical exertion and hardships, often going barefoot in the frost for months on end, and working to custom make their own weapons and armor from the beginning, from mining the ore to forging the weapon itself. For armor, however, the less they're wearing, the better, much to the chagrin of the other Elven nations who fight along side them. And due to their hard work and training, a Frostborn's bare skin can be as tough as any armor fielded by any other nation.
Weapons of choice for Frostborn are massive weapons of all sorts requiring both hands to swing, and immense physical strength to keep control over. Frostborn are notorious for wading into enemy ranks in little more armor than what keeps them decent, and coming out without so much as a scratch.
Underbog - Dark Elves - Duelists
As the Sundering War drew to a close, the united human armies drew ever closer to the throne city of Mediin, the haughty and aristocratic upper class of elves living within began to withdraw. Being composed largely of the upper class of Elven society, the elves were largely unsuited to the rigors of leaving their city lives behind- Especially with the persistent threat of the human armies invading at any moment.
Many of the elves escapes were cut short as the siege of the city began. Personal possessions were left behind and anyone left within the city took cover where ever they could- Including in the culverts under the city. AS the fighting above ground got more and more intense, the elves pushed deeper and deeper underground.
As they pushed through the sewers, the elves made an interesting discovery- A large subterranean cavern under Lagayne, far larger than Mediin itself. Surprising not only in it's location under the most powerful city in the known world at the time, but also for it's incredibly fresh and pure water supply, as well as a variety of wildlife and bio-luminescent fauna and glowing crystals. No longer able to hear the fighting above, the elves decided to settle in to the safety of the swampy cavern, titled the Underbog.
Like the other elven races scattered during the Sundering War, the Elves of Underbog were deeply affected by their environment. They gained a tolerance for low light, as well as darker skin pigments, turning them anywhere between a light gray to nearly black. Their eyes also seemed to take the vibrancy of the crystals dotting the Underbog, turning almost glowing shades of yellow, bright green, blue, and red. Unlike the other elves, the Dark Elves of Underbog were protected by their environment, and even though they had to start new lives, the elves weren't particularly hardened by it. As such, in comparison to the other elven races, the Dark Elves have something of a reputation for being 'soft', though in terms of constitution and physical strength, they're not terribly far behind a human.
Dark Elves pride themselves on keeping their aristocratic roots. Running for your lives into a subterranean cavern is no reason not to dress well and act like a nobleman. Even today, Dark Elves are known for their fashion sense and swagger. Most everything a dark elf does is done with a certain amount of panache and style.
Due to their 'softness', Dark Elves train themselves for speed in combat, as opposed to raw strength. Their faction is the Duelists, amazingly skilled fighters who put on an amazing show- So long as they're in single combat. It's said that one on one, no one can beat a Dark Elf- And not only will they win, they will look amazing doing it.
Preferred weapons of the dark elves are usually ornate longsword swords, daggers, or pistols, or even multiple sets depending on the situation, and are often dual wielded for that extra flare. Armor is almost always light, leather, if not cloth- Just because you're fighting to the death is no reason not to dress well.
New Legayne - City Elves - Skyrazors
As the Shattering War took a turn for the worse for the elves, they quickly began to flock out of their cities and homes. Not quite as ready to return to nature as their cousins in the farmlands, the elves of the cities of Legayne did their best to simply stay out of the soldiers ways, but gradually got pushed more and more out into the wilderness and away from the stockpiles of supplies and goods they had hidden while trying to rough out the storm.
Setting up temporary homes in the grasslands of Legayne, the elves continued to make quick raids into their occupied territory, grabbing whatever supplies they could from their stockpiles and quickly running back into the 'safety' of the grasslands. Though as the stored supplies began to run short, the elves had to conduct more and more daring raids, sometimes to steal supplies from the Humans, as well as trying to navigate through their lines to the stockpiles further into their cities.
As supplies were growing shorter and shorter, the elves began to formulate plans as they continued to be pushed further and further away form their land to avoid the increasing numbers of human invaders. Finally, one daring elf had an idea- Not ideal, or even a good idea at all, but it was worth a shot. The Elves didn't have a lot of options.
A common sight in the grasslands were the massive Razorbeaks. Huge, carnivorous birds that hunted in packs, the Razorbeaks had been a constant worry for the fleeing elves- Until it was decided to try and use them to their advantage.
Capturing a small number of Razorbeaks, volunteer elves worked to domesticate the animals, and train them as mounts- A process that proved to be surprisingly easy, and quite effective. Those elves became the first Skyrazors.
Using the Razorbeaks to assist their raids, the elves had little to worry about. The bird's speed allowed them to quickly drop in where they needed to be, collect supplies, and make an escape- Often faster than the humans could respond. And woe be to the Savortian that attempted to fight off a Razorbeak.
Even after the Sundering, the City Elves continued to grow closer and closer to their new allies- Continuing to move further into the wilderness, building new cities to accommodate their own needs, as well as the needs of their mounts. Eventually, all the elves that had evacuated the countless cities of Legayne began to meet up, bringing with them the various flocks and subspecies of Razorbeak. With the help of their new allies, the City Elves began to construct a massive network of cities, sprawling along the sides of the Thelserai mountains- Out of reach of any invaders that can't fly, let alone the humans.
Unlike the other elves, the City Elves of New Legayne weren't physically affected by their new environment, so they retain their light skin colors and 'normal' eye and hair colors, by human standards. But, over time, their symbiosis with the Razorbeaks deepened. For every elf born, a Razorbeak is also born- And the two form a complete whole. Able to communicate with their bird telepathically, the elves learn to ride their birds almost as naturally as they learn to walk and talk. Though, just because every City Elf has a Razorbeak partner doesn't mean that every set is a member of the Skyrazors.
The faction of New Legayne is the Skyrazors, flying shock troopers who specialize in hit and run attacks. While not as powerful as a dragon, Skyrazors still dominate the sky with their speed and viciousness, while keeping out of reach of most combatants using small pistols and long spears. The preferred armor of the Skyrazors is leather or chainmail, often decorated with discarded feathers from the Razorbeaks from within the family and within their unit.
The Green - Forest Elves - Dryads
In many ways, the elven farmers were the first casualties of the Sundering War. In the very beginning of the war, when the outnumbered and outgunned humans were still mustering their forces, the first strike was proposed against the farmlands of Tash'gliney, in what is now known as Savortia. Occupied almost exclusively by farmers, Tash'gliney was easily taken from the elves who worked the fertile land, cutting the greater Elf forces off from much of their supply early in the war.
Forced off their lands without the option to move deeper into elven territory or pass into the lines of the invading human armies, the farmers of Tash'gliney were faced with two options: Move into the plains and potentially be picked off by the Razorbeaks, or take shelter in the forest of the Greens.
While some indeed move to the grasslands, becoming some of the first Razorbeaks, most opted for the safety of the forest. While not secluded, the Green is full of huge trees, tall and thick enough around to be nearly impossible to cut down. With as deep as the Green was, and the thick tree cover, it served absolutely no strategic value, being too dense to move an army through and too overgrown to develop, it served a perfect spot for the elves.
Some of the elves took to the trees, using fallen branches to construct wooden housing. Others dug into the ground, making underground huts under the massive roots. They sustained themselves on forest game and flora, though overtime they found themselves consuming less and less of it. More time was spent in the clearings of the greens, taking in the warmth and light of the sun, with only occasional hunting parties collecting a bare minimum of game and gathering just a little bit of edible flora.
Like the other Elves, the Forest Elves found themselves changing over time. Their skin became shades of green, their hair took colors matching the flowers of the forest, and their bodies slowed down, taking the pace of the forest around them. They began to only eat once every few weeks, instead taking in the rays of the sun as sustenance, as well as moisture from the air and soil. Many of their hunting tools-- Knives, bows and arrows, and traps, became tools of the trade to defend themselves from invaders of the forest.
Unlike most of the other elf species, a small number of the elves continued to change even beyond the scope of the others. Their bodies became wooden, but not stiff and hard. They drank in the sun and water more efficiently, and began communcating directly with the trees and wildlife. They became halfway between trees and elf, Dryads, walking between the world of Elf and nature itself.
Dryads serve as leaders within the community, being able to communicate with The Green itself. Though as part of that, they also face a greater calling; the great cycle. Dryads, along with their personal assistants and guards (known as Arbitors) travel the world, speaking with the land and sharing their wisdom and experience. As part of the cycle, the dryad must actually become one with the land itself- A dryad on the Great Cycle will fully embrace their natural side for a bit, becoming a tree in order to become one with the land. When this process is over, the tree flowers, producing a seed, from which the dryad is, quite literally, reborn. Due to the rejuvenation provided in the cycle, it's known that the first and oldest Dryad, Redbark, is old enough to remember the initial exodus from Tash'gliney, and it's not uncommon for a dryad's features to change repeatedly during the cycle, not only going from old to young, but also changing other features, such as their hair, eyes, and even things as deep as what sort of tree they emulate, and occasionally, gender. Despite the changes and rejuvenation, the dryad is absolutely the same entity they were previously, with the tree they becoming being just an average, if not magically significant, tree.
Due to their immortality, Dryads are very few in number, twelve in total. At any given time, six stay within the Green to watch over the Elves, with the other six engaging in the Great Cycle. When one returns from a complete cycle, the next moves on to begin theirs.
Nekana:
Nekana - Nekana - Business Corps and Ninja
In the shadow of the Famarii mountain range lies the capital city of Nekana, crown jewel of the Nekana kingdom. Almost as ubiquitous as humans themselves, the Nekana have ingrained themselves in societies around the world- Though it's not uncommon for Nekana to hide their feline features and blend in with human societies
A demihuman race, Nekana are humans with catlike features- Generally pointed ears atop their head, long, dexterous (Though not prehensile) tails, built in claws, catlike eyes, and occasionally patches of fur on extremities. Commonly, their hair tends to have patches and patterns of color, as well as being in colors more commonly associated with cats than humans- Off whites, oranges, and even deep blues.
A matriarchal society, Nekana is mostly controlled by it's women. Ruled over by a queen and and a largely female parliament, girls are taught at a young age that they will grow to become the leaders of their generation. Boys are brought up to be the manual labor and the service force within the kingdom, girls are trained to be the business owners and leaders.
More, Nekana are shrewd businesspeople, keeping a close eye on the ebb and flow of the economies of nearly every country in the world. It's often said that the Nekana entrepreneurs will collaborate with their counterparts in other countries to create runs and shortages on goods, and then sell them at a premium.
Officially, Nekana is completely neutral in all affairs- Their faction, the Business Corps, is non-military, spreading throughout the world to help the other countries manage their finances, and to expand their own businesses. In reality, the faction of Nekana are the Ninja. Using the Business Corps as a front, the various ninja cartels have their hands in anything that suits their specific needs- Crime, espionage, even assassinations.
For every one girl trained for the Business Corps, there are three trained as ninja. Taking advantage of the Nekana's feline speed, heightened senses and flexibility, they are trained to be near perfect warriors, striking swiftly from the shadows and disappearing without a trace.
The ninja aren't simply dedicated to combat, however. Making up the real backbone of the Nekana empire's economy through illegal imports and exports, the ninja cartels are responsible a rather large chunk of theft throughout the world. But due to their skill and caution, it's next to impossible to prove they've stolen anything at all- Even when they turn around and attempt to sell it back to you.
Dragons
Kokoniel - Dragons - Engineers
Due to a perpetual cloud hanging over the mountain, the summit of Mount Gan'ar is never seen from the countries below it. What is known is that the peak serves as the home of one of the few strongholds of the extremely illusive dragons. Naturally defended by the harsh terrain of the mountain, along with the extremely harsh weather and a large number of Revenants left on the mountain itself following the poorly planned Draconic War, it's said that no human has ever seen the summit- At least, none that weren't specially invited by the dragons themselves.
Beneath the cloud, the summit is actually a humanistic city, sprawling along a tangle of gears and steam vents, digging deep into the mountain itself. Despite being high in the mountains and right in the middle of a perpetual snow, the fortress city of Kokoniel is quite warm and inviting to the dragons. Despite a deep distrust of humans, dragons are more commonly found in their humanoid forms, simply for the sake of space. Rarely, dragons have also been known to court the other races, producing half dragons.
Dragons themselves come in all shapes and sizes. Common features are vibrant scales of blues, reds, yellows, blacks, purples, and very rarely greens (Though never mixed). Large horns, various wing shapes and sizes, and elementally charged breath. Dragon genetics are something of a mystery though, two red scaled dragons with fiery breath can have a child with blue scales and icy breath.
In their humanoid forms, dragons have very human features- Other than retaining patches of scales at various points on the body, along with their powerful tails, wings, and horns. It's next to impossible to tell a dragon in human form from a born halfdragon- Not that there's really any difference at all.
Though widely considered to be single-mindedly intelligent, with no brains for anything but mechanical work, the dragons of Kokoniel are actually among the most skilled craftsmen in the world. Mechanically minded with good eyes for problem solving, the dragons boast some of the most advanced technology in the world- Including a monopoly on the market for airships, which the dragons consider a right of passage to construct.
Though distrustful of almost every other nation and race, young dragons will mostly do apprentice work outside of Kokoniel, as even an inexperienced dragonblooded mechanic is still (usually) better than some of the most skilled human or elven mechanics. Upon completion of the apprenticship, they return to Kokoniel and assume work as a full mechanic.
The faction of Kokoniel is the draconic Engineers. Using their mechanical skill and know how, they take to the field with mechanical monsters that barely seem to function, and can quickly repair most damaged mechanical devices.
Plainsrunners
Nomads - Plainsrunners - Outrunners
Scattered throughout the grasslands of Kinsera live several different tribes of Plainsrunners. Though not united under a single banner, they all acknowledge kinship of race, even if there are large differences, physically, between them.
Not just a single 'race' of Demihumans, the Plainsrunners are made up of a spectrum of demihuman races, including mice, voles, rabbits, hares, dogs, and squirrels. Though you can find tribes consisting of one entire subrace of Plainsrunners, it's much more common to see a mixture of the bunch in a single tribe. Tribes are nomadic, moving through their planes in search of game and resources, and never staying in a single place for more than a few weeks. As such, Plainsrunner architecture doesn't exist- Villages are made up of tents and coverings that can be quickly dismantled and packed away.
Over the years, the nomadic nature of the Plainsrunners has become clouded and lost- It's simply in their culture to constantly be moving, and how they know to survive. It's speculated, however, that the ancient Nekana had something to do with this need to be in constant motion, since Nekana traditionally do no business with the Plainsrunners- Though that could be because the Plainsrunners have nothing of value to the Nekana.
The 'economy' of a Plainsrunner tribe is almost nonexistent. Plainsrunners very rarely see objects in terms of personal possession, but in terms of belonging to the tribe as a whole. Objects are taken when they are needed, and replaced at earliest convenience. This could be another reason for the disdain of the Nekana.
The faction of the Plainsrunners is the Outrunners. Taking advantage of Plainsrunner's natural speed, and wearing light armor, the Outrunners out maneuver and outflank their opponents, constantly attacking from the best angle, and insuring the opponent can't escape- At least not on foot.
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Neutral (Currently unplayable):
Clockwork
Uniquitous to human, dwarf, and draconic cultures - Clockwork - Paragons
Given Kinsera's war-filled history, it's not uncommon for men, women, and even children to be grievously injured, and loss of life and limb can turn into a real hazard in a warzone.
While this used to just be an unfortunate reality, it's begun to change. Shortly before the Draconic war, the first clockwork prosthesis began to be exported from Kokoniel. While not as prestigious to make as airships, the prosthesis did serve a much needed purpose: Allowing those wounded in war to continue functioning normally. Replacing a lost apendage, a Draconic prosthesis was well worth the investment for most, allowing them function and use of the limb they had lost.
However, there is a bit of a problem with the prosthetics. Shortly after being attached, the prosthetic would begin to grow, absorbing and converting the wearer gradually more and more into a mechanized version of themselves. Within weeks, flesh and blood would be replaced by gears and machine oil. While this transformation was never unpleasant-- Clockwork have never reported any physical pain or anxiety during the transformation-- It was often quite disturbing for those involved.
Despite the fact that the person's mind and memories were virtually unchanged, with all personality, memory, and even magical aptitude in tact, it's not uncommon for Clockwork to be shunned by their families, and to a greater extent, society. To many, the condition is a disease not unlike an odd form of leprosy and should be avoided at all costs. That's not to say that Clockwork, while shunned by society, don't have their place- Especially in Al Reis, their enhanced physical strength and agility, as well as immunity to fatigue, is put to use in manual labor. Even during the war, it wasn't uncommon for upper class families of Al Reis to 'adopt' disabled children and have them fit with prosthetics...And then make use of the cheap labor provided soon after.
Due to the peace treaty, such practices were eliminated-- Part of the Dragons end of the bargain was that the practice of 'slavery by adoption' be stopped. Since then, any Clockwork not subservient to a human is more treated as a blight on society, an ugly thing to be placed to the side and ignored. As such, it's not uncommon for many Clockwork to be sent to live in Partia, whom the other human societies pay to keep them. Even with their enhanced endurance, Clockwork cannot escape the vast desert- Even the least bit of sand getting inside their inner mechanisms is a death sentence if not properly treated and cleaned. Because of that, Partia has a large Clockwork community.
Physically, Clockwork are very similar to how they were in life, and the only definite way to identify a clockwork is through the original prosthesis. Despite this, many Clockwork have a unique way of dressing, wearing tight fitting clothing designed to keep their inner workings tightly closed and protected, and then many wear cloaks or ponchos over that. Being made of metal, Clockwork have extreme physical strength, some surpassing even the Snow Elves or Revenants.
There are even champion Clockwork, called Paragonss. Paragons are clockwork who have fully embraced their new mechanical nature, and made efforts to upgrade themselves beyond 'default'. A Paragon Clockwork is said to be among one of the physically strongest creatures in Kinsera, surpassed only by a seasoned Snow Elf, or a dragon in full form. Paragons tend to not hide themselves with the wrappings and panchos common to the other Clockwork, and tend to be more than a little aggressive concerning the social status of their 'race'.
The remaining races I have yet to complete, and will list them here and complete if anyone has any interest in playing any of them from the brief discriptions-
Gnomes - Beastmasters: With a bond with the animals that help them compensate for their small size, Gnomish hunters can be quite effective.
Gnomes - Druids: Don't let their small size fool you. Just because they turn into a bear cub doesn't mean they're any less threatening. ...Sometimes.
Dwarves- Cartographers: Digging for treasure was pretty profitable. But so is making huge networks of underground tunnels, and a whole underground society!
Wow. Long post is long. Feel free to hit me with any questions, or requests for the unfinished races.
Edit: Added Dark Elves.
Edit: Added Legionaires and Skyrazors.
Edit: Added Plainsrunners and Dragoons.
Edit: Added Clockwork.
Edit: Changed Clockwork specials from Pinnacle to Paragon, because I like it better (and because I already used it in story, WHOOPS)
Hey there! Can I give you a hand?