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Forum Idea - The World of Sõl

a topic in Interest Checks, a part of the RPG forum.

Thinking about starting a roleplay, but don't have the idea completely finished? Post it here, not in the main OOC forum!

Forum Idea - The World of Sõl

Tips: 0.00 INK Postby reverie_13 on Sat Oct 18, 2008 9:51 pm

I have a forum idea based on a world. What I envision is people making characters withthe races of that world and roleplaying as if they were a part of that world. I have presented the history. If people are interested, I am willing to post the racial, city, and other descriptions.

The following is all copyrighted.



The World of Sõl

A wind stirs harshly along the rocky valley, making the air almost impossible to breathe. It is a stale wind that has brought many years of despair and suffering against the now weathered surface of Sõl. Driven by heat, it dries out any life sustaining moisture that could be found. Unrelenting, it shows no mercy of forgiveness or remorse.
The wind shifts uneasily along the vast stretches of endless wasteland and desert that are broken only by scattered ancient metal monoliths and impassable mountainous terrain. The monoliths project upward from out of the barren sands. They are twisted and worn, unshapely objects from a long forgotten era. The sight of them provides no comfort even against the ominous mountains whose terrain resembles more like the maw of a savage beast than
that of a mountain.

Creatures and beasts of such savagery roam the desert plains in search for sources of the essentials that sustain their life. So vastly different, it fevers the mind to contemplate their existence. Tripedal beasts and intellectual creatures with their own semblance of a society, diverse flora and sentient fauna that either share a coexistence with other species or are in themselves vicious predators, and so much more than what could be explained in so few of words.

Even more fantastic is the numerous schools of thought in how to manipulate the energies around them, the sciences developed to ensure their own procreation, and the specialized devotions of thought and physical endurance to tone their minds and bodies for survival. Clashing societies maintain a delicate balance of tradition and honor, but not all are so honorable as to maintain the traditions of the past.

And of the past in what has been, has been removed, as if swiped clean in a single wave of the hand. The past becomes obsolete as the future overtakes it. Uncertainty clouds the mind in these hard times, and even in harder times to come.

These adversities of life are a constant struggle in their everyday survival.

This is the Stratagem of Sõl.




Historical Synopsis

Much of the history of this world relies heavily upon the use of oral traditions as a record for the past. A person or a group of peoples are given the task to memorize through recital of repetition significant events. Often times these individuals will be the elders of the community, or those that are chosen from birth for their mental ability to remember events and details.

The process of memorization starts from an early age, learning from the person before him that he is to replace. This living record becomes essential to their community, race, or society by maintaining the identity of who they once were. Much of these oral traditions rarely go back more than to the Ages of Prosody, and with those the details are vague, varying greatly from one chronicler to the next.

But not all societies believe in preserving their history, so this makes piecing together the past that much more difficult through ordinary means. Since the past is not readily available, finding information of the past becomes a difficulty arborous task that could prove futile, depending on the sources and information available.

There is a strong belief that by remembering the past of a loved one or person that the spirit is forced to live onward, making it impossible for the spirit to find rest. This restless spirit then lives in torment, releasing its anguish back upon the one who caused him grief. The only way to detach the spirit from the world is to consume its body to ash and release the spirit by a ritual known as Soul to Rest. By this process, the Ephemeral Soul is allowed to finally find rest from the land of the living. This superstition makes the process of studying the past that much more difficult, for even the remains of the deceased are destroyed out of respect and tribute.

The term Ephemeral Soul is found in every culture. It means for them that the physical aspect of the soul is only a transition period as they wait for their time to pass the spirit of who they are to the other world, and that the souls influence upon the body is only temporary. These beliefs lend into the passive apathetic attitude that they have in regards to their past and the influences that have brought them to what they have become.

It comes with little consolation that the Spherical Orders and Sciences are the only societies that have maintained the use of the written word. All other creatures upon Sõl are by all rights illiterate.

The Past

Before anyone can understand how the people of Sõl live, one must first understand who they once were. This is not
a question easily answered.

At the end of the Age of Entitlement, there were great shifts within the world of Sõl. The bane of technology that had brought about such great enlightenment had also brought about such destruction that technology was abolished and destroyed by those that remained. So great was their fear of this knowledge that they destroyed the histories of the past in all forms, even so much that the written word was forced from memory and made forgotten.
It is unclear what technology it was that had created the vast wastelands or the insufferable plains of glass, but whatever it had been was so terrible that it had devastated the very face of Sõl from the lush tropical world it had once been into what it has now become.

The Present

Progressively, time advances ever forward without regard to the present. Each passing moment moves toward the future; but as the moment passes it becomes that of the past. This continual shift in time, from what will happen to what has already happened, sustains a considerable level of uncertainty.

There is no question that these uncertainties have molded the creatures that now inhabit this harsh world that have had to adapt or evolved to survive. Some forms of evolution were done intentionally through genetic breeding and engineering, while others produced symbiotic relationships with other life forms, species, or organisms.

The Future

In the beginning of the Falling of Stars Epoch there comes an undisputed Age of Conflict that is unparalleled in its savagery. Kingdoms, races, and societies become decimated through endless cycles of war that begin to reshape the world of Sõl. Creatures with enhanced strength and intelligence begin to evolve, introducing new hazards and terrors to this vast desert wasteland.

The changes that occur are not subtle, signaled by what is thought to be stars crashing down to the planet. With each, it’s like a wave crashing down, changing the physical terrain and geometry of the planet, disturbing the balance that this world has sought so desperately for.

Astrological Interstellar System

Picture Key Code for the Lyndran Solar System

1. Phelhaí (Phel’ghia)

2. Ost
a. J’tar

3. B`wehn
a. Kali

4. Pheldhá (Tner’ghia)

5. Dra`gül
a. Vlar

6. Panyon (Drhaiderdhi)

7. Sõl
a. Temlha-var
b. Bashka


The Lyndran Solar System is composed of a centralized class B1II sun (Phelhaí). Around this sun orbits one Jovian-III type planet (Ost), one Jovian-II type planet (B`wehn) and a G2V type sun (Pheldhá) with three orbiting planets around it. These three planets include two Terrestrial-II planets (Panyon, and Sõl) and one Terrestrial-IV planet (Dra`gül).
By providing generic information within this area it allows us not only to detail various parts of this world, but also to detail the surrounding planets. Even though this section would rarely be used in a standard fantasy game, it is needed to explain the unusual rotational patterns of the two suns, the positioning of surrounding planetary orbits, and the names and types of planet within this solar system.

Under each planetary description is a select group of definitions that give important reference information. The definitions are as follows:

Atmosphere – An atmosphere is a mass or a body of gases that surrounds a stellar or planetoid body. Atmospheres vary greatly from planet to planet not only in composition but also in temperature and characteristics as well. Not all environments or habitats are suitable for all types of life.

Stellar classifications – Stars are given a designation consisting of a letter and a number according to the nature of their spectral lines that correspond roughly to their surface temperature. In order of decreasing temperature, these types are O, B, A, F, G, K. and M. Three additional categories also in the scheme: R, N, and S types represent stars with peculiar heavy-metal abundances. Other types (T for Tauri, Q for novae, W for Wolf-Rayet stars, etc) are not encountered frequently.

Each class is subdivided into 10 categories by decreasing temperature within each class. This scale ranges from 0 (the hottest) to 9 (the coolest), i.e., A0, A1, A2, A8, and A9. So, an A4 star is hotter then an A7.
Stars are then further classified by their type into six luminosity categories as seen in the diagram below (based on Luminosity and Temperature (°K)):

IA: Most Luminous Super-giants
IB: Less Luminous Super-giants
II: Luminous Giants
III: Normal Giants
IV: Sub-Giants
V: Main Sequence (Dwarfs)

Planetary Classifications – There are two types of planets, Terrestrial and Jovian. Terrestrial planets are composed primarily of rock and metal and have relatively high densities, slow rotation, solid surfaces, no rings and few satellites. Jovian planets are gas planets that are composed primarily of hydrogen and helium and generally have low densities, rapid rotation, deep atmospheres, rings and many satellites.
Planets are further classed by size. Refer to the chart below for more detailed information.

I: Giant: Diameters greater than 48000 km.
II: Normal: Diameter between 45000 km and 12000 km.
III: Small: Diameters less than 13000 km.
IV: Lesser: Diameter less than 2500 km.
V: Minor: Asteroids

Composition – The structure of a planet or stellar body is composed of different elements and the proportions in which they enter into the formation of its composition change its characteristics. Compositions are given in percentages and are presented in a generalized percentage of the total amount of that material.

Diameter – The diameter of a planetary body is measured by the thickness of the object. This is done by passing a straight line through the center of the figure or body and thereby measuring the distance between the boundaries. The diameters of a planetary body in congruence with its rotation dictate the perspective level of gravity that would be felt along its surface.

Mass – Mass indicates the total volume of a planetary or stellar body. This measurement is an expression of its inertia. The acceleration of mass by the rotation along its axis and the diameter of its width determine the relative force of its gravity. The greater the mass, the more force is needed to cause a rotation.

Orbit – An orbit is a path in space in which a planetary body moves about its center of attraction. The further away the orbit is around the center of attraction the less amount of force is applied to that planetary body. The closer the orbit is, the more force that is applied.

Orbital Rotation – Orbital rotation measures the amount of local days it takes for the given planetary body to travel
the complete distance along its orbit. One local day is the time it takes for that planetary body to rotate once around on its axis. Refer to the planetoid rotation of the corresponding planetary body to determine the length of one local day.

Planetoid Rotation – The planetoid rotation is the amount of time in hours of how long it takes a planetary body to rotate completely around on its axis in the course of a single day. This figure is determined in total hours for a single rotation. One rotation equals one local day for that particular planetary body.

Population – This value determines the whole number of people given in a place or given area.

Sentient Species – The list of intelligent species that make up the total population of people given in a place or given area is determined here. The statistics are given in percentages of the total population, not in area saturation.

Phelhaí

The brilliant blue sun that lies in the center of this solar system dominates the sky during the day, laying a blanket of torturous heat down upon the orbiting planets. Phelhaí, also known as Phel’ghia, meaning the “Great Sun” in the ancient tongue, has been a source of much distress and hardship, and as such has been the center of Sõl’s mythology.
In many cultures, Phelhaí has served as a symbolic passage from life into death, for within its light all things are given life. But upon Sõl it is believed that when the body dies the Ephemeral Soul transcends to the sun. In their belief the soul is not eternal, rather being short-lived, born to suffer the journey that which is called life. When the body dies, the soul is released to return to the sun to be engulfed by its flames. The journeys of their life are then removed, exposing their soul to burn on as it is consumed.

Since the greatest hardships are those of life, not of death, the passage into death is considered a sacred right that is revered by most sapient life. The rituals are deeply respected in all societies and tribal communities, though some differ greatly in form and practice from one to the other. These rites usually entail the body being offered up in the name of the sun, where the body is then burned and the spirit is allowed to escape the shell of the body so that it is then free to return to the sun where it then can be purified. Hence, if the body is preserved it is believed that the soul then cannot rest, being forced to roam the endless deserts forever.

Modern soothsayers and astrologers have used the positioning of Phelhaí to determine the balance between certainty or uncertainty, vulnerability or resolve, perseverance or ambivalence. Many decisions are based upon the positioning of the stars, suns, and moons in conjunction with each other to determine favorable or unfavorable conditions.

Atmosphere: 26,670F
77% Helium
23% Hydrogen
Classification: B1II
Composition:
77% Helium
23% Hydrogen
Diameter: 138,986,100 km
Mass: 1.414E+39 kg
Orbit: None
Orbital Rotation: 0 days per year
Planetoid Rotation: 57.34 hours per day
Population: None
Sentient Species:
0% None

Ost

This giant gas-planet is the smaller of the two that exist within this solar system. It appears as a swirling mass of turbulent brown and green that seems almost unchanging, but beneath the surface of its stratosphere this couldn’t be further from the truth. It is a torturous planet of constant storms and winds, of massive radiation and sweltering temperatures.

During the creation of the two suns, the polarity between them allowed a pocket of methane, helium and hydrogen to produce two gas-planets. These two planets lacked the density or mass to sufficiently become a star of their own.
An irregularly massive ring of debris encircles around Ost. This ring is offset in such a way that one side appears thin while the other is definitively larger than the other. On the larger side lays the orbiting moon of J’tar, the only part of this ring that can be seen on the surface of Sõl.

There are only two phases that this planet can be seen from Sõl. The first is when it orbits between the sun Phelhaí and the planet of Sõl. During this time it is seen as a dark splotch or spot on the sun. The second time is during the phases of twilight when its planetary orbit is sufficiently far enough away from the sun to be seen by the naked eye. During this time it is seen as a star.

Its movement as a star is seen as a pendulum that holds the balance between peace and strife. When it eclipses in front of the sun, its location has also been used to determine sources or the prevalence of conflict and the path to tranquility.

Atmosphere: 11,000 F at core, 600 – 3,000 F on surface
75% Helium
15% Hydrogen
10% Methane
Classification: Jovian-II
Composition:
24% Ammonia
17% Chlorine
9% Sulfur
4% Rock
Diameter: 91,563 km
Mass: 1.742E+26 kg
Orbit: 682,223,000 km from the sun Phelhaí
Orbital Rotation: 2279.31 days per year
Planetoid Rotation: 112.34 hours per day
Population: None
Sentient Species:
0% None

J’tar

J’tar is the largest body within the asteroid belt that orbits around the planet Ost. It is a fiery moon that is fueled by the magnetic force driven by its rotation around Ost while the asteroid belt it resides in unbalances its orbital rotation, keeping it from maintaining a more stable position.

From a distance this moon almost appears to shimmer darkly like a shadowy silhouette slipping silently across the sky. The side of the moon facing toward Ost is a molten sea of silica, rock and debris. On the dark side the temperatures drop dramatically, but never enough to allow the molten surface to completely cool. But, this temperature change is enough to cause mist to form, which quickly evaporates as the moons rotation pulls the surface back toward the planet.

Even though it is too small to be seen from the naked eye the dramatic effects that is has over Ost are. These intense effects are spectacular, causing tidal storms that almost seem to follow this satellite moon in a maelstrom of swirling mass and turbulence.

This planetary body has become synonymous with the sway of power, defining not only its strengths, but also weakness and vulnerability.

Atmosphere: 7,000 F at core, 600 – 3,000 F on surface
97% Methane
2% Ionized Mercury Vapor
Classification: Terrestrial-III
Composition:
59% Silicon
11% Sulfur
5% Rock
3% Mercury
Diameter: 5,576 km
Mass: 1.742E+23 kg
Orbit: 22,743 km from Ost
Orbital Rotation: 81.93 days per year
Planetoid Rotation: 52.49 hours per day
Population: None
Sentient Species:
0% None

B`wehn

This immense gas-giant planet is the largest solar body within this solar system, dwarfing all the other planets by its shear size. The unbalance orbital rotation of B`wehn is caused by its magnetic attraction between the two suns. Since its own gravitational force exceeds over the orbital paths of the other planets, its own imbalance then further distorts the rotational habits of all other planets to include Ost, Dra`gül, Panyon, and Sõl.

B`wehn appears tranquil and peaceful with seemingly unchanging bands (called belts and zones) of various shades of brown, to dark brown, to even darker reddish hues that encircle its stratosphere. But this peaceful appearance couldn’t be farther from the truth, with winds upon its surface exceeding over 2,000 miles per hour and incredible storms that have lasted since its creation. It is a savage and intolerable planet that hosts no life organisms.
So great is the size of this planet, that once every several hundred years it eclipses perfectly between the planet Ost and Sõl. During this time Ost is seen to be devoured by B`wehn being swallowed up by its darker side.

The influences of B`wehn are thought to bring about the course of terrible omens, both great and awful. It has been directly associated to the rise of totalitarian supremacy and the fall of kingdoms into benevolence. B`wehn is seen as a star that determines the influence and favor of security and the safeguards of sanctuary, but at the same time it balances unevenly the hand of jeopardy and peril.

Atmosphere: 13,000 F at core
73% Helium
9% Hydrogen
3% Methane
Classification: Jovian-III
Composition:
34% Silicon
23% Ammonia
15% Chlorine
12% Magnesium
7% Sulfur
6% Mercury
3% Rock
Diameter: 137,463 km
Mass: 1.742E+26 kg
Orbit: 1,781,436,000 km from the sun Phelhaí
Orbital Rotation: 4558.62 days per year
Planetoid Rotation: 14.04 hours per day
Population: None
Sentient Species:
0% None

Kali

Kali is a crater-laden moon that glistens under the reflected light from its seemingly unbroken planes of ice. Even though it maintains the illusion that it is unblemished, the reflected light hides the craters created by the countless meteors that have struck down upon its surface.

As the meteors struck down, they had cracked the layers of ice, rock and frozen sludge. These cracked plates then shifted along the surface, smoothing out and collapsing the craters. After time, this movement of glacial ice erased all remnants of the meteoric impacts. But upon closer inspection, it is noticed that these unblemished planes are battered from the countless meteors that have struck down upon its surface.

Its very tenuous atmosphere composed primarily of Carbon Dioxide does not allow Kali to maintain an adequate atmosphere, and as such reflects the light from its surroundings. The icy mirrored-surface reflects the image of the planet B`wehn and the sun Phelhaí, giving it a shiny brownish-blue hue that can be rather unsettling to look upon.
There are other smaller moons orbiting the planet, though J’tar is the largest of them and the only one that can be seen from Sõl. Its positioning is used to predict omens of bounty and wealth, poverty and loss, and the condemnation of punishment.

Atmosphere: -132F
86% Carbon Dioxide
5% Hydrogen
5% Helium
2% Oxygen
Classification: Terrestrial-IV
Composition:
35% Rock
32% Ice
15% Silicon
12% Nickel
2% Magnesium
1% Iron
Diameter: 1,865 km
Mass: 1.349E+19 kg
Orbit: 2,183,000 km from the planet B`wehn
Orbital Rotation: 37.38 days per year
Planetoid Rotation: 19.02 hours per day
Population: None
Sentient Species:
0% None

Pheldhá

Pheldhá is a brilliant yellow sphere that radiates ever brighter as it looms heavily in the sky. Pheldhá, also known as Tner’ghia, means “Life Sun” in the ancient tongue. Its meaning is derived from the seasonal changes that occur upon Sõl, for only during certain times of the year is it possible for crops or other harvested plants to grow.
When Sõl is furthest from the two suns, with Phelhaí on the eastern horizon and Pheldhá on the west, crops can be grown and harvested. Since water reserves are scarce, only crops that produce high yields and use little water are grown. What is harvested is then preserved and stored for use until the following year.

Living in the world of Sõl is wrought with misery and hardship, and while it is seen as the sustainer of life, it also serves as a constant reminder of the struggles that they must endure. So Pheldhá is not seen as giving, but rather in sustaining it. In some ways it has almost become the counterpart to Phelhaí by its definition.

Even though the sun Phelhaí is seen as the giver and taker of life, it is Pheldhá that sustains the body and soul during its life. Great respect is given to it, not so much out of joy, but rather out of fear of its wrath. Its light is said to bring justice and iniquity. Its positioning symbolizes the powers of dominion and subservience, calling to order all the other planets.

Atmosphere: 5,260F
75% Hydrogen
25% Helium
Classification: G2V
Composition:
73% Hydrogen
21% Helium
4% Ionized Calcium
2% Ionized Mercury
Diameter: 2,996,086 km
Mass: 3.049E+37 kg
Orbit: 3,825,730,000 km from Sun Phelhaí
Orbital Rotation: 2,082,840,545,597.48 days per year (2,175,230,000 Sõlian years)
Planetoid Rotation: 25.44 hours per day
Population: None
Sentient Species:
0% None

Dra`gül

The surface of Dra`güls heavily cratered mantle is composed of silica fused with iron, tungsten and other metals. A labyrinth of cracks and fissures line the surface around the countless craters, making this planet seem threatening and inhospitable.

According to Sõlian mythology, an ancient race that once lived on Dra`gül had been responsible for the Suns curse. It is believed that they had attempted to gain power over the Suns by stealing back their immortality through writing the names of the Suns upon their brow in the form of a seal. The Suns then could not see them behind their seals and had grown wrathful and angry. And so, the Suns engulfed the world of Dra`gül in flames. Any creature that remained had perished under its wrath. It is from Dra`gül that all winged creatures are believed to have originated.

The legend then tells that the wrath of the Suns was not staunched. In seeing that the written word existed on Sõl as well, it had bent its fiery fury down upon Sõl until all remnants of the word were obliterated.

The positioning of Dra`gül is thought to represent inspiration and wisdom, but more exactly the paths of confusion and foolishness. By following the path of Dra`gül, one knows then what not to do.

Atmosphere: 70 to 900F
75% Ionized Particles
Classification: Terrestrial-II
Composition:
37% Iron
23% Tungsten
11% Nickel
9% Silica
5% Titanium
5% Tin
Diameter: 36,794 km
Mass: 1.016E+25 kg
Orbit: 48,730,000 km from Sun Pheldhá
Orbital Rotation: 1.13 days per year
Planetoid Rotation: 8,817.71 hours per day
Population: None
Sentient Species:
0% None

Vlar

Vlar seems wrinkled with its molded with groves and streaks that appear to stretch over its surface. It’s a gray and dismal planetoid body that does not really have a definitive shape, looking more like an irregular ball of yarn than a moon for a planet.

Whether it was the close proximity of Vlar from Dra`gül or for some other unknown reason, Vlar itself was thought to invoke hysteria and deceit to those that erred the warnings presented by Dra`gül. It is thought that through this star the values of integrity and unity can be found.

Atmosphere: 200 to -150 F
5% Carbon Dioxide
Classification: Terrestrial-IV
Composition:
44% Rock
29% Iron
15% Titanium
12% Ice
Diameter: 1,016 km
Mass: 1.016E+21 kg
Orbit: 32,837 km from the planet Dra`gül
Orbital Rotation: 872.37 days per year
Planetoid Rotation: 87.23 hours per day
Population: None
Sentient Species:
0% None

Panyon

Panyon is seen as one of the brightest stars in the Sõlian sky, where even in the midlight of day it can be seen flickering brightly above. When its’ positioning is closest, it appears bigger and even brighter. The exact origins of the name Panyon have long since been lost. But it is believed that Panyon, also known as Drhaiderdhi in the ancient tongue, may mean the equivalent to “heavens discord”.

It is a troublesome planet of high temperatures and constant winds reaching an excess of 300 miles per hour. It slow rotation has allowed most of its atmosphere to be baked away under the heat of its own atmosphere. The planet itself appears a swirling mass of constantly changing bands of greens and yellow.

According to common legends, Panyon had stolen the secrets of language from the Suns and had given them those upon Sõl and Dra`gül. It had done this in the hopes that mankind would gain dominance over the Suns and abolish them from the heavens, thereby allowing it to take over their power and prestige. But Phelhaí and Pheldhá had learned of his deception, and had subsequently punished the worlds of Sõl and Dra`gül. Panyon was stripped of its privileges, its power being diminished to a mere flicker to its glorious flame.

Its positioning in the sky predetermines fellowship, solidarity and union, and the strength and duration of that union. At the same time, though, it symbolizes dishonesty and malice with the intent to cause chaos and discord.

Atmosphere: 400 to 800 F
75% Carbon Dioxide
11% Hydrogen
7% Helium
Classification:
Composition:
37% Silicon
22% Calcium
5% Nickel
3% Sulfur
1% Iron
Diameter: 36,736 km
Mass: 2.178E+26 kg
Orbit: 113,408,000 km from Sun Pheldhá
Orbital Rotation: 22.88 days per year
Planetoid Rotation: 274.61 hours per day
Population: None
Sentient Species:
0% None

Sõl

Sõl is uniquely differently from all the other planets within the Lyndran Solar System in that it is the only one to possess and is able to support life. This world is one vast desert wasteland with deep chasms and immense mountains that span jaggedly across its surface.

This world is comprised of impassible mountainous terrain and twisted wastelands, incredible networks of caverns and tunnels, and such veracious creatures that it threatens the very inhabitants to survive from day to day. These inhabitants have each adapted to survive, each in their own way.

Because of the rotational pattern between Phelhaí and Pheldhá, Sõl has a unique series of phases that designate the various seasons. To help give a better perspective on the relationship between Sõl and the two suns, its positioning is represented in four phases. These are listed in order below.

1. The first phase is the coolest part of the year. Sõl is the further away from the two suns during this time than any of the other phases. During this time, crops can be grown and harvested, though water is still scarce.

Most nomadic tribes also use this cool weather to travel to new locations in search of better game and more hospitable surroundings. The nights get bitter cold, sometimes dropping forty degrees (40°F) or more. Even though the days are still hot, they do not reach the unbearable temperatures associated with the other three phases. This is the only time of the year that day travel is possible for extended periods of time.
Time is split into two parts, Day and Night. During the Day, temperatures rise, but they stay at a more constant level. Daylight lasts for about thirteen and one-half hours (13.59 hours) and night lasts for four and one-half hours (4.54 hours) for a total of an eighteen-hour days (18.13 hours).

2. The second phase begins to see rising temperatures as the length of night shortens. Midlight and Halflight are formed in its wake, giving this world three phases of daylight. The night will continue to grow shorter until summer, when night is completely replaced by Midlight, Halflight, and Twilight.

Daylight is a term used to describe the length of day that embraces light from both suns. Areas that only see light from the sun Pheldhá are known to be in Halflight, while areas that are under the light of Phelhaí are said to be in Midlight.

Daylight lasts for ten and one-third hours (10.33 hours), Halflight lasts for three and one-fourth hours (3.26 hours), Night lasts for one and one-fourth hours (1.28 hours), and Midlight last for three and one-fourth hours (3.26 hours) for a of an eighteen hour day (18.13 hours).

3. The third phase is the hottest time of the year, with temperatures reaching in excess of 200°F in some areas. Because of the unique positioning of Sõl during this phase as it resides between the two suns, there is no time during the day that there is there isn’t some form of light, be it Midlight, First-Twilight, Halflight, or Second-Twilight.

Very few travelers dare to travel the surface during this time of the year. Instead, most travelers use underground tunnels and transportation systems to get from one area to another. These systems are vast, taking much longer to navigate than when on land. Hostile creatures inhabit some of these areas, which leave only protected passageways safe for travel. Passageways are also prone to trapped gasses, rockslides, air deprivation and structural collapse.
During this time of the year, Halflight lasts for (4.52 hours), First-Twilight lasts for (4.53 hours), Midlight last for (4.55 hours), and Second-Twilight lasts for (4.53 hours) for a total of an eighteen hour day (18.13 hours).

4. The fourth phase shows a progressive cooling period as night is reintroduced into the lighting sequence. The duration of night continues to lengthen as Midlight and Halflight slowly diminish.

In congruence with the changing phases, the cooling weather can cause increased air turbulence, extremely high winds and violent sand storms. Entire cities have been known to disappear overnight, being covered by layers of sand and earthen debris. These storms may last anywhere from a single day or can extend long into the next phase sequence (50 days).

Daylight lasts for (10.33 hours), Midlight lasts for (3.26 hours), Night lasts for (1.28 hours), and Halflight lasts for (3.26 hours) for a of an eighteen hour day (18.13 hours).

Atmosphere: -40 to 250 F
73% Nitrogen
21% Hydrogen
3% Carbon Dioxide
2% Helium
1% Methane
Classification: Terrestrial-II
Composition:
35% Iron
29% Silicon
12% Nickel
11% Magnesium
7% Sulfur
5% Titanium
Diameter: 37,632 km
Mass: 2.032E+26 kg
Orbit: 153,460,056 km from Sun Pheldhá
Orbital Rotation: 486.36 days per year
Planetoid Rotation: 18.13 hours per day
Population: 12 Million
Sentient Species:
36% Arden 4,320,000
23% Shivle 2,760,000
11% Sahan 1,320,000
9% Dra` 1,080,000
6% Laiesion 720,000
5% Bantí 600,000
4% Velardhi 480,000
2% Fæ 240,000
1% Gaíden 120,000
3% Other 360,000

Temlha-var

Temlha-var is a small, irregularly shaped moon with vast craters and fissures. Its orbit is much like an oblong oval that doesn’t quite connect. Every 25.36 loops it makes a complete rotation around the planet, but every 634 loops it rotates back upon the same orbit. A complete orbital pass takes 5,782.75 days.

Temlha-var is used to predict civil distress and political turmoil. And through its alignment, it is also able to determine periods of solace and leisure.

Atmosphere: -250 to 120 F
4% Carbon Dioxide
Classification: Terrestrial-IV
Composition:
45% Rock
Diameter: 1,472 km
Mass: 1.280E+8 kg
Orbit: 221,622 km from the planet Sõl
Orbital Rotation: 231.31 days per orbital loop, 5,782.75 days per year
Planetoid Rotation: 27.19 hours per day
Population: None
Sentient Species:
0% None

Bashka

Bashka is much like Temlha-var in appearance, except that its surface is much more spherical in shape. Its orbit is also much more stable then Temlha-var.

Its positioning has come to represent the influences of humility, modesty, pride, and conceit.

Atmosphere: -130 to 30 F
72% Carbon Dioxide
Classification: Terrestrial-IV
Composition:
46% Rock
Diameter: 2,493 km
Mass: 7.521E+11 kg
Orbit: 372,830 km from the planet Sõl
Orbital Rotation: 173.48 days per year
Planetoid Rotation: 36.26 hours per day
Population: None
Sentient Species:
0% None


Geological Chronology

Era Period Length Period/Strata Epoch Length Epoch Age Length Age
Falling of Stars Epoch 2,400* Age of Conflict
Xerophyzoic 75 Choriamb 75 Ages of Prosody 42 Age of the Baleful Sun
5 Age of the Silent Moon
3 Age of the Majestic Hunt
25 Age of Eternal Wandering
1,200 Geobenthos 1,200 The Wasting Epoch 1,200 Age of the Vanishing Rivers
Mesophyzoic 45 Tetrachordal 350 The Forgotten Ages 45 Age of Withering Endearment
45 Tritonal 45 Age of Defilement and Disgrace
60 Bijugous 60 Age of Remorseful Suffering
200 Meiosistic
80 Second Age of Entitlement
120 First Age of Entitlement
Geobiozoic 45 Symbiont
30 Biolytic
60 Prosimian
Hydrophyzoic 70 Monoecious
85 Diecious
80 Eukaryotic
90 Phytobenthic
Deutozoic 2,175 Nummulitic

Oldest living life form found dated 4,264,208,800 years old. All length of time designated on this chart is shown in the millions, except those that are marked with an asterisk (*).

To help give structure to the geological chronology of this world, a chart has been provided above that which details prominent events, phases, or cycles within this worlds’ history. Times are marked in eras, periods, epochs, and ages. Definitions for these segments in time are presented below.

Age – An age is a period of existence denoting a cycle of events or a phase of change. An age may last for several centuries or for only a few hundred years. The events or phases of change can be geological, historical, or sociological in nature.

Eon – An eon is an incalculable period of time equaling to two or more eras. Even though this is not covered on the chart above, an eon could reflect life on this planet and then life on a subsequent planet and for however that life exists or continues to evolve from one for to another.

Epoch – Epoch is an interval of time marked by an extraordinary event. These events define and age or a series of ages through phases or events that change the geological, historical, or sociological condition of the world.

Era – An era is a period of time characterized by events depicting a cycle within the evolutionary chain of life. More than one period may need to pass in order to complete a given life cycle or series of events.

Period/Strata – A period denotes the time between a cycle and series of events. A stratum of geological a group, system, or series could be used to help identify two or more beds of rock of similar homogeneous materials from a certain age or time period.

Some of these terms are traditionally used for geological purposes to help identify geological changes with a worlds’ physiology. To help segregate the time periods of this world, the geological time period has been selected for this purpose for the world of Sõl as well. This will help further explain the environment of the world and the influences that had brought about its evolutionary change during the time of that change.

It is important to note that some cycles or phases may overlap or extend into a following age or period as they would naturally anywhere.

Deutozoic Era

At one time, the world of Sõl was an immense marshland extending nearly the entire globe. The environmental habitat was suitable for the growth and development of plant-life, which flourished in a multitude of varieties, shapes and colors that have not been seen since. These plants later evolved to adapt to the drastic changes that began to devastate this delicate habitat that they lived in.

The organisms and plant-life that evolved during this time required large amounts of minerals and nutrients to survive, storing them within their cells and tissues. Even though life upon this world had flourished, its survival was threatened by the ever-increasing influence of the dual suns that dwelled in the center of its solar system.

As resources finally waned, it had brought about an end to this period, which had spanned nearly twice over the amount of time as all the other eras combined.

Nummulitic Period

The plant life of this period was slow growing, extremely dense in material, and long lived. Most were spiral in nature, forming incredible canopies and scenery, while still maintaining the relative dynamics that produced intricate nutrients and cell structures.

In an effort to protect themselves from the ever increasingly harsh rays of the sun, these plant-forms began to develop protective shells along their exterior. Small foraminifer bony surfaces required large amount of nutrients from the soil, and as these plants began to thrive, the nutrients that sustained them slowly waned.

Along the foraminifer bony shell, the plants had adapted minute holes to allow extended stalks or filaments to absorb the nutrients they needed from the sun. As the light would become too harsh, these filaments would retract back into the pod disc foraminifer.

In more modern times, the fossils and relics found from these early ages were highly prized among the more civilized societies. The rarity of them increased their value, thereby increasing their demand. These early fossils became synonymous to a term referring to coins or metal as they were used in currency and in means of exchange.
Their dense structure made them durable while the properties of the cells became a commodity in the use as an energy source. These cells had the capacity to store large amounts of energy for extended periods of time. This energy could be used in various aspects and functions of their life, depending on the time period. It is said that during the Ages of Entitlement, the use of these fossil were once used to power vessels and constructs that could transport by hovering across the land. In present ages, only the learned Orders and Sciences hold the wisdom to unlocking their potential.

Modern plant-life indigenous to this world has evolved in one form or another from these early descendants. Modern plants still have the spiral or conical shape present in their structure and leaves, giving them a twisted appearance that makes them difficult to shape. This genetic design has made the use of these plants limited. Long straight planks of wood are just not available. For this reason, most weapons and structures have a domed, rounded, or spiral appearance or shape about them.

Hydrophyzoic Era

After the Deutozoic Era, many of the nutrients that had once existed in the soil were now nearly spent, unable to support the life of the plant-life from that era. Just as about the time life on this planet was to be extinguished, deep underground fault lines caused huge shifts in the ground. These fault lines caused the continental shifts in the earthen plates, creating immense mountainous terrain features and volcanoes that are still prominent to this day.
The volcanoes spewed its ashes up into the stratosphere until the sky had dulled to a gray, shielding the life upon this almost barren planet. And so, in this new era, the marshlands had begun to disappear, being replaced by land separated by expanding seas. From the seas new life began to immerge, evolving from the remnants of their ancestors.

These new species of life lived in the water or wet ground where nutrients to sustain their life were in greater supply. They slowly adapted to their environment, interbreeding with other species to form hardier strains, thereby able to live further inland. As the activity of the volcanoes finally diminished the ash that they produced began to settle, infusing nutrients back into the stripped soil.

And so life was brought from the deepest part of its oceans to extend back upon the surface of Sõl. Other species of life formed into creation from the cataclysm of change, but their population, influence and dominance remained small until far into the next era.

Phytobenthic Period

90 million years before the end of the Nummulitic Period, great meteors began to swarm down from the skies. These meteors ever increased in frequency, reaching a climax at the end of that age and the beginning of the next. The meteor shower-swarm lasted for another 90 million years, gradually waning in frequency up until the end of the Phytobenthic Period.

These meteors caused the continental plate to crack into many smaller plates that then began to shift and move. As they shifted, volcanoes erupted to spew forth lava and large volumes of smoke and ash. Deep chasms and valleys formed as smaller plates were pushed under larger ones all the while the water flowed to the lowest recesses.
It is here in these recesses that life perpetuated, and as the water table continued to rise, life flourished within it. This life clung to the bottom of these pools, seeking a place of refuge from the harsh rays of the two suns and the meteor swarms that threatened its surface.

Eukaryotic Period

Great changes re-sculptured the geographical surface brought on from the changes that took place during the Phytobenthic Period. These changes would forever alter the fate of those that would come afterward, defining them and the events that would influence them for ages to come.

The large plates continued to move, causing fault-lines and massive earthquakes that sent tremors to the planets core. Volcanoes formed along the fault-lines, spewing its hot lava down into the remote seas and ash up into the torturous skies. The ash provided a protective canopy -like barrier from the harsh suns.

At the end of the Eukaryotic Period, the carbon dioxide that had been produced by the volcanoes had saturated the air, thereby extinguishing the raging fires and bringing about a new series of changes. As the temperatures drop clouds formed causing planet wide torrential rain-showers, massive flooding, and perpetual downpours.
Plant life continued to seek shelter in the deepest depths of the ever-increasing seas, but new life was forming. Instead of being conical shaped like the plant-life, the cells were arranged of equal parts. These cell-like creatures are the fundamental archetype of what the modern inhabitants of Sõl would become.

Diecious Period

The turbulent storms from the Eukaryotic Period continued far into the Diecious Period. These storms flashed lightning across the skies as typhoons, cyclones and hurricanes ravaged the exposed surfaces of Sõl. Life, clinging to the bottom most recesses of the seas as if waiting for the storms to end, was not at a standstill.

The old life with the new had formed a coexistence with the other that led to various cells working in unison. This collective interdependency allowed them to evolve into multi-celled organisms.

Over time the frequency of the storms slowly diminished, allowing the water tables to subside and sea levels to drop substantially. As the tumultuous seas calmed underwater organisms flourished, thereby allowing the seas to brim with life.

Monoecious Period

The Diecious Period had witnessed the end to the violent storms that had engulfed the surfaces of Sõl. Increasingly temperate weather graced the Monoecious Period as life became more prolific.

No longer was life resolved to only living at the bottom recesses of the seas. Complex bipedal and tripedal organisms adapted to living upon the surface, each attempting to achieve dominance over the other and its surrounding habitat.

The fragile interdependency that existed in the oceans had slowly started to erode away, forcing those organisms to change for survival. Some species became more independent, while others unified their efforts of survival through a more collateral existence, while still others simply ceased to exist.

Geobiozoic Era

The end of the Hydrophyzoic Era marked the beginning of intelligent life upon Sõl, but it is in the ensuing era that the greatest genealogical changes had taken place. The meteor swarms that which caused the devastation the planet for nearly 180 million years had caused the continental plates to crack and shift. The ash that was produced from the volcanoes along those cracks had offered a protective barrier against the suns radiation.

Ravaging storms from the era before had slowly diminished in frequency that was then followed by a period of temperate weather. As the ashen barrier deteriorated, the harsh emissions from the two suns had slowly increased in intensity, but the full blistering effects would not be felt until after the end of this era.

The Geobiozoic Era had witnessed fairly little extraordinary changes. The continental plates slowed in their movement and the activity from the volcanoes became relatively dormant. Even though the protective layer of ash had fallen from the sky, nature had established a delicate balance that somehow managed to protect itself.
With the dawning of intelligent thought came the need and desire for unified protection and efforts to maintain their chosen way of life. Small groups that held similar ideals and interests had gathered together into loosely organized societies and communities. These select species would later reshape the world around them, influencing the ideals, philosophies and technologies for ages to come.

Prosimian Period

Minimal physical and environmental transformations took place during this time period, allowing the slow development of life a chance to change through a series of progressive adaptations that would later result in various stages of evolution.

During this period four primitive species had evolved, the Madalemur, Sagindris, Dialorises, and the Intarsier. Each descended from separate genetic roots that were derived from different stages within the geographical timeline. All intelligent life is descended from these four species.

Biolytic Period

A protective layer within the atmosphere was formed, replacing the diminished layer of ash that had once protected the planets from the harsh rays of the two suns. This protective layer was composed of gases formed from the fumes produced by the dormant volcanoes. These fumes had then chemically reacted with the vapors given off by the plant-life that had existed upon Sõl. The delicate balance that sustained life upon this world finally reached its pinnacle.

Even though this protective layer shielded life against the blistering effects of the suns, it was highly toxic to the other life forms that existed here. The toxic gases began to mutate these creatures, creating dissolution of life. Most species were unable to adapt to these toxic fumes, but the descendants from these mutated ancestors would create the diversely populated world.

Symbiont Period

During this period, the air had become saturated with toxicity, being almost un-breathable, leaving only a few species able to withstand the poisonous gases. Groups of species that were once able to withstand the toxicity were now dying in unparalleled numbers.

Unlike species had then conjoined together in small tribes to maintain survival. These tribes interbreed, creating offspring that were more resilient to the toxic atmosphere.

Mesophyzoic Era

At the end of the Geobiozoic Era, there had been little changes to the physical conditioning of the planet. Plant life was plush and abundant throughout the world, as the creatures that lived there adapted to it.
The primitive species of the Madalemur, Sagindris, Dialorises, and the Intarsier evolved into that of the Masa`aloars which marked the beginning of the Mesophyzoic Era.

Through technology, the Masa`aloars’s excelled in comparison to their distant cousins, allowing them to achieve technological and scientific breakthroughs that had brought about the Ages of Entitlement. All other races then became integrated within the Masa`aloars’s society, helping them further in their own advancement.
A large part of the industry required the use of the plant life that produced the protective barrier from the two suns. Over time, this natural resource had been drastically depleted, allowing this delicate protective barrier to fail. Radiation from the two suns then poured down on to the defenseless world, bringing about immense geographical changes.

Drought swept over the land, petrifying the remaining unprotected forests. Grasslands burned and crops of harvest were laid to waste. The inhabitants of Sõl fled to underground shelters, tunnels and other places of refuge in the hopes to wait out these devastating effects that would only worsen instead of improve.
The last of the Masa`aloars fled to the safety of the mountains, isolating themselves from the rest of the world. The descendants from those refugees are now known as Velardhi, also called the Keepers of the Night.

Meiosistic Strata

The four dominant species of that time had formed together to create the Masa`aloars. Their technologies and philosophies would influence the Ages of Entitlement and introduce the awakening of the individual psyche. Warring factions continued to separate the cultures of the Masa`aloars from the other races, and though the other races upon Sõl had continued to advance, their advancements had fallen far behind.

By the end of the First Age of Entitlement, a solidarity had been achieved between the races, being absorbed by the Masa`aloarsian culture. The industry that drove their society and the source that operated their machines, mechanisms, and devices all derived from derivatives of the same source, the vast conical forests. When that source became depleted the delicate layer of gases that protected the planet also depleted, allowing the harmful emissions from the two suns to lay its wrath against the surface of Sõl.

Technology was abandoned and anything dealing with the written word was forbidden. Many of the cultures regressed back into their native forms while the Masa`aloars hide in isolation. Cities were laid to waste in a matter of years as the heat waves from the two suns continued.

It is interesting to note the very knowledge that had brought about such power and prestige had also been the source of their destruction. Unparalleled efforts to abandon that way of life have left little remains from that time period, but this was only to be a single wave in the maelstrom that would soon follow.

Bijugous Period

The people of Sõl suffered horribly under the devastating radiation from the suns, causing abnormalities and sterility in many of the species. Societies fled to reserves, sanctuaries or other protected areas in the hopes that time would mend the imbalanced wrought on nature.

The societies of the Fæ created protective sanctuaries from the last remnants of technology from the Age before. These sanctuaries held a protective barrier that also gave the illusion of invisibility so that it appeared that nothing was there from the outside. Within those sanctuaries they grew and tended various species of plant forms, cultivating them to survive the changing environment and in the hopes to re-germinate the world with the plant life that they had tried to preserve.

On the outside of such sanctuaries the plant life continued to adapt of its own accord. These plants were veracious and savage, using other life as hosts or sources for nutrients to sustain their own existence. They were characterized by their pinnate leaf leaflets and advanced neurological root systems. Later, many of these plant species would have sensory perceptions and motion detection cells that would aide them in sensing and finding prey.
The Bijugous Period saw a steady decline of civilized societies. Forests and vegetation grew more susceptible to fires and drought. In these years, the weaker species perished, leaving only the strong to survive.

Tritonal Period

In the Tritonal Period, the waters that sustained precious life slowly receded. With the protective gaseous barrier completely gone, it had forced the inhabitants of Sõl to suffer under the blistering nature of the two suns, but the full effects from the suns radiation would not be felt until the following era.

The tribes of the Gaíd`en, Sahan, Shivle and Bantí are formed along with numerable others. In those years of war and hardship, an agreement was made between nations and societies on the substitution of war through tribute and reimbursement. In conflict, the side that suffers the heaviest of losses is owed the right of tribute, meaning that the victor is to reimburse the loss to that in equal value. These traditions in some form or another are still practiced to this day.

Tetrachordal Period

In the Tetrachordal Period, the full effects of the two suns are finally felt. Most societies have fled to underground dwellings or sanctuaries. Natural resources, such as drinkable water, become scarce. All other plant life that was not protected or had already adapted had perished. This age in time marked the end of a series of changes that made the world of Sõl into what it is today.

The last remaining obelisks that were left to remind the world of their glories past finally were destroyed and laid to ruin. If it were not for secretive societies of the Orders and Sciences, the written word would have faded away altogether. Through these written words, the old traditions were kept alive, and the power of those traditions invoked a source of energy. But, out of fear of reprisal, they had kept their activities secretive.

Xerophyzoic Era

The dry conditions of the Xerophyzoic Era laid to waste anything and everything that could not adapt to the changing climate. The rivers dried and the oceans vanished to leave behind only desolate riverbeds and vast wastelands in its wake. Sources of water slowly vanished except for small water reserves that could only be found deep underground, but many of those reserves had become tainted or polluted.

Intense radiation and heat melted hotspots along lakebeds into solid sheets of glass. These places were made un-navigable, forcing would-be travelers to seek alternate routes. Impassable mountains seemed loom even higher as its jagged surfaces shadowed ominously.

There were failed attempts to breed adequate flying beasts that could be used as a mode of transportation and commerce. These creatures were fierce and savage, being unable to be domesticated by ordinary methods. They would often turn on their owners or on themselves, only a few were tamable. And even of those they would only take but a single rider within their lifetime.

It wouldn’t be until almost at the end of the Wasting Epoch that a means for travel would be found. The Daedrant Order had engineered a vessel that used the power of the wind to propel a craft over the lakes of glass. These vessels, known as skippers, had razor sharp tri-bladed skates and a sail to capture the wind. But without the strongest of protections and a good steady wind, there was a possibility that they could become stranded in the middle of a lake. Even though this had allowed access over impassible terrain, travel was restricted to only at night and during certain times of the year, and so this form of travel was far too risky.

Traveling from one refuge point to another was a treacherous affair, leaving only a small few willing to make that risk. These travelers and merchants jeopardized their lives seeking passage over unsafe territories without the guarantee of compensation or adequate trade. Commerce between these races and societies diminished. Without the constant interaction, languages and the knowledge of other places slowly became forgotten.

Over 2,175 million years had passed from the end of the Xerophyzoic Era to the end of the Deutozoic Era, bringing the solar system back to where it had once been. Unknowingly, another 180 million years of intense meteor shower-swarms were on the horizon as the solar system began to pass through the asteroid belt that lay in its planetary orbit of the smaller sun.

Geobenthos Period

Nothing remains of the vast oceans and flowing rivers. All have long since dried up, leaving behind empty riverbeds and desolate canyons. The conical forests have all withered or burned away, even the wetlands, grasslands, and rolling fields are all gone.

Parasitic plant life continued to flourish as it adapted to the harsh climate. Some forms of plant life had evolved to growing underground, such as in the form of the fungi and spore-like organisms. And so the assemblage of plants and animal organisms under the earth had begun.

Choriamb Period

The past became forgotten and time moved on, erasing the memories of the past but not the pain it had endured. Now, the species of Sõl were not only separated by terrain but by language and cultural differences as well. So different were their traditions and cultures that they seemed incompatible to the other. Failed attempts to negotiate peace only served to push these communities further away.

The written word had been replaced by the use of a spoken memory, where the history of the past is recited aloud in the form of a dictum. This recital had slowly evolved into a more metrical form to help make it easier to remember, allowing the words to flow more poetically.


Chronological Timetable

Period/Strata Epoch Length Epoch Age Length Age Millions of Years Ago
Falling of Stars Epoch 2,400* Age of Conflict
Choriamb 75 Ages of Prosody 42 Age of the Baleful Sun 42
5 Age of the Silent Moon 47
3 Age of the Majestic Hunt 50
25 Age of Eternal Wandering 75
Geobenthos 1,200 The Wasting Epoch 1,200 Age of the Vanishing Rivers 1275
Tetrachordal 350 The Forgotten Ages 45 Age of Withering Endearment 1320
Tritonal 45 Age of Defilement and Disgrace 1365
Bijugous 60 Age of Remorseful Suffering 1425
Meiosistic 80 Second Age of Entitlement 1505
120 First Age of Entitlement 1625
Symbiont 45 1670
Biolytic 30 1700
Prosimian 60 1760
Monoecious 70 1830
Diecious 85 1915
Eukaryotic 80 1995
Phytobenthic 90 2085
Nummulitic 2,175 4260


The history of Sõl is greatly flawed in numerous ways, but regardless of these flaws an accurate account of the past will be portrayed as closely as possible. Shifting through the facts from myth to legend is a somewhat tedious task that is at times impossible to achieve by standard means. Immense spans or gaps in the timeline become more prevalent the older the incident or age being described is. Missing or mislabeled artifacts, improperly referenced or named places, and fabrications or obscurities of the past have increased the difficulty of this task that much more.
Some events at the end of the Ages of Entitlement had brought all cultures into a series of regressions, where history, technology and the written word had been destroyed and abolished. Many of these events were pivotal moments of history that had reshaped the cultures and philosophies, but the knowledge what happened is now mostly left up to speculation.

It is interesting to note how little of actual history still remains after centuries of dilution into fables and myth. The process itself was not an accident, but rather a collectively deliberate act to remove history from the local consciousness. There is a collective fear among many rulers and leaders of the various societies are that someone may remember or call back the technology of the past. It is believed that this technology is cursed, bringing about generations of ill omen against those that witness it or allow it to exist. And so for this reason technology, information regarding technology and the ability for anyone to comprehend it are all considered crimes punishable by death in most ruling areas.

But this is not to say that Sõl is not rich in history, myth or legends. The diverse cultures and races have cultivated vastly different views of the past, and have colored that past with their own imagery and heroes.
Take the information listed in this section as a summarized review. Traditional views and opinions shall be presented following after the known facts. History shall be described herein according to Epoch and the Ages corresponding to it.

Age – An age is a period of existence denoting a cycle of events or a phase of change. The events or phases of change can be geological, historical, or sociological in nature.

Epoch – Epoch is an interval of time marked by an extraordinary event. These events define the ages through worldly conditions.

The Forgotten Ages

Before the Forgotten Ages the sentient species that existed upon Sõl were considered primitive. They had not formed communicational or mechanical skills to distinguish them as intelligent beings until far into the First Age of Entitlement. The process of selective adaptation into evolution was a slow process that took many generations for it to progress from one phase to the next.

At the beginning of the Forgotten Ages the world of Sõl was abundant with plant and animal life. Little changes had occurred to the physical conditioning of the planet, and so the life existed had adapted to that habitat. Over time, some of the more evolved primitive species had interbred to form the race that would later become known as the Masa`aloars.

Slowly, the Masa`aloars had become more sophisticated as they developed into organized societies or clans. These societies had devised their own communicational techniques and mechanical skills that had helped them to work more closely together. Later, these various tribal communities began trade with each other, creating an interrelationship between them. This grew into a co-dependant society that utilized each other’s skills and abilities to best fit the community as a whole.

To protect their established trade and to help keep a ledger of their wealth, a means for recording payments and debts had been devised. This would later evolve into an intricate language. In order to preserve the history and knowledge of their heritage, volumes of skills and knowledge were recorded in this ancient language. This knowledge was held secretly within the community. Tomes of knowledge would often be encrypted to keep others from stealing them and learning of their arts.

Through the advancement of technology brought prestige and entitlement. The Masa`aloars excelled through a series of scientific and technical advancements that had set them above their distant cousins. In order to maintain their leverage over them, they had integrated them into their society.

At the end of the First Age of Entitlement, a technique had been found in how to harness the energy within certain plant organisms. This energy transfer would be used in sophisticated machinery, appliances, devices, vehicles and constructs.

This industry became ever great, as ever-greater needs arose to appeal to the comforts of living. Unknown to them was the fact that the very plant organisms they were destroying were the very things that created the protective barrier against them from the two suns. Their distant cousins and other intelligent races were not only integrated into their society, using them as laborers and servants. These creatures they then in turn selectively bred to fill their needs as required to have them serve. As the demand for the industry continued to increase, so did their efforts to maintain dominance over those they had enslaved.

At the end of the Second Age of Entitlement the barrier that had protected the planet from the effects of the two suns had depleted. Intense radiation, unceasing heat and devastating drought had caused turmoil and stress within the Masa`aloarsian society. A unified hatred had provoked those that the Masa`aloars had enslaved to rise up and overthrow them. These communities had then fled to underground sanctuaries or areas of refuge.

The last of the Masa`aloars fled to the safety of the mountains, isolating themselves from the rest of the world. The descendants from those refugees are now known as Velardhi, or more literally, the Keepers of the Night. They had elevated themselves up above the other races to only cause their own fall.

Those that had been enslaved had revoked the notion of technology. The ownership of technology was banned, which later came to include textbooks and anything that had the written word inscribed upon it. The religion of that time had capitalized on that idea as it had persuaded to have technology removed completely, all in the hopes that it would bring them closer to faith. Even though their attempts to destroy any remnants of technology had succeeded, in their attempt they had also caused others to lose faith in them as well. No remnants of this ancient religion remain. All that is left is the myth of their existence.

The two suns were blamed for this tragedy that they had burned a curse upon the land for attempting to gain power of the written word. It was believed that the word held power to control the suns and their wrathful fury the suns had punished them.

And so, the Forgotten Ages have come to represent the beginning of intelligent life, the rise of their civilization, the advancement of their technology, and the degradation of everything they had achieved. A little over three hundred and fifty (350) million years will pass, leaving much of the cultures in almost full circle.

First Age of Entitlement

The First Age of Entitlement lasted a little under 120 million years, marking the beginning of sentient life upon Sõl. During this age, clans had formed into societies, devised their own languages, customs, cultures and rituals, and had slowly diversified their knowledge in the fields of science and technology. To what level of technology was achieved at this age is largely unknown, but whatever they had learned paled in comparison to the following age to come.
Over the ages, the history of the past had become distorted in myth until the facts had faded from memory and dissolved into nothingness. The following was transcribed from the spoken word of the Lore-Master Lorain of the Bantí:

From nothing is the “everything” that stirred the stardust into the whirlwind of life. Worlds formed within worlds, life within life. And it came to pass that the Suns grew weary in loneliness, so spurred the essence of their spirit to create. And from their creation the Masa`aloars woke under their once heavenly light.

Second Age of Entitlement

The Second Age of Entitlement had lasted more than 80 million years, symbolizing the rise of the Masa`aloarsian society through knowledge and technology. This was a glorious age of fortune, prosperity and wealth, but it was not without its hardships. Under the stern might of the Masa`aloars, all other races and cultures were integrated into their society where their actions could be strictly controlled.

Over time, the other races adopted many of the Masa`aloarsian philosophies and had adapted them for themselves, creating their own guilds or orders within the Masa`aloarsian culture. This provided political turmoil to cause civil unrest, and so extraneous guilds were forcefully disbanded, though some reformed into secretive organizations.
But the very thing that had been the center if the Masa`aloarsian society had also been their downfall. Decades of deforestation and uncontrolled harvesting had left the once boundless forest in ruins. Now with only a few of these conical trees left, the protective barrier that protected the planet had no way of replenishing itself.

This time is marked as a moment of not only greatness, but of terrible folly. It was interpreted into myth that due to the greed of the Masa`aloars and their search to obtain power over the Suns that the entirety of Sõl was made to suffer. This excerpt was recorded and translated from a Sahan`roan Keeper of the Past:

Even the great and most mighty of mountains trembled under the majesty of the Masa`aloars. None stood above them. None was their equal. They consumed the sky in their hunger for power and sapped the ground for strength. They collared the beast and marked him a slave. A creature of burden we had all become. The images of the sun so brightly burned in their minds that they even sought to control the heavens, and within the breath of that thought they were burned out of existence. Only we remain as a testament of the curse they have brought upon us. Only we remain…

Age of Remorseful Suffering

After the Second Age of Entitlement would come the Age of Remorseful Suffering, which would last approximately 60 million years. Widespread famine, pestilence and death impartially destroyed the population in epidemic numbers. The supremacy of the Masa`aloars had reached its end with no other centralized rulership to govern in its place.
The religious sects that existed during that time attempted to rule over the people by trying to convince them that technology was to blame for all their woes. They called the people to a great purging of anything that was associated with the Masa`aloarsian society. Cities were demolished, institutes were demolished, libraries burned, and structures were laid to ruin.

Initially, this had worked to the religious sects’ advantage, but over time each wanted power and domination over the other. And so they called their followers against each other. Bitter wars ensued that lasted generations, claiming hundred of thousands of lives. The following is a translation of an oral account of that age from an Elder of the Gaíd`en:

The greatness of the Masa`aloars had become tainted in their greed, but when in truth the greed had been our own. We spryly purged our vanity, searching for a new path. And it had come to pass that we had learned our Way, exiling ourselves from the land of the living, away from all things vilesome and arbitrary. O, but our greatest conflict delves much deeper then what our Ephemeral Soul portends! And for our penance, the Way would lead us ever closer to the light of the wayward suns.

Age of Defilement and Disgrace

One of the most defining moments of time, the Age of Defilement and Disgrace, lasted around 45 million years. It shaped the mindset of the people, and instilled the beliefs and ideologies that most still hold even to this day. It is believed that future generations from now will continue to be affected by the actions initiated within this age.
Although the religious sects had effectively convinced the people that the Masa`aloars were responsible for the environmental changes, they were unable to secure their power and control over them. Confidence in religion was shaken by the fact that faith could not stop the environmental vismajor of change. The world of Sõl was slowly becoming a massive desert wasteland, the change was unavoidable once it began, and its progression could not be slowed or controlled as the religious sects had promised.

Even though Masa`aloarsian technology had been eradicated and the intense global warming persisted, the religious sects still methodically pushed for war. Degradation of public favor continued until popular outcry demanded a resolution. When resolutions couldn’t be met, the people responded.

Unilaterally, religion was abandoned by the masses. The people regarded the religious sects with an intense sense of skepticism and unease. Loyalists who were devout within their faith were viewed with contempt. Over time, the rituals became forgotten and the numbers of true believers of the faith eventually diminished.
The following stanza was taken from an oral dictation of the Ithana, a poetic account of history of the Fæ as spoken by their Loremaster:

Forgotten now are the ways once followed
by a borrowed truth now found unhallowed
that delicately holds us in this Curse.
So the Sun’s looked down upon the world,
all in the name of the Masa`aloars.


Age of Withering Endearment

The Age of Withering Endearment lasted up to 45 million years, marking the transition period between what the world was to what it would become. The changes that took place, although dramatic, had evolved slowly over the course of time. Marshlands slowly disappeared to be replaced by wastelands, lakes reservoirs shrank back, and large spans of crops and grassland shriveled under the intense scrutiny of the two Suns.

Wars ensued over dominance of resources and the rights to hold claim over them, for without them they faced starvation and malnutrition. The wars continued for centuries, but over time the cost of war quickly became too great. To deter nomadic clans and sovereign nations from attacking each other, a martial code was adopted.
This Martial Code spelled out in minor terms and rules for engagement, meaning that ample cause must be present before the act of war could be claimed. It also explained the Rights of Compensation, which meant the party initiating the attack has an obligation to reimburse those they had accosted. Those compensated shall receive in equal value to what they had lost. If these codes were not followed, then that organization could become “black-listed” from any forms of shelter or refuge, lose trading privileges, and risk Unconditional War.

Even though divisions increased between the races as resources and places of refuge dwindled, the Martial Code had given a semblance of order to the chaos that they had been forced to endure. It had, over time, subsequently become integrated into common law within most civilized societies and cultures. It began to symbolize a moral standard of ethics, though the code itself never specified morality. In practice, however, combat units could perform or proceed as however necessary to complete the mission, but only if they were willing to pay the tribute of compensation.

As the old religion passed, a new philosophy was introduced in its place. Its belief became an incorporation of ideas that had deep roots not only within the Masa`aloarsian society but within the religious sects that tried to take its place. These beliefs fused with the Martial Code and the Rights of Compensation. In this belief, Phelhaí served as a symbolic passage from life into death, for within its light all things are given life. But when the body dies, the Ephemeral Soul transcends back to the sun, releasing the soul to be engulfed by its flames. Refer to the Astrological Interstellar System section for more information.

The following verse is a common response within the Rites of Burial:

O, Phelhaí, who has given this form life; receive this Ephemeral Soul and allow it to return unto you to burn brightly within your eternal flame.
O, Pheldhá, beseech unto Phelhaí to remember his namesake no more. Protect him not in this passage, for his journey has found release.


The Wasting Epoch

The Wasting Epoch was the final phase in a series of changes that invariably altered Sõl into what it has become. Entire civilizations perished under their inability or their unwillingness to adapt to the brutal environment. In many ways, sentient species were forced to regress back to their more primal instincts, utilizing their natural skills as a survival tool against these inhospitable conditions.

These conditions brought about terrible acts of desperation and affected all forms of life, from plants to animals, to even the smallest of microorganisms. It forced them to become more resilient, callus, and resourceful. Some would say it was the survival of the fittest, but this simply wasn’t the case. Some survived because of their ability to reproduce, while others created an interdependency or more harmful parasitic hosting with other species.

The rivers dried and the oceans vanished to leave behind only desolate riverbeds and vast wastelands. Also, intense radiation and heat melted hotspots along lakebeds into solid sheets of glass. Nothing remained of the conical forests, all withered or burned away. Even the wetlands, grasslands, and rolling fields disappeared. Nothing remained of the past besides the inaccurate historical account preserved through oral dictation.

The Martial Code that had originated in the Age of Withering Endearment became a standard of moral provisioning. It evolved to include political science and even the most common forms for etiquette, such as greetings and courteous regard among travelers. For example: a traveler asking for water, bread and quarter may not be denied. Each kingdom adopted their own version for these rules to fit their society and over time they diversified even more.
Those that weren’t killed by the wars or famine had to then face disease. The disease itself had become known as the “wasting” for its ability to cripple the body and deform the muscles and bodily tissues. Those with the disease were cast out of the societies in fear of spreading the contagion. Individuals with the disease eventually gathered together in nomadic tribes. Over time they built up immunity it until it had all disappeared, but the effects had already left its damage and remained long after the disease itself was gone. The people it affected were left horribly disfigured and many more crippled, none of which could return to their societies. So instead, these people stayed together and eventually became those known as the Shivle.

Around one thousand and two hundred (1,200) million years passed from when this epoch began till it would eventually end. It marked a long and difficult time in Sõlian history that had held true to its name.

Age of the Vanishing Rivers

The Age of the Vanishing Rivers had endured about 1,200 million years before it gave in to the next. It was an age where what had not already been claimed in the clutches of forgetfulness was swept away along the sands of time.

A new mythos formed around the peculiar winds and weather that followed. These storms were given names and a heritage of where they were spawned. Over time the stories for them became much more elaborate in detail, most having some deep moral application behind them. The winds themselves were seen as messengers of fate and destiny. They were regarded with respect and honor, for to anger the wind was to bring the fury of its wrath.
And as the storms that came with the change of seasonal phases, they were seen as the winds dissatisfaction and their open display of rage. Many tales describe a hero or villain falling out of the winds favors, and for punishment the winds created the storm as a reminder.

Time moved on as the centuries came and went. The rivers dried and the oceans vanished, the deeps chasms and vast canyons they left behind had over time become mostly filled over with rocks, debris and sand. Only a few of these dried riverbeds still remain uncovered. Most of this new world was left largely unexplored, even more of it unattainable.

The following is a common oral dictation from many of the Velardhian sects. The Velardhi, which are also known as the Keepers of the Night, pride themselves in their mastery at astrology and their ability to foretell the future. Many of their oral dictations are viewed as omens and often reflect some hidden connotation.

Ancient times work these hands
through ancient means in some forgotten land
so that we may come to understand.
We’ve been reshaped by the winds
savagery that has stripped away our latent sin
that lays’ now hidden under the sand.


Ages of Prosody

The Ages of Prosody is designated as the true beginning of the use of poetical form for the dictation of historical and fantasy works. How the use of poetry came about is unknown, but its use helped distinguished the ages in the form of sagas. These sagas that started out as fanciful stories slowly evolved, becoming ever more complex, depicting the heroic and often tragic events that took place within that age.

The art became known as Poieein Zikrotsih, meaning literally, “the poetic remembrance of history.” Those that practiced this art were called Pœdhikh, which later converted to its shortened slang term Pœdh. A Pœdh was given the responsibility to remember governing laws, the verbal context of agreements, a chronicled form of history, and other folklores or fables. Most Pœdh specialized in only one given field, and spent their entire lives memorizing this information from the Pœdh before them, and in turn would teach the next.

But with the introduction of poetry, it was seen as more colorful and easier to remember. So many had revised what they were taught, but this revision fostered creative interpretation. Many stories were converted from their original forms into what was seen as a more modern approach, but in its conversion they were often reinterpreted out of context or additional meanings added to make them sound more complete.

The desires to find these fantastic treasures and immense fortunes were fueled by new myths and imaginary fables that described them. Searching for these treasures required those to travel across the desert sands and its inhospitable terrain. Most attempts to find alternate modes of travel proved ineffective or too risky. But all this mattered little to those travelers that would later be given the name Seekers.

Sand filled ravines or other places thought to be ancient sites would be investigated for signs of these treasures and then excavated. Even though most of these fortunes from these stories never existed, the Seekers would occasionally find artifacts that had been created during the Ages of Entitlement that somehow fit the description. Mysteriously enough, a few of these artifacts still functioned, though the internal functions of them have not been deciphered.

Since laws prohibited the ownership or use of anything of the Masa`aloarsian society, the Seekers that found them would leave them or offer them to the secretive Orders. Some even used these relics to become members as a tribute to the Order so that they may become indoctrinated into the society. There is a strong belief that the Orders themselves spawned the integration of the past and myth to spur this interest in these ancient relics.

The Orders in themselves are highly secretive organizations that still practice the ancient arts of the Masa`aloars. Each of the twelve Orders utilizes the same alphabet to record their magic and history, but the pronunciation and usage is different. It is uncertain if pronunciation of the Masa`aloarsian language had diffused into the languages of the twelve separate Orders, only partially existed in its current forms, had changed from its original form completely, or that each letter of the Masa`aloars alphabet had twelve separate pronunciations that changed depending on its usage. Ancient Masa`aloarsian texts found on these artifacts as of yet have not been deciphered, and since the twelve Orders do not work in union with the other makes the possibility of it being deciphered highly unlikely. Furthermore the practice of writing is socially discouraged and still punishable by death in most cultural societies, the knowledge of its practice is reserved only for the most devout.

The practical uses and functions of these artifacts varied greatly while the rarity of them increases their value. Functions included but are not limited to; recycling water, cleaning water, food sources, agricultural devices, healing devices, surgical equipment, grafting, smelting, communication instruments, or any other number of things. Each had a technical application that cannot be duplicated, while others were unique or exceedingly rare. Each artifact is not able to be duplicated in design or function, disassembling them usually resulted in destroying the artifact, the circuitry within it, and possibly even exploding causing injury or death to those within the blast radius.

The Ages of Prosody would last seventy and five (75) million years in all. This epoch would see a reawakening of the written language within secretive societies, the exploration of known and unexplored territories, and the finding of ancient artifacts and relics. Tensions between cultures increase as diplomatic relations begin to crumble. Failed attempts to establish peace would only forced others toward inevitable war. Even though the Ages of Prosody seemed alive and full of color in song, rhyme and poetry, they were hard times lined with the smallest glimmers of hope.

Age of Eternal Wandering

The Age of Eternal Wandering lasted an estimated 25 million years of miserable abjectivity. Suitable places that could support life dwindled to only a few caches. Some were so hidden and remote that only a few ever learned of their existence. But even as these places became polluted, new strongholds had to be found. Many of the epic sagas that depict this age describe this quest as a seemingly endless journey from one resource to the next until almost all of them were exhausted.

As the Ages of Prosody unfolded, many old stories were embellished to makes them more romantic and adventurous, but most importantly it changed the perception of the people. With the use of ancient artifacts that had been found ways to improve their lives had been found, but as a result fierce tribal nomadic wars ensued.

The following is a single verse from an epic saga that depicts the Age of Eternal Wandering. In a way, it describes the accumulative desperation of the peoples in how they view themselves and the world around them.

And by the pale moon light that draws in the gathering, it serves as a constant reminder, caught in the snares of Eternal Wandering.

Age of the Majestic Hunt

The Age of the Majestic Hunt would span a total of 3 million years. The demand for Masa`aloarsian artifacts had greatly increased as their usefulness became more popularly known. The focus to find them stirred new strings of epic sagas that detailed these archeological searches. But more importantly, the people began to grow intolerant of the tyrannical rulership of their leaders. It was hoped that somehow an ancient hierarchal line would rise up from the sands to lead the people. This would never occur. Eventually this prophecy would fade into myth and out of conventional memory.

The following excerpt is derived from a part within an epic saga that depicts the Age of the Majestic Hunt. Some believe this excerpt captures the emotional and political tensions of that time period, while others believe it was taken out of context and that it describes some obscure reference.

Royal claims to ancient lines descends in heritage, its’ past buried under sand and ground, so forgotten are the ways to its prestige.
Call now on the Majestic Hunt in search of amnesty, a word is given but there is no sound, for there is no reprisal left for any but me.


Age of the Silent Moon

The Age of the Silent Moon would endure a difficult 5 million years. The historical plots that centered around the poetic sagas increasingly became more intricate. Tribal wars continued, which only helped to increase the racial tension, had established long lasting conflicts between nations that would last for decades to come.

The following three stanzas are from an epic saga of the Age of the Silent Moon. Its cryptic meaning does not really tell what the Silent Moon is supposed to illustrate, all that it is known is that many had risked their lives in pursuit of it.

Alone we are under this spacious silence that surrounds us, in these dividing spaces we create, and as the passion comes it overwhelms us.
Pardoned we are of our restless pasts we have followed so blindly, trembling hands to fate, there is no surrender outside such faithful piety.
The dark silence of oblivion comes peaceful and quickly, it urges us to patience and wait, until by the Silent Moon we come to see.


Age of the Baleful Sun

The Age of the Baleful Sun lasted 43 million years, seeing a decline and end to the use and belief in these ancient mystical relics that were created during the Ages of Entitlement. Many of these devices that were either destroyed, reburied, or disappeared into the secured locations controlled by the Orders, Sciences and Disciplines. Over time, the mentioning of these devices had been largely purged from verbal transcriptions to be replaced by more cynical passages that condemned the mystical.

The following passage is found within an epic saga of the Age of the Baleful Sun. This poetic stanza marks the end of the Ages of Prosody and the unsympathetic conditioning of this world. All their hardships they suffered are condensed within these short couple of lines.

And lo the Suns shone their dire eyes upon the land; thusly they scorched us in our idle mirth, purging the sins that had plagued the land.
And when it came to pass that the waters were made to dust, the people cried out in their thirst, "Oh yea! Look at what has befallen us!”
“We have angered the Suns and now they shine their angry eyes upon us!” the heavens reprised, “Purged you are of this hearts desire!”
“They have taken away our water and made us want for drink!” we recanted as we surmised, and thus it was in the Age of the Baleful Sun.

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Re: Forum Idea - The World of Sõl

Tips: 0.00 INK Postby reverie_13 on Sat Oct 18, 2008 10:09 pm

Sociology & Genealogy

The role-playing of any character is dependant upon two major factors, being able to understand the sociological impact associated to their culture, community and family, and their genealogical heritage from which their physical and mental traits originate. It provides a useful source that helps explain the extent and consequences of family life and kin relations in periods of marked social change. It also demonstrates the cultural and ideological importance of particular family descendants in conjunction with the influence of subcultures and societies.

Genealogical Timeline

In this section, the genealogical lineage and the evolutionary progression of the sentient racial species of Sõl is plotted out and described.

Genesis

There are 9 primary races and 4 secondary races on Sõl. Two of those races are broken down into 4 subparts, one into 3 subparts, and another into 2 subparts, providing a total of 22 different variations of all the species. Each of these species has their own advantages and disadvantages, variances in mental and physical attributes, distinct mental, physical and social characteristics.

Every races is a descendant in some way to the Madalemur, Sagindris, Dialorises, or Intarsier primates, or is also able to traces its lineage to the race of the Masa`aloarsians. There are some dominant features that are shared by a majority of the races, but because of how each species evolved many of them are notably and explicitly different. Racial attributes are rolled according to the indicated value (of xd10+y=z). Refer to the following chart to determine the XYZ value.



Physical Attributes Mental Attributes
Strength Dexterity Neural Stamina Attract Wisdom Intellect Neural Stamina Attract
Arden’cwen 5d10+14 5d10+3 5d10+10 5d10+12 3d10 5d10+10 5d10+8 5d10+7 4d10+6 2d10
Arden’dran 5d10+16 5d10+9 5d10+14 5d10+3 2d10 5d10+8 5d10+10 5d10+7 4d10+8 2d10
Arden’weorc 5d10+20 5d10+15 5d10+12 5d10+16 1d10 4d10+6 4d10+5 4d10+7 5d10+9 2d10
Arden’were 5d10+20 5d10+15 5d10+12 5d10+16 1d10 4d10+6 4d10+5 4d10+7 5d10+9 2d10
Bantí 5d10+2 5d10+12 5d10+14 5d10+4 3d10+1 5d10+6 5d10+10 5d10+7 5d10+1 5d10+3
Destrí 5d10+14 5d10+10 5d10+12 5d10+3 4d10+1 5d10+3 4d10+2 5d10+12 5d10+8 4d10
Dra’dœ 5d10+8 5d10+10 5d10+26 5d10+32 2d10 4d10+1 4d10+2 4d10+5 4d10+6 2d10
Dra’gœ 5d10+6 5d10+7 5d10+18 5d10+23 2d10 4d10+4 4d10+5 4d10+12 4d10+15 2d10
Dra’uœ 4 10+4 5d10+5 5d10+13 5d10+16 2d10 4d10+6 4d10+8 4d10+19 4d10+24 2d10
Fæ’brœ 4d10+14 5d10+12 5d10+8 4d10+5 5d10+1 5d10+6 4d10+4 5d10+10 5d10+3 5d10+2
Fæ’esprit 4d10+6 5d10+12 5d10+10 4d10+4 5d10+2 5d10+5 4d10+14 5d10+8 5d10+3 5d10+1
Fæ’nix 4d10+6 5d10+14 5d10+8 4d10+10 5d10+5 5d10+1 4d10+3 5d10+2 5d10+12 5d10+4
Fæ’pyske 4d10+1 5d10+10 5d10+6 4d10+8 5d10+3 5d10+14 5d10+12 5d10+2 5d10+5 5d10+4
Gaíd’en 6d10 6d10 6d10 6d10 6d10 6d10 6d10 6d10 6d10 6d10
Laiesion 5d10+14 5d10+17 5d10+6 5d10+15 3d10+1 5d10+5 3d10+4 4d10+3 5d10+8 5d10+2
Sahan’ji 5d10+3 4d10+2 5d10+4 5d10+3 5d10 5d10+11 5d10+10 5d10+12 5d10+9 5d10+1
Sahan’ro 5d10+11 5d10+10 5d10+12 5d10+9 5d10+1 5d10+3 4d10+2 5d10+4 5d10+3 5d10
Shivle 5d10+20 5d10+18 5d10+14 5d10+16 1d10+5 3d10+8 3d10+11 2d10+2 5d10+14 2d10+4
Tsalvori 5d10+17 5d10+15 5d10+6 5d10+14 3d10+1 4d10+5 3d10+4 5d10+8 4d10+13 4d10+2
Ulgorva 5d10+9 5d10+7 5d10+11 5d10+15 3d10+5 5d10+3 5d10+2 5d10+13 4d10+4 3d10+6
Velardhi 4d10 5d10+2 5d10+1 5d10+8 5d10+1 5d10+7 5d10+14 5d10+8 5d10+12 5d10+2
Villa’dena 5d10+4 5d10+14 5d10+12 5d10+5 4d10 5d10+5 4d10+6 5d10+6 5d10+3 4d10


Each of the standard races of Sõl are described with their basic racial attributes, habitual and natural tendencies, mental and physical statistics, base characteristics, and the calculated average racial attribute scores and traits for that particular race. Some of the races have distinct advantages over other races such as with natural armor resistance, any special abilities, or increased attribute scores.

Climate/Terrain – The climate and terrain describe where those of the indicated race are usually found or where they normally live. Player characters are not limited by this, and can reside in nearly any location that correlates to the characters history.

Habitat/Society – The habitat and society describe the type of structured society that most of the indicated species generally live under. It indicates their structure of law and government, how many of them interact and view those among their own and outside the community.

Habitual Means & Morals – Habitual Means describes by what they live by, while Habitual Morals describe in how they live. Player characters are not limited by these presets, though they should be used as guidance in choosing their own Means and Morals.

Resistance, Mental/Physical/Spiritual – Some species have natural or supernatural resistances to certain types of damage. These resistances work the same way that standard armor works against physical attacks. In most species, the effectiveness of this resistance can change by the age of the character.

Age Modification – Categories in age provide general ages at which this species reaches adult, middle, old, and venerable age groups. Attribute Scores are presented by the adult age category. If the player is below or above this age category, the attribute scores will have to be adjusted to reflect their current age.

Physical Adj. Mental
Adj.
Infant -40% -20%
Child -20% -10%
Young 0% -5%
Adult 0% 0%
Middle 0% +5%
Old -10% +10%
Venerable -20% +20%

A character ages in two different ways, mentally and physically. As the character ages, the Attribute scores are adjusted by this age modification, if applicable. When the character reaches the next age category, they are then able to adjust their attribute scores to reflect their current age. The ideal ages are between young adult and middle age, where the character is thought to be in their prime.

Approximate Size – This value represents the races base size, to include minimum and maximum heights and weights. Most races are between the Small, Medium, and Large size categories. Heights and weights are approximate and may be different than what is presented.

Height Weight
Minuscule >1’ >7 #
Fine 1 – 2’ 7 – 27 #
Diminutive 2 – 3’ 27 – 60 #
Tiny 3 – 4’ 60 – 107 #
Small 4 – 5’ 107 – 167 #
Medium 5 – 7’ 167 – 234 #
Large 7 – 11’ 234 – 385 #
Huge 11 – 22’ 385 – 808 #
Gigantic 22 – 56’ 808 – 2149 #
Colossal 56 – 202’ 2149 – 8089 #
Gargantuan 202’< 8089 # <

Dietary Requirement – This indicates the races dietary requirements to include herbivore, carnivore, omnivore, insectivore, and minerivore. Herbivores only eat plant life, carnivores eat only meat, while omnivores eat both plants and meat, insectivores eat insects, and minerivores consume minerals.

Visual Limitations – This chart is used to determine the vision of a character. Vision is measured by commonality of what a person sees at 20 feet from what others see at the same distance. These values may change depending on the race or creature and may not be used with every type of creature.

Type Vision Description
20/200 Blind
20/100 Very Poor
20/80 Poor
20/40 Below Average
20/20 Average
20/15 Above Average
20/10 Good
20/5 Very Good
20/1 Excellent

Special – Under this category is listed any special skills or abilities available to any of this race. Unlike natural resistances, these skills can be trained and improved unless otherwise noted in the racial description.
Appearance & Description: In this block is the basic description for that race. Individual appearances will generally fall somewhere within the basic description. Individual appearances can be further augmented through artificial and magical means.

Aptitudes & Behaviorisms: In this block is a description of what those of this race are capable of and how they usually behave under certain situations. In this section is given a description of any special skills or abilities that the character may have.

Ecology & Genealogy: In this section is a brief description of the ecological and genealogical history for that species. It describes how they evolved, their environmental influences that caused those changes, and how they adapted to change.

Society & Culture: In this section is a description of the society in which they live under and the culture surrounding that society. It gives a description to their structure of law and government, their views on the Social Caste and outsiders, and common customs and beliefs generally shared by the majority.


Arden’cwen
(är´dən•khwən) Physical xd10+y Aver. Adj Aver. 139 Jo 28
Climate/Terrain: Desert, Any Str 5 14 39 24 Ru 33
Habitat/Society: Colony: Queen Dex 5 3 28 13 PE 177 Sp 38
Habitual Means: Structured Neu 5 10 35 1 PR 20 Bp 159
Habitual Morals: Socialistic Sta 5 12 37 22 PSP 7 Mp 986
Resistance, Mental: None Att 3 0 15 MB 13 Ml 1197
Resistance, Physical: 21% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 126 Pe 9
Age Modification: a15/m30/o60/v80 Wis 5 10 35 20 In 10
Approximate Size: Large (96” to 120”) Int 5 8 33 18 ME 129 Er 8
Dietary Requirement: Omnivorous Neu 5 7 32 -1 MR 17 Br 7
Visual Limitations: 20/20 Sta 4 6 26 11 MSP 6 Mr 29
Special: 19% Hegemonic Mind Att 2 0 10 TB 10 Mi 35

Appearance & Description: The Arden’cwen is an insectoid race, composed of segmented body parts that are covered in a protective outer skin carapace. The carapace ranges from multiple shades of green to dark brown in color. The queen is longer and taller than the other species of this race, standing about 8’ to 10’ tall. They also have two prehensile legs that sit on the back shoulders, as they age the legs grow uselessly. In many colonies, the prehensile legs are marked or ringed to denote status, position, accomplishments or rank.

Aptitudes & Behaviorisms: Arden’cwen has six means of attack that they can use, two arm spikes and four legs spikes. The spikes are formed from their tough carapace that they use to claw, cut, or to protect themselves against other prey, creatures, or things. She would rarely attack a creature alone, preferring the safety of the Colony. But when they attack they are ruthless and unrelenting. Above all else, the Colony must be protected.

Type Act Adj Act Spd Damage Slash Pierce Bash
Arm Spikes 0.50 1 2d6 1 1 0
Leg Spikes 0.50 1 2d8 1 1 0

The skill Hegemonic Mind allows all Arden to follow instructions fluidly and cohesively as a single collective force. It is often used to move troops during battle, change defensive and offensive lines, and improve initial responsive actions of troops and military units.

Ecology & Genealogy: They are descendants from mutated forms of insect ants that use to dwell up on the surface of the planet of Sõl. The harsh desert life has refined their talents and skills, creating a unique race that finds its strength in structure, order, and numbers.

Society & Culture: The Arden has four distinct subspecies that compose up of the same Colony, each one having its own functions and place within the Colony society. Within each of the four classes rank is determined by status quo, marked by the level of solid and half rings that they wear upon their two prehensile limbs. The Queen rules the Colony and makes all final decisions within the society, and is also mother to the entire community. In some colonies, they have multiple queens, but if the queen dies without an heir, the whole colony is doomed to extinction.


Arden’dran
(är´dən•drän) Physical xd10+y Aver. Adj Aver. 142 Jo 29
Climate/Terrain: Desert, Any Str 5 16 41 26 Ru 33
Habitat/Society: Colony; Drone Dex 5 9 34 19 PE 165 Sp 38
Habitual Means: Structured Neu 5 14 39 1 PR 21 Bp 163
Habitual Morals: Socialistic Sta 5 3 28 13 PSP 7 Mp 925
Resistance, Mental: None Att 2 0 10 MB 13 Ml 1123
Resistance, Physical: 21% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 128 Pe 9
Age Modification: a14/m28/o56/v75 Wis 5 8 33 18 In 10
Approximate Size: M to L (72” to 96”) Int 5 10 35 20 ME 131 Er 8
Dietary Requirement: Omnivorous Neu 5 7 32 -1 MR 17 Br 7
Visual Limitations: 20/20 Sta 4 8 28 13 MSP 6 Mr 30
Special: 19% Hegemonic Mind Att 2 0 10 TB 11 Mi 36

Appearance & Description: The Arden is an insectoid race, composed of segmented body parts that are covered in a protective outer skin carapace. The carapace ranges from multiple shades of green to dark brown in color. The Drones also have two tri-fold leaf-like wings that they can use to fly. They stand in height from 6 to 8 feet tall. They also have two prehensile legs that sit on the back shoulders, as they age the legs grow uselessly. In many colonies, the prehensile legs are marked or ringed to denote status, position, accomplishments or rank.

Aptitudes & Behaviorisms: Arden’dran has seven means of attack that they can use two arm spikes, four legs spikes, and a set of wings. The spikes are formed from their tough carapace that they use to claw, cut, or to protect themselves against other prey, creatures, or things. Their wings they can use to incapacitate or confuse an enemy. They rarely attack a creature alone, preferring the safety of numbers. But when they attack they are ruthless and unrelenting. Above all else, the Colony must be protected.

Type Act Adj Act Spd Damage Slash Pierce Bash
Arm Spikes 0.50 1 3d6 1 1 0
Leg Spikes 0.50 1 3d8 1 1 0
Wings 0.50 1 None 0 0 0

The skill Hegemonic Mind allows all Arden to follow instructions fluidly and cohesively as a single collective force. It is often used to move troops during battle, change defensive and offensive lines, and improve initial responsive actions of troops and military units.

Ecology & Genealogy: They are descendants from mutated forms of insect ants that use to dwell up on the surface of the planet of Sõl. The harsh desert life has refined their talents and skills, creating a unique race that finds its strength in structure, order, and numbers.

Society & Culture: The Arden has four distinct subspecies that compose up of the same Colony, each one having its own functions and place within the Colony society. Within each of the four classes rank is determined by status quo, marked by the level of solid and half rings that they wear upon their two prehensile limbs. The Drones are the strategists, the generals and the leaders within the Colony. Lower level Drones have been known to also serve as scouts and messengers.


Arden’weorc
(är´dən•wəûrs) Physical xd10+y Aver. Adj Aver. 163 Jo 36
Climate/Terrain: Desert, Any Str 5 20 45 30 Ru 42
Habitat/Society: Colony Worker Dex 5 15 40 25 PE 235 Sp 48
Habitual Means: Structured Neu 5 12 37 1 PR 26 Bp 189
Habitual Morals: Socialistic Sta 5 16 41 26 PSP 10 Mp 1306
Resistance, Mental: None Att 1 0 5 MB 16 Ml 1586
Resistance, Physical: 21% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 112 Pe 7
Age Modification: a12/m24/o48/v64 Wis 4 6 26 11 In 8
Approximate Size: Medium (60” to 84”) Int 4 5 25 10 ME 113 Er 6
Dietary Requirement: Omnivorous Neu 4 7 27 -2 MR 13 Br 6
Visual Limitations: 20/20 Sta 5 9 34 19 MSP 5 Mr 25
Special: 19% Hegemonic Mind Att 2 0 10 TB 9 Mi 31

Appearance & Description: The Arden is an insectoid race, composed of segmented body parts that are covered in a protective outer skin carapace. The carapace ranges from multiple shades of green to dark brown in color. The Worker stands about 5 to 7 feet tall, shortest of any other Arbor` of that race. They also have two prehensile legs that sit on the back shoulders, as they age the legs grow uselessly. In many colonies, the prehensile legs are marked or ringed to denote status, position, accomplishments or rank.

Aptitudes & Behaviorisms: Arden’weorc has six means of attack that they can use, two arm spikes and four legs spikes. The spikes are formed from their tough carapace that they use to claw, cut, or to protect themselves against other prey, creatures, or things. They rarely attack, and would run to warn the Colony of any such intrusion. But when they do attack they are ruthless and unrelenting. Above all else, the Colony must be protected.

Type Act Adj Act Spd Damage Slash Pierce Bash
Arm Spikes 0.50 1 2d6 1 1 0
Leg Spikes 0.50 1 2d8 1 1 0

The skill Hegemonic Mind allows all Arden to follow instructions fluidly and cohesively as a single collective force. It is often used to move troops during battle, change defensive and offensive lines, and improve initial responsive actions of troops and military units.

Ecology & Genealogy: They are descendants from mutated forms of insect ants that use to dwell up on the surface of the planet of Sõl. The harsh desert life has refined their talents and skills, creating a unique race that finds its strength in structure, order, and numbers.

Society & Culture: The Arden has four distinct subspecies that compose up of the same Colony, each one having its own functions and place within the Colony society. Within each of the four classes rank is determined by status quo, marked by the level of solid and half rings that they wear upon their two prehensile limbs. The Worker is the backbone of the Colony. They work unrelentingly to bring about the betterment of the community. Though they have not true rank, they can at times of need be used in war.


Arden’were
(är´dən•wâr) Physical xd10+y Aver. Adj Aver. 163 Jo 36
Climate/Terrain: Desert, Any Str 5 20 45 30 Ru 42
Habitat/Society: Colony Warrior Dex 5 15 40 25 PE 235 Sp 48
Habitual Means: Structured Neu 5 12 37 1 PR 26 Bp 189
Habitual Morals: Socialistic Sta 5 16 41 26 PSP 10 Mp 1306
Resistance, Mental: None Att 1 0 5 MB 16 Ml 1586
Resistance, Physical: 21% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 112 Pe 7
Age Modification: a13/m26/o52/v69 Wis 4 6 26 11 In 8
Approximate Size: Large (84” to 108”) Int 4 5 25 10 ME 113 Er 6
Dietary Requirement: Omnivorous Neu 4 7 27 -2 MR 13 Br 6
Visual Limitations: 20/20 Sta 5 9 34 19 MSP 5 Mr 25
Special: 19% Hegemonic Mind Att 2 0 10 TB 9 Mi 31

Appearance & Description: The Arden is an insectoid race, composed of segmented body parts that are covered in a protective outer skin carapace. The carapace ranges from multiple shades of green to dark brown in color. The Warrior is fierce looking, standing anywhere from 7 to 9 feet in height. Their spikes and body is courser and harder than its cousins, designed for combat and protection. They also have two prehensile legs that sit on the back shoulders, as they age the legs grow uselessly. In many colonies, the prehensile legs are marked or ringed to denote status, position, accomplishments or rank.

Aptitudes & Behaviorisms: Arden’were has six means of attack that they can use, two arm spikes and four legs spikes. The spikes are formed from their tough carapace that they use to claw, cut, or to protect themselves against other prey, creatures, or things. They rarely attack a creature alone, preferring the safety of numbers. But when they attack they are ruthless and unrelenting. Above all else, the Colony must be protected.

Type Act Adj Act Spd Damage Slash Pierce Bash
Arm Spikes 0.50 1 4d6 1 1 0
Leg Spikes 0.50 1 4d8 1 1 0

The skill Hegemonic Mind allows all Arden to follow instructions fluidly and cohesively as a single collective force. It is often used to move troops during battle, change defensive and offensive lines, and improve initial responsive actions of troops and military units.

Ecology & Genealogy: They are descendants from mutated forms of insect ants that use to dwell up on the surface of the planet of Sõl. The harsh desert life has refined their talents and skills, creating a unique race that finds its strength in structure, order, and numbers.

Society & Culture: The Arden has four distinct subspecies that compose up of the same Colony, each one having its own functions and place within the Colony society. Within each of the four classes rank is determined by status quo, marked by the level of solid and half rings that they wear upon their two prehensile limbs. The Warrior class serves to protect the Colony at all costs. Ranks within the warrior class often etch or mark their chitin armor with the markings of their unit.


Bantí
(bôn´tē) Physical xd10+y Aver. Adj Aver. 132 Jo 20
Climate/Terrain: Highland Desert Str 5 2 27 12 Ru 24
Habitat/Society: Nomadic Clans Dex 5 12 37 22 PE 124 Sp 27
Habitual Means: Socialistic Neu 5 14 39 1 PR 18 Bp 150
Habitual Morals: Realists Sta 5 4 29 14 PSP 6 Mp 711
Resistance, Mental: 22% Psychic Resist Att 3 1 16 MB 11 Ml 863
Resistance, Physical: None
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 124 Pe 8
Age Modification: a16/m28/o64/v70 Wis 5 6 31 16 In 9
Approximate Size: S to M (48” to 66”) Int 5 10 35 20 ME 119 Er 7
Dietary Requirement: Omnivorous Neu 5 7 32 -1 MR 16 Br 7
Visual Limitations: 30/30 Sta 5 1 26 11 MSP 5 Mr 27
Special: 18% Mind Apportion Att 5 3 28 TB 10 Mi 33

Appearance & Description: The Bantí is a humanoid race, composed of lean and sinewy arms and legs that compliment a short torso. Their slightly out of proportioned heads are otherwise completely bald, except for the crown where course tufts of hair grows thick and dark. Their melon-like heads have smooth features over hardened muscles, with two large eyes that almost seem overly large for their body. Though awkward looking in appearance standing from 4 to 5 and a half feet tall, they move with uncanny agility and elegance.

Aptitudes & Behaviorisms: Bantí are well renowned for their intelligence and diversity in skilled trades, alchemy and medical fields, and members of both the Sciences and Orders. They are considered pragmatic strategists, and are often quite cunning not only in planning but in the execution of those plans. They prefer to fight on their own terms, using terrain, equipment, or technology to give them a distinct advantage.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

The skill Mind Apportion allows a Bantí to divide their thoughts on more than one task at one time, due in part to their unique quadrant (four) cerebral hemisphere brain. This allows them to perform physical actions and make mental calculations, use mental based skills, or other similar actions without penalty.

Ecology & Genealogy: The Bantí are an old race that is distantly related to their kindred, the Fæ. Though genetically different, they share many commonalities such as their general physical stature, practices in the Orders and Sciences, and an interest in preserving the Sanctuaries.

Society & Culture: The Bantí often couple themselves as part of a Fæ community, either actively or passively. Those that are actively part of a Fæ community often have homesteads or dwellings in or close to the Sanctuary, take up roles in government and society, or work as part of the community. Those that do not dwell in sanctuaries usually travel together in bands or tribes. These tribes tend to travel from Sanctuary to Sanctuary, abiding to the customs and laws of the community in which they are currently residing. In times of conflict, they will rally their support with the Fæ.


Destrí
(des´trē) Physical xd10+y Aver. Adj Aver. 139 Jo 27
Climate/Terrain: Desert, City Str 5 14 39 24 Ru 32
Habitat/Society: Social Elitist Dex 5 10 35 20 PE 156 Sp 36
Habitual Means: Realistic Neu 5 12 37 1 PR 20 Bp 159
Habitual Morals: Elitist Sta 5 3 28 13 PSP 7 Mp 881
Resistance, Mental: None Att 4 1 21 MB 12 Ml 1069
Resistance, Physical: 07% Bone Structure
Resistance, Spiritual: 23% Dissipate Energy Mental xd10+y Aver. Adj Aver. 120 Pe 8
Age Modification: A12/m17/o42/v76 Wis 5 3 28 13 In 9
Approximate Size: M to L (70” to 90”) Int 4 2 22 7 ME 123 Er 7
Dietary Requirement: Omnivorous Neu 5 12 37 0 MR 15 Br 6
Visual Limitations: 20/20 Sta 5 8 33 18 MSP 5 Mr 28
Special: 10% Sense Energy Att 4 0 20 TB 10 Mi 33

Appearance & Description: The Destrí is a darkly skinned bipedal humanoid race, consisting of a dense bone vertebrae and a superficial boney exoskeleton over its abdomen and cal de sac where it digests food. A thick collar of bone marginally protrudes around the base of its neck with a less than significant head and skull. It has dark eyes that seem almost sunken in contrast to its protruding brow. Its double segmented jaw is unsubstantial enough to be used for consumption, though is characteristic if the low harsh voice that is projected past its split-lip chisel-toothed grin.

Aptitudes & Behaviorisms: The Destrí originate out of desperation and fear, a deliberate genetic cross between several other races for a single purpose. Once that purpose had been met, their position within society dropped out of favor. Their shifty nature and often shadowed features served to separate them from society. Some prefer to work alone or in small groups with those that they trust, though most find a purpose in military units.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

Their unique bone structure is similar to that of the Villa’dena, where an inverted ribcage exoskeleton protects their cal de sac and abdomen. This boney structure provides a moderate protective rating. But what truly stands them apart is their innate ability to sense and protect through dissipation the primal forces of energy.

Ecology & Genealogy: The Destrí is a newer race created through the genetic mingling of the Villa’dena, Laiesion, and predecessors of the Velardhi. During a time when those of the Orders were greatly feared, the Destrí were created with the expectation that they would be able to sense, capture and destroy them. But as the Orders went into seclusion, they became the center of the same fear and scorn.

Society & Culture: The Destrí are not well liked by many sects of society, most finding a place in the structured life found in military related occupations. This structured life fits well with their personality and gives them a sense of belonging that they would not normally have. And though a product of fear, most refuse to revert back to their original occupation. Some even serve to protect the very Orders they once hunted. They are generally very secretive even among those of their own kind and don’t always associate well with others.


Dra’dœ
(drā•dhō) Physical xd10+y Aver. Adj Aver. 176 Jo 34
Climate/Terrain: Desert Regions Str 5 8 33 18 Ru 40
Habitat/Society: Solitary Individual Dex 5 10 35 20 PE 266 Sp 45
Habitual Means: Predatory Neu 5 26 51 4 PR 29 Bp 205
Habitual Morals: Scavenger Sta 5 32 57 42 PSP 10 Mp 1475
Resistance, Mental: None Att 2 0 10 MB 18 Ml 1791
Resistance, Physical: 23% Grad. Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 94 Pe 5
Age Modification: a12/m52/o123/v296 Wis 4 1 21 6 In 5
Approximate Size: Huge (216” to 324”) Int 4 2 22 7 ME 74 Er 4
Dietary Requirement: Carnivorous Neu 4 5 25 -2 MR 9 Br 5
Visual Limitations: 40/20 Sta 4 6 26 11 MSP 3 Mr 17
Special: 17% Natural Flight Att 2 0 10 TB 7 Mi 20

Appearance & Description: The Dra’dœ is a very large flying lizard that can reach sizes of 18 to 27 feet in length. The body length can be anywhere from 6 to 9 feet, while its tails grows 12 to 18 feet in length. Its body is covered in large scales that make it appear course and irregular, much like most of the surrounding terrain. Its membrane wings are as wide as the full total length. The color of its scales can adapt to various shades of brown to pitch. Eyes are a sickly golden yellow with three protective membrane eyelids, providing visibility even in the most extreme of conditions. Newer scales grow from underneath and force old scales to fall off every other seasonal cycle.

Aptitudes & Behaviorisms: The Dra’dœ is not as intelligent as other Dra, but makes up for this in being longer lived, improved physical Attributes, and basic combative and tracking skills. Though as fearlessly ruthless as they are, they will not make unnecessary risks. When they capture their prey, they take great pride in toying with it.

Type Act Adj Act Spd Damage Slash Pierce Bash
Jaws/Tail 0.50 1 4d12/7d8 0/0 0/0 0/2
Front/Back Claws 0.50 1 5d6/7d6 1/2 1/0 0/0

They all have an innate skill of Natural Flight, which they use to travel great distances and reach heights that are not otherwise accessible to most races. They use this skill to aide them in combative, hunting, and other situations to give them an advantage over their opponent or prey. Their secondary skill Chameleonic Skin is a natural ability to change color from brown to a dark pitch, full change of color takes about 15 to 20 minutes. While Natural Flight can be improved, Chameleonic Skin cannot.

Ecology & Genealogy: These are the evolved form of the Dra` genus that have adapted to their environment as scavengers and predators. They also have their own speech of chirps and crackles that they use to communicate to each other. Most of the meaning of this language is lost in translation, where a single word could have literally thousands of meanings.

Society & Culture: They are solitary creatures that mate only once every 2 years, this lapse between reproductive cycles has served to keep the population of the race down. The relationship of one Dra’ to another only serves to complicate this matter. Dra’ rarely mate for an extended period of time, remaining together for their brief (but respectfully intense) periods of mating. The pregnancy cycle takes almost a full year before the young are born. After birth, the young break free of their membrane sac and consume it. The parents have little to no active role in their development. Born in liters of two or three, the stronger of them will end up consuming the others before leaving the nest 2 months later.


Dra’gœ
(drā•ğhō) Physical xd10+y Aver. Adj Aver. 154 Jo 28
Climate/Terrain: Desert Regions Str 5 6 31 16 Ru 33
Habitat/Society: Small Flocks (2-4) Dex 5 7 32 17 PE 204 Sp 37
Habitual Means: Predatory Neu 5 18 43 2 PR 24 Bp 178
Habitual Morals: Scavenger Sta 5 23 48 33 PSP 8 Mp 1139
Resistance, Mental: None Att 2 0 10 MB 15 Ml 1383
Resistance, Physical: 18% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 116 Pe 7
Age Modification: a11/m41/o86/v177 Wis 4 4 24 9 In 8
Approximate Size: Huge (180” to 252”) Int 4 5 25 10 ME 115 Er 6
Dietary Requirement: Carnivorous Neu 4 12 32 -1 MR 14 Br 6
Visual Limitations: 35/20 Sta 4 15 35 20 MSP 5 Mr 26
Special: 22% Natural Flight Att 2 0 10 TB 9 Mi 31

Appearance & Description: The Dra’gœ is a fairly large flying lizard that can reach sizes of 15 to 21 feet in length. The body length can be anywhere from 5 to 7 feet, while its tails grows 10 to 14 feet in length. Its body is covered in scabby scales that make it appear course and inflexible, much like most of the surrounding terrain. Its membrane wings are as wide as the full total length. The color of its scales can adapt to various shades of brown to pitch. Eyes are a sickly golden yellow with three protective membrane eyelids, providing visibility even in the most extreme of conditions. Old scales wrinkle in curls that fall off as it sheds its old layer of skin for new.

Aptitudes & Behaviorisms: The Dra'gœ use their skill of Natural Flight to gain a defensive or offensive advantage in combat encounters over prey or opponent, or to help aide in escape and evasion. They generally travel in small groups, though sometimes accompany larger flocks of Dra'uœ. Though not easily startled or intimidated, they will not provoke a situation with larger creatures and will not take unnecessary risks.

Type Act Adj Act Spd Damage Slash Pierce Bash
Jaws/Tail 0.50 1 2d12/5d8 0/0 0/0 0/2
Front/Back Claws 0.50 1 3d6/5d6 1/2 1/0 0/0

Their secondary skill Chameleonic Skin is a natural ability to change color from brown to a dark pitch, full change of color takes about 5 to 10 minutes. While Natural Flight can be improved, Chameleonic Skin cannot.

Ecology & Genealogy: The Dra'gœ are the evolved form of the Dra` genus that have adapted to their environment as scavengers and predators. They also have their own speech of chirps and crackles that they use to communicate to each other. Most of the meaning of this language is lost in translation, where a single word could have literally thousands of meanings.

Society & Culture: The Dra'gœ are pack creatures that mate only once every year. The dominant male will have anywhere from 1 to 3 females. When they are in cycle, the females will labor their broods together. The pregnancy cycle takes nine months before they are born. After birth, the young break free of their membrane sac and consume it. The parents have very little active role in their development. Born in liters of two or three, the broods of several liters serve to protect the other until they are of age. The stronger males then show their dominance and create packs of a single male and one or two females.


Dra’uœ
(drā•oưhō) Physical xd10+y Aver. Adj Aver. 133 Jo 20
Climate/Terrain: Desert Regions Str 4 4 24 9 Ru 24
Habitat/Society: Flocks (2 or more) Dex 5 5 30 15 PE 145 Sp 27
Habitual Means: Predatory Neu 5 13 38 1 PR 18 Bp 151
Habitual Morals: Guardians Sta 5 16 41 26 PSP 6 Mp 817
Resistance, Mental: None Att 2 0 10 MB 11 Ml 992
Resistance, Physical: 11% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 137 Pe 9
Age Modification: A10/m31/o49/v59 Wis 4 6 26 11 In 10
Approximate Size: L to H (108” to 180”) Int 4 8 28 13 ME 161 Er 7
Dietary Requirement: Carnivorous Neu 4 19 39 0 MR 19 Br 7
Visual Limitations: 30/20 Sta 4 24 44 29 MSP 6 Mr 36
Special: 29% Natural Flight Att 2 0 10 TB 12 Mi 44

Appearance & Description: A large flying lizard that can reach sizes of 9 to 15 feet in length as a full-grown mature adult. The body length can reach anywhere from 3 to 5 feet, while its tails grows proportionately from 6 to 10 feet in length. Its body is covered in course scales that are durable and flexible. Its membrane wings are as wide as the full total length. The color of its scales can adapt to various shades of brown to pitch, though a full change in color takes about 3 to 5 minutes. Eyes are a sickly golden yellow. Three protective membrane eyelids cover the eyes to keep out dust and particles while still providing visibility even extreme conditions. It has the softest of features than its cousins, thought it still appears rocky and irregular. Old skin is shed as a whole every 4 to 6 months.

Aptitudes & Behaviorisms: The Dra’uœ use their skill of Natural Flight to gain a defensive and offensive advantage in encounters, and to help aide in escape. They can be easily startled or intimidated, and will use large numbers to overcome or subdue an enemy. They never provoke a situation or take unnecessary risks without having a distinct advantage or reason.

Type Act Adj Act Spd Damage Slash Pierce Bash
Jaws/Tail 0.50 1 1d12/4d8 0/0 0/0 0/2
Front/Back Claws 0.50 1 2d6/4d6 1/2 1/0 0/0

Their secondary skill Chameleonic Skin is a natural ability to change color from brown to a dark pitch, full change of color takes about 3 to 5 minutes. While Natural Flight can be improved, Chameleonic Skin cannot.

Ecology & Genealogy: The Dra’uœ are the evolved form of the Dra` genus that have adapted to their environment as scavengers and predators. They also have their own speech of chirps and crackles that they use to communicate to each other. Most of the meaning of this language is lost in translation, where a single word could have literally thousands of meanings.

Society & Culture: The Dra’uœ are pack creatures that often keep several mates at the same usually for the duration of their lives. The females of a flock will often labor their broods together, after birth the young break free of their membrane sacs and consume them. The entire flock generally has a much more active role in their development until the young break away to form flocks of their own. Many Dra’uœ take up residence along city walls or dwellings in groups or flocks, some even serve households or people as guardians or servants.


Fæ’brœ
(fā•brou´) Physical xd10+y Aver. Adj Aver. 129 Jo 23
Climate/Terrain: Groves/Circles Str 4 14 34 19 Ru 27
Habitat/Society: Civic Secularism Dex 5 12 37 22 PE 128 Sp 31
Habitual Means: Preserver Neu 5 8 33 0 PR 17 Bp 146
Habitual Morals: Cerberus Sta 4 5 25 10 PSP 6 Mp 725
Resistance, Mental: None Att 5 1 26 MB 11 Ml 881
Resistance, Physical: None
Resistance, Spiritual: 13% Off Resistance Mental xd10+y Aver. Adj Aver. 118 Pe 8
Age Modification: a20/m57/o165/v245 Wis 5 6 31 16 In 9
Approximate Size: Small (50” to 60”) Int 4 4 24 9 ME 117 Er 7
Dietary Requirement: Omnivore Neu 5 10 35 0 MR 15 Br 6
Visual Limitations: 20/20 Sta 5 3 28 13 MSP 5 Mr 26
Special: 27% Concealment Att 5 2 27 TB 10 Mi 32

Appearance & Description: The Fæ’brœ are more muscular and durable than their cousins, though they still have the prominent slender features that distinguish them as Fæ. The jaws, nose and ears are slightly pointier with two antennas that protrude slightly above their brow. Their hair is often a dark black to various shades of brown that compliments their dark olive skin, blending them well into their surroundings. Eyes are often a bright blue to a greenish emerald color, which seems wild and untamable next to their sterling silver iris. Their wings are of light chitin ribs that fold out to interlock or back along the spine.

Aptitudes & Behaviorisms: The Fæ’brœ are the longest lived of all the Fæ, even though they age mentally their physical appearance remains youthful most of their lives. Their physical and mental age stays the same until after the age of 24 (for every 27 years after 24 they will age 1 year physically). Fæ generally live in close-knit communities through the leadership of their moral peers or leaders. Most deter from physical violence, though they will fiercely defend their family and home.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

They have an innate ability of concealment that allows them to be able to obscure or hide their movements, to seek cover, or remain hidden or out of sight. This skill may augment or modify any type of subversion based skills under related situations or conditions.

Ecology & Genealogy: Fæ’brœ are spry little humanoids that are outwardly extremely flighty in nature, which is almost in direct contrast to their almost serious mental outlook. They see themselves as guardians or protectors over other Fæ and their kindred and will often serve as part of a militia or labor force. Many enjoy any activity that keeps them physically active.

Society & Culture: The secular communities believe that morality should be based off the wellbeing of mankind without any outside influence or considerations. Leaders are chosen by those that express and have proven their interest of the betterment of the community. Social class is usually selected by moral actions through the selected judgment of ones peers as opposed to wealth or status. Those that exhibit strong moral qualities are usually revered and gain social benefits while within that community.


Fæ’esprit
(fā•es•prē´) Physical xd10+y Aver. Adj Aver. 122 Jo 18
Climate/Terrain: Groves/Circles Str 4 6 26 11 Ru 21
Habitat/Society: Civic Hagiocracy Dex 5 12 37 22 PE 102 Sp 24
Habitual Means: Preserver Neu 5 10 35 1 PR 16 Bp 138
Habitual Morals: Cerberus Sta 4 4 24 9 PSP 5 Mp 590
Resistance, Mental: None Att 5 2 27 MB 9 Ml 716
Resistance, Physical: None
Resistance, Spiritual: 9% Off. Resistance Mental xd10+y Aver. Adj Aver. 125 Pe 8
Age Modification: a16/m45/o133/v198 Wis 5 5 30 15 In 9
Approximate Size: Small (48” to 57”) Int 4 14 34 19 ME 122 Er 7
Dietary Requirement: Omnivore Neu 5 8 33 -1 MR 16 Br 7
Visual Limitations: 20/20 Sta 5 3 28 13 MSP 6 Mr 28
Special: 31% Invisibility Att 5 1 26 TB 10 Mi 34

Appearance & Description: The Fæ’esprit are lighter and have less dense bone structure than their cousins, though they still have the prominent slender features that distinguish them as Fæ. The jaws, nose and ears are only slightly pointy with a barely pronounced brow-line that protrude only slightly from the side. Their hair is often a light yellow to various shades of gold or brown that compliments their light olive skin, blending them well into their surroundings. Eyes are often a bright hazel to an earthy brown color, which seems calm and disciplined next to their fiery cobalt iris. Their wings are semitransparent that appear almost leaf-like.

Aptitudes & Behaviorisms: The Fæ’esprit are long lived as are most of the Fæ, even though they age mentally their physical appearance remains youthful most of their lives. Their physical and mental age stays the same until after the age of 28 (for every 36 years after 28 they will age 1 year physically). Fæ generally live in close-knit communities through the leadership of their spiritual peers or leaders. Most deter from physical violence, though they will unconditionally defend their family and home.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

They have an innate ability of invisibility that allows them to be able to naturally imitate the effects of magical invisibility. This skill may augment or modify any type of subversion based skills under related situations or conditions.

Ecology & Genealogy: Fæ’esprit are sophisticated little humanoids that outwardly express calm and determination, while their minds are bound in the conflicts of tumultuous thought. They see themselves as the dreamers and philosophers of the Fæ and their kindred and will often serve as political leaders, advisors, scholars, and inventors. Many enjoy any activity that keeps them mentally active.

Society & Culture: Their hagiographic beliefs are centered on the meaning and teachings behind the stories of myth and legends. Those that lived moral lives are highly respected as many attempt to emulate their saintly ancestors. Leaders are chosen by those that express and have proven their interest of the betterment of the community. Social class is usually selected by moral actions through the selected judgment of ones peers as opposed to wealth or status. Those that exhibit strong moral qualities are usually revered and gain social benefits while within that community.


Fæ’nix
(fā•niks) Physical xd10+y Aver. Adj Aver. 128 Jo 19
Climate/Terrain: Groves/Circles Str 4 6 26 11 Ru 23
Habitat/Society: Civic Enigmatism Dex 5 14 39 24 PE 120 Sp 26
Habitual Means: Preserver Neu 5 8 33 0 PR 17 Bp 145
Habitual Morals: Cerberus Sta 4 10 30 15 PSP 6 Mp 687
Resistance, Mental: None Att 5 5 30 MB 10 Ml 834
Resistance, Physical: None
Resistance, Spiritual: 11% Off. Resistance Mental xd10+y Aver. Adj Aver. 113 Pe 7
Age Modification: a18/m51/o148/v220 Wis 5 1 26 11 In 8
Approximate Size: Small (49” to 59”) Int 4 3 23 8 ME 120 Er 6
Dietary Requirement: Omnivore Neu 5 2 27 -2 MR 13 Br 6
Visual Limitations: 20/20 Sta 5 12 37 22 MSP 5 Mr 27
Special: 29% Concealment Att 5 4 29 TB 9 Mi 32

Appearance & Description: The Fæ’nix are chiseled and well defined with strong bone lines, though they still have the prominent slender features that distinguish them as Fæ. The jaws, nose and ears are barely pointed with a distinguished brow-line that narrowly frames around their eyes. Their hair is often a light yellow to various shades of gold or brown that compliments their light olive skin, blending them well into their surroundings. Eyes are often an aqueous green to a pungent hue of purplish blue, which seems balanced and refined next to their dark burgundy iris. Their wings are of thin folds of membrane skin, ribbed slightly with cartilage along a strong bone.

Aptitudes & Behaviorisms: The Fæ’nix are long lived as are most of the Fæ, even though they age mentally their physical appearance remains youthful most of their lives. Their physical and mental age stays the same until after the age of 26 (for every 30 years after 26 they will age 1 year physically). Fæ generally live in close-knit communities through the leadership of their inscrutable peers or leaders. Most deter from physical violence, though they will unerringly defend their family and home.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

They have an innate ability of concealment that allows them to be able to obscure or hide their movements, to seek cover, or remain hidden or out of sight. This skill may augment or modify any type of subversion based skills under related situations or conditions.

Ecology & Genealogy: Fæ’nix are unruffled little humanoids that are outwardly extremely composed and serene, which is almost in direct contrast to the turbulent emotions the hold back inside. They see themselves as the foundation of the community among the Fæ and their kindred and will often take up important roles in government and commerce. Many enjoy any activity that keeps them emotionally active.

Society & Culture: The enigmatic communities believe that power should not be held by anyone and that no power should be absolute (absolute power corrupts absolutely). Leaders are chosen by those that express and have proven their interest of the betterment of the community. Social class is usually selected by moral actions through the selected judgment of ones peers as opposed to wealth or status. Those that exhibit strong moral qualities are usually revered and gain social benefits while within that community.


Fæ’pyske
(fā•piz´kə) Physical xd10+y Aver. Adj Aver. 115 Jo 15
Climate/Terrain: Groves/Circles Str 4 1 21 6 Ru 18
Habitat/Society: Civic Circularism Dex 5 10 35 20 PE 95 Sp 20
Habitual Means: Preserver Neu 5 6 31 0 PR 14 Bp 129
Habitual Morals: Cerberus Sta 4 8 28 13 PSP 5 Mp 542
Resistance, Mental: None Att 5 3 28 MB 9 Ml 658
Resistance, Physical: None
Resistance, Spiritual: 7% Off. Resistance Mental xd10+y Aver. Adj Aver. 133 Pe 10
Age Modification: a14/m40/o119/v178 Wis 5 14 39 24 In 12
Approximate Size: T to S (46” to 55”) Int 5 12 37 22 ME 154 Er 9
Dietary Requirement: Herbivore Neu 5 2 27 -2 MR 18 Br 7
Visual Limitations: 20/20 Sta 5 5 30 15 MSP 7 Mr 34
Special: 33% Invisibility Att 5 4 29 TB 12 Mi 42

Appearance & Description: The Fæ’pyske are of a frail and slender build with angular features. They have very sleek and elegant features complimented by soft facial expressions, yet their pointy jaws, nose and ears make them look impishly mischievous. Their hair range from a brilliant golden yellow to fiery reddish brown, often times worn in curls. The skin is fair and light for females and is usually darker in color for the males, but how long they stay under the sun does not affect the pigmentation of their skin. Eyes are often a bright amber color to a greenish emerald or a yellowish hazel color, which makes an odd contrast to their dark purple iris. Their wings are three rigid folds of thin chitin strips with elongated slivery transparent leaf-like veins between them.

Aptitudes & Behaviorisms: The Fæ’pyske are the shortest lived of all the Fæ, even though they age mentally their physical appearance remains youthful most of their lives. Their physical and mental age stays the same until after the age of 30 (for every 45 years after 30 they will age 1 year physically). Fæ generally live in close-knit communities through the leadership of their intellectual peers or leaders. Most deter from physical violence, though they will unquestionably defend their family and home.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

They have an innate ability of invisibility that allows them to be able to naturally imitate the effects of magical invisibility. This skill may augment or modify any type of subversion based skills under related situations or conditions.

Ecology & Genealogy: Fæ’pyske are unique little humanoids that are outwardly outgoing and extremely independent, which is almost in direct contrast to their commitment and devotion to family and friends. They see themselves as the pillars of the community among the Fæ and their kindred and will often take up important roles in government and commerce. Many enjoy any activity that keeps them spiritually active.

Society & Culture: The circular communities believe moderations and sharing of power and position provides moderation and balance of authority, though such power is usually only granted to those of higher moral fiber. Social class is usually selected by moral actions through the selected judgment of ones peers as opposed to wealth or status. Those that exhibit strong moral qualities are usually revered and gain social benefits while within that community.


Gaíd’en
(gā•eed´ən) Physical xd10+y Aver. Adj Aver. 120 Jo 20
Climate/Terrain: Highland Desert Str 6 0 30 15 Ru 24
Habitat/Society: Nomadic Gypsy Dex 6 0 30 15 PE 121 Sp 27
Habitual Means: Principled Neu 6 0 30 0 PR 15 Bp 135
Habitual Morals: Malcontent Sta 6 0 30 15 PSP 5 Mp 680
Resistance, Mental: None Att 6 0 30 MB 10 Ml 825
Resistance, Physical: None
Resistance, Spiritual: 13 % Passive Resist Mental xd10+y Aver. Adj Aver. 120 Pe 8
Age Modification: a12/m17/o42/v76 Wis 6 0 30 15 In 9
Approximate Size: Medium (64” to 76”) Int 6 0 30 15 ME 121 Er 7
Dietary Requirement: Omnivorous Neu 6 0 30 -1 MR 15 Br 6
Visual Limitations: 30/30 Sta 6 0 30 15 MSP 5 Mr 27
Special: 27% Endurance Att 6 0 30 TB 10 Mi 33

Appearance & Description: The Gaíďen are of stocky build standing about six feet tall. Facial features are flattened and smooth-like while brow and check bones are chiseled. Their nose and ears lay almost flush against the face with soft furry flaps of skin-membrane laying over them to protect them from dust and dehydration. The hair on body is very fine in that it is not visibly apparent. The only place that grows any type of long hair is along the side and back of the head. Skin is generally shades of golden brown with slight reddish to purplish hue, slightly scaly with hair only growing on the smoother parts of the body. Eyes are a golden yellow in color with reddish to purplish flecks or rings around a crescent-slit iris.

Aptitudes & Behaviorisms: Calm and deliberate, the Gaíďen are difficult to startle or upset. They are well renowned for their negotiating and bartering skills, many of them are disciplined in the art of trading and commerce while many more are skilled craftsmen. They are not prone to cause an incident, and would rather work around or to negotiate a way through a situation.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

Their natural Endurance allows them to survive under adverse conditions where others could not, being able to work prolonged hours under strenuous conditions. This skill serves as a base for all endurance based checks, though could be used to augment or modify related skills or attributes checks.

Ecology & Genealogy: The Gaíďen are a practical race that believes in the balance of commerce and hard work. This eclectic race was once the workforce of the Masa`aloarsians, and though not commonly known they are the only true descendants to that ancient race. Most Gaíďen consider their craft or art a marriage of skill and talent, and the advancement of that talent. But when they partner with another they partner for life, and when that mate dies they usually perish a short time after. Most families are relatively small, a couple having only one or two children.
Society & Culture: The Gaíďen was once the proud laborer workforce of a forgotten world. As the world changed, their culture and principles had stayed the same. In order to survive, they were forced to become nomadic gypsy’s that would trade their talents and wares. It was thought that the last of the Gaíďen had escaped to the lost city Cal’í Sæđ, and had made it into a sacred temple dedicated to their beliefs and ways of life. It is believed that they held the secrets of the world and the history of its past.


Laiesion
(lâ•ē´shən) Physical xd10+y Aver. Adj Aver. 152 Jo 31
Climate/Terrain: Highland Desert Str 5 14 39 24 Ru 36
Habitat/Society: Tribunal Socialism Dex 5 17 42 27 PE 202 Sp 41
Habitual Means: Militaristic Neu 5 6 31 0 PR 23 Bp 175
Habitual Morals: Advocate Sta 5 15 40 25 PSP 9 Mp 1123
Resistance, Mental: None Att 3 1 16 MB 14 Ml 1364
Resistance, Physical: 29% Symbiotic Plate
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 105 Pe 7
Age Modification: a12/m17/o32/v77 Wis 5 5 30 15 In 8
Approximate Size: M to L (77” to 94”) Int 3 4 19 4 ME 111 Er 6
Dietary Requirement: Omnivorous Neu 4 3 23 -3 MR 11 Br 5
Visual Limitations: 20/20 Sta 5 8 33 18 MSP 4 Mr 24
Special: 11% Discipline Att 5 2 27 TB 9 Mi 30

Appearance & Description: The Laiesion are a hybrid race with a strong build and rigid muscles, their hands and feet are elongated and knotted with muscles around the joints and knuckles. Their face is soft and flush around the eyes, nose and mouth lined with hard cheeks and brow. Their double split lipped segmented jaw is sunken and only used for speaking. A thick collar of bone substantially protrudes around the base of its neck. Their skin is a dark brownish gray with speckles of shades of white to red. Their dark eyes are narrow and sunken, usually consisting if silvery shades of piercing blue in contracts to a dark iris.

Aptitudes & Behaviorisms: Laiesion in general are ruthless warriors that follow a strict code of discipline, honor, and conduct. They are well known for their skills in combat and warfare, and excel in establishing peace through martial law. Many consider their time as a guard or soldier as a right of passage, some spending their entire lives in this form of servitude. Without question, most are able to follow orders with unerringly dedication and adaptability.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

Their innate Discipline ability is the product of their structured lifestyle and compliments their military mindset, allowing them to follow orders, endure hardships, and even overcome fears. This skill serves as a modifier for other skills and can be improved through further training.

Ecology & Genealogy: The Laiesion was the product of deliberate crossbreeding of a particular Velardhi sect with other races in an attempt to change the outcome of prophecy. This sect was made to be subservient to the Velardhi lifestyle, but the needs for military protection grew. Eventually these servants were enlisted with the task of military service, and it was found that the Laiesion had a predisposition for that type of occupation.

Society & Culture: The Laiesion live according to military code established during their servitude to the Velardhi. In this code they were governed by a tribunal, and as they restored order to many of the cities the Tribunal State was adopted by governing bodies. The Laiesion are proud of their position and what they have been able to accomplish. Most adapt to the traditions of the other inhabitants, though all maintain strong connections to their military upbringing.


Sahan’ji
(sô•hän´jī) Physical xd10+y Aver. Adj Aver. 107 Jo 17
Climate/Terrain: Highland Desert Str 5 3 28 13 Ru 20
Habitat/Society: Nomadic Warriors Dex 4 2 22 7 PE 101 Sp 23
Habitual Means: Honorable Neu 5 4 29 -1 PR 12 Bp 119
Habitual Morals: Valiant Sta 5 3 28 13 PSP 4 Mp 562
Resistance, Mental: None Att 5 0 25 MB 8 Ml 682
Resistance, Physical: 15% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 142 Pe 10
Age Modification: a15/m20/o53/v87 Wis 5 11 36 21 In 12
Approximate Size: Medium (66” to 80”) Int 5 10 35 20 ME 167 Er 9
Dietary Requirement: Omnivorous Neu 5 12 37 0 MR 21 Br 8
Visual Limitations: 25/25 Sta 5 9 34 19 MSP 7 Mr 37
Special: Camelia (35%) Att 5 1 26 TB 13 Mi 46

Appearance & Description: The Sahan’ji is a stocky race with very rough features that make them appear jagged and irregular. Along their brow, collar bone, shoulders, arms and legs are lined with boney projections through the skin, while their joints, knees, and elbows have bony projections that help protect their joints and are often used offensively. They have a tough dermal skin that is the color of dark charcoal that appears course and granular. The nose appears to be a small slit of skin that over-flaps upon itself. Eyes are a spitfire yellow with speckles of reddish orange to amber.

Aptitudes & Behaviorisms: The Sahan are honorable warriors, preferring the use of their hands over that of tools and machinery. They have dense bony projections that they would use for a tactical advantage in close-quarter combat. Being tribal in nature, they often will stoutly protect friends and kindred. When physically strained, they slightly bleed from the boney protrusions. When provoked, they will defend themselves and their allies by any means necessary.

Type Act Adj Act Spd Damage Slash Pierce Bash
Clawed Hands/Feet 0.50 1 1d4+2/1d8+2 1 0 0
Spiked Elbow/Knee 0.50 1 1d6+2/1d10+2 0 1 0

The secondary ability Camelia allows them to shift from a light brown to a dark charcoal in color naturally, though with skill this color range can be improved. It is often used to ambush prey or to blend in with their surroundings, possibly providing a surprise initiative or to help remain unnoticed.

Ecology & Genealogy: The Sahan are a cautious race, finding little solace in the trappings of comfort found in most cities or dwellings. Most are nomadic, living in tight tribal communities, and often display strong allegiance to their tribe and kinsman. When a female comes in cycle, the Elder of Tongues selects an adequate male to mate with her or decide if such reproduction is desirable. After her 24-week term the, the young are born and raised as a collective brood by the whole tribe.

Society & Culture: The Sahan’ji travel together in nomadic bands at the direction of the Elder of Tongues and the Warmaster. These two positions share leadership and openly discuss difficult decisions with the tribe as a collective, though they are the ones that make the final decisions. Within the clan the Warmaster runs the activities of the guild while the Elder of Tongues is the one who leads it, this serves to balance the leadership. Status within the guild is determined by intellectual and mental prowess, conquests and achievements are often mark or etched into armbands and prominently displayed.


Sahan’ro
(sô•hän´rō) Physical xd10+y Aver. Adj Aver. 142 Jo 27
Climate/Terrain: Highland Desert Str 5 11 36 21 Ru 31
Habitat/Society: Nomadic Warriors Dex 5 10 35 20 PE 167 Sp 36
Habitual Means: Honorable Neu 5 12 37 1 PR 21 Bp 163
Habitual Morals: Ordered Sta 5 9 34 19 PSP 7 Mp 937
Resistance, Mental: None Att 5 1 26 MB 13 Ml 1138
Resistance, Physical: 15% Gradual Armor
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 107 Pe 7
Age Modification: a15/m20/o53/v87 Wis 5 3 28 13 In 8
Approximate Size: Medium (70” to 82”) Int 4 2 22 7 ME 101 Er 6
Dietary Requirement: Omnivorous Neu 5 4 29 -2 MR 12 Br 6
Visual Limitations: 25/25 Sta 5 3 28 13 MSP 4 Mr 22
Special: Shimmer Light (35%) Att 5 0 25 TB 8 Mi 27

Appearance & Description: The Sahan’ro is a short and stocky race with very sleek features that make them appear smaller than what they really are. Along their joints, knees, and elbows are bony ridges that help protect their joints. They have a tough dermal skin that is the color of charcoal with a slight tint of a radiant pattern overlay. In direct sun, their skin almost seems to shimmer. The nose appears to be a small slit of skin that over-flaps upon itself. Eyes are a spitfire yellow with speckles of green or blue.

Aptitudes & Behaviorisms: The Sahan are honorable warriors, preferring the use of their hands over that of tools and machinery. They have dense ridges that they would use for a tactical advantage in close-quarter combat. Being tribal in nature, they often will stoutly protect friends and kindred. When provoked, they will defend themselves and their allies by any means necessary.

Type Act Adj Act Spd Damage Slash Pierce Bash
Clawed Hands/Feet 0.50 1 1d4+1/1d8+1 1 0 0
Ridged Elbow/Knee 0.50 1 1d6+1/1d10+1 0 0 1

The secondary ability Shimmer Light allows them to reflect light, causing disorientation or temporary blindness. This skill cannot affect creatures that are already blind, that have protection against intense light, or have some other means for sight. This skill can only be used if there is adequate light.

Ecology & Genealogy: The Sahan are a cautious race, finding little solace in the trappings of comfort found in most cities or dwellings. Most are nomadic, living in tight tribal communities, and often display strong allegiance to their tribe and kinsman. When a female comes in cycle, the Elder of Tongues selects an adequate male to mate with her or decide if such reproduction is desirable. After her 24-week term the, the young are born and raised as a collective brood by the whole tribe.

Society & Culture: The Sahan’ro travel together in nomadic bands at the direction of the Elder of Tongues and the Warmaster. These two positions share leadership and openly discuss difficult decisions with the tribe as a collective, though they are the ones that make the final decisions. Within the clan the Warmaster runs the activities of the guild while the Elder of Tongues is the one who leads it, this serves to balance the leadership. Status within the guild is determined by combat experience and physical prowess, conquests and achievements are often mark or etched into armbands and prominently displayed.


Shivle
(shiv´əl) Physical xd10+y Aver. Adj Aver. 168 Jo 37
Climate/Terrain: Any Str 5 20 45 30 Ru 43
Habitat/Society: Nomadic Troop Dex 5 18 43 28 PE 243 Sp 49
Habitual Means: Scavenger Neu 5 14 39 1 PR 27 Bp 195
Habitual Morals: Deviant Sta 5 16 41 26 PSP 10 Mp 1348
Resistance, Mental: None Att 1 5 10 MB 17 Ml 1637
Resistance, Physical: 10% Thick Hide
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 108 Pe 6
Age Modification: a16/m21/o32/v64 Wis 3 8 23 8 In 7
Approximate Size: Large (88” to 108”) Int 3 11 26 11 ME 112 Er 5
Dietary Requirement: Carnivorous Neu 2 10 20 -3 MR 12 Br 6
Visual Limitations: 25/20 Sta 5 14 39 24 MSP 5 Mr 25
Special: 30% Acute Senses Att 2 4 14 TB 9 Mi 30

Appearance & Description: The Shivle are a genetic cross of various races, composed of lumpy and irregular body parts. Their skin is thick and calloused, ranging in shade of an ashy gray to charcoal burgundy. Their bodies are ill-proportioned and look droopy in appearance, and their legs, chest and arms are rippled with knotted muscles. Their elongated head is thick and hard with a long mouth and crooked snout. Halfway from the snout to the crown of the head are two bulging eyes. The eyes are usually a yellowish hazel to brown in color with sickly speckles of golden brown to dull pink.

Aptitudes & Behaviorisms: The Shivle are unscrupulous scavengers and warriors, preferring to prey on the weak and defenseless than face superior forces. Their tactics are often ruthless with little regard to consequences or resolution, relying heavily on brute force. Make no mistake, most are capable fighters that display competence, discipline, and reserve.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hands/Feet 0.50 1 1d4/1d8 0 0 1
Elbow/Knee 0.50 1 1d6/1d10 0 0 1

The skill Acute Senses grants them a heightened or enhanced sense of taste, touch, sight, sound, and smell. This skill can be used to modify other sense based skills. Through deliberate sensory deprivation and training it is possible to improve this ability.

Ecology & Genealogy: Long ago a terrible plague had nearly destroyed the entire population of Sõl, causing massive deformities and eventual death to almost all those it infected. In an attempt to protect the communities, those infected were cast out of groups, tribes and cities. These cast-outs banded together for survival, those that survived the infection remained permanently deformed. And as these races bred together features blended until they became what are now known as the Shivle.

Society & Culture: The Shivle hold large animosity to all other races, and go at great lengths to separate themselves from others. In their society might makes right, for only the strongest should be able to lead while the weaker are left behind. Position within their society is usually determined through complex quests or tests or feat, outsiders are not usually welcome. Tribe loyalty runs deep, though tribes will often have conflicts or misgivings between the other tribes. Regardless of upbringing, most find it difficult to settle down or live in a city or permanent dwelling.


Tsalvori
(tsäl´vô•ri) Physical xd10+y Aver. Adj Aver. 152 Jo 32
Climate/Terrain: Desert, Any Str 5 17 42 27 Ru 37
Habitat/Society: Social Dependant Dex 5 15 40 25 PE 207 Sp 43
Habitual Means: Liberal Neu 5 6 31 0 PR 23 Bp 175
Habitual Morals: Passive Sta 5 14 39 24 PSP 9 Mp 1149
Resistance, Mental: None Att 3 1 16 MB 15 Ml 1395
Resistance, Physical: 12% Thick Hide
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 110 Pe 6
Age Modification: a16/m22/o42/v101 Wis 4 5 25 10 In 8
Approximate Size: Medium (69” to 84”) Int 3 4 19 4 ME 107 Er 6
Dietary Requirement: Omnivorous Neu 5 8 33 -1 MR 13 Br 6
Visual Limitations: 30/30 Echolocation Sta 4 13 33 18 MSP 4 Mr 24
Special: 28% Fluctuate Sense Att 4 2 22 TB 9 Mi 29

Appearance & Description: The Tsalvori are a stocky race with dense muscles and strong bone structure. Their clawed feet are strong with wide toes and a clawed heel, while their front pseudo pod-like appendages and three rear tails can be flexed or formed into various shapes that allow them to function as hands or to work their way into cracks or crevices. Their faces are angular and ridged, their cheek and brow bones highly pronounced. A thick mane of coarse hair runs down the center of their back, varying in color from dark brown to black. Their dark eyes are narrow and black, consisting of speckles of silver or gray.

Aptitudes & Behaviorisms: Tsalvori are renowned for their unparalleled patience and their aptitude for paying attention to detail, with most taking up trades as tradesman, miners, or masonries. Their specialized echolocation sight allows them to see three dimensionally in stunning detail, with enough definition that they literally can see hairline cracks and fissures on the surface of even the smoothest stone.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

Their innate Fluctuate Senses ability allows a modified roll against any sensory based skills in determining a variation from a known point or in comparison between two objects. This skill may be improved through training, and potentially modified by other sensory based skills.

Ecology & Genealogy: The Tsalvori is an older race that originates from before the time of the Masa`aloarsians. And though they were once sophisticated and rich in their own culture and beliefs, the Masa`aloarsians went to great lengths to strip away and destroy much of their identity. This enslavement coupled their nature to the point of complacency and humbleness, with most sharing the customs and beliefs of those they coexist. The natural ability for stonemasonry and crafting made them instrumental in the construction of the Great Roads, though knowledge of these roads construction has been lost.

Society & Culture: They were once a specialized labor force of a forgotten world. As the world changed, they were absorbed into the framework of other societies. Most are surprisingly nationalistic, preferring to defend their homeland, city, or habitat over that than of another Tsalvori from outside their community. In recent times, their abilities made then idea for the early detection of underground activities. This grants them a unique place in society, giving them a level of respect and a sense of security.


Ulgorva
(ul´gôr•va) Physical xd10+y Aver. Adj Aver. 142 Jo 27
Climate/Terrain: Highland Desert Str 5 9 34 19 Ru 31
Habitat/Society: Nomadic Tribes Dex 5 7 32 17 PE 177 Sp 36
Habitual Means: Communalistic Neu 5 11 36 1 PR 21 Bp 163
Habitual Morals: Satiate Sta 5 15 40 25 PSP 7 Mp 985
Resistance, Mental: None Att 3 5 20 MB 13 Ml 1196
Resistance, Physical: 15% Thick Hide
Resistance, Spiritual: 6 % Passive Resist Mental xd10+y Aver. Adj Aver. 117 Pe 7
Age Modification: a12/m17/o37/v85 Wis 5 3 28 13 In 8
Approximate Size: Medium (71” to 84”) Int 5 2 27 12 ME 102 Er 6
Dietary Requirement: Omnivorous Neu 5 13 38 0 MR 14 Br 6
Visual Limitations: 25/25 Sta 4 4 24 9 MSP 4 Mr 23
Special: 19% Tracking Affinity Att 3 6 21 TB 9 Mi 28

Appearance & Description: The Ulgorva are of heavy build standing slightly taller than six feet. They have thick shoulders that are slightly less broad than their waist, giving their stature a tapered appearance. A very pronounced brow line extends a ridge around the sides of their head and tapering up to a peak at the crown of their skull while loose cheek flaps extend down to obscure the jaw line and portions of the mouth. A thick collar of bone marginally protrudes around the base of its neck. Their skin is a dark brownish gray to shades of golden brown with reddish to purplish hued freckles. Eyes are a light to dark brown ringed with speckles of gold or silver over a half crescent-slit iris.

Aptitudes & Behaviorisms: Ulgorva are patient and cautious hunters that show unerring determination once a quarry has been selected. The often look with outsiders with intense scrutiny, but once an individual is accepted as a friend they will go to great lengths to protect them. When confronted they will choose to respond on their own grounded, but if cornered they will not hesitate to be defensive.

Type Act Adj Act Spd Damage Slash Pierce Bash
Clawed Hand/Foot 0.50 1 1d4+1/1d8+1 1 0 0
Elbow/Knee 0.50 1 1d6/1d10 0 0 1

Their natural Tracking Affinity ability directly modifies all tracking based skills, increasing their ability to perform this skill. This skill may be improved through training, though is rarely used as a base skill.

Ecology & Genealogy: During the liberate crossbreeding of the Laiesion, there were those that escaped this fate to live along the outskirts of civilization. They slowly adapted to this lifestyle, honing their skills as hunters and trackers. Over time they became the outer perimeter defense against land sieges and invading armies. Often time entire tribes will be contracted by cities to live along trade routes or in defensive positions outside the city

Society & Culture: The Ulgorva live to a hunters’ code of balance of consequences and providence. This code weighs an individuals’ action in respect to their intent. This can be seen in all aspects of their life, and is representative in the way they hunt and what they hunt. They have also been known to take on less profitable contracts in the place of higher paying ones in order to achieve providence. Contracts or quests that serve a greater good to the tribe, the environment, and to the people are considered more desirable. Keep in mind, services and contracts are fiercely negotiated with the bulk of the proceeds often going to the coffers of the entire tribe.


Velardhi
(ve•lär´di) Physical xd10+y Aver. Adj Aver. 106 Jo 14
Climate/Terrain: Highland Desert Str 4 0 20 5 Ru 16
Habitat/Society: Tribunal Democracy Dex 5 2 27 12 PE 94 Sp 19
Habitual Means: Pretentious Neu 5 1 26 -1 PR 12 Bp 118
Habitual Morals: Survivor Sta 5 8 33 18 PSP 4 Mp 529
Resistance, Mental: 17% Passive Resist Att 5 1 26 MB 8 Ml 643
Resistance, Physical: None
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 141 Pe 10
Age Modification: A12/m17/o52/v88 Wis 5 7 32 17 In 11
Approximate Size: Medium (69” to 84”) Int 5 14 39 24 ME 163 Er 8
Dietary Requirement: Carnivorous Neu 5 8 33 -1 MR 20 Br 8
Visual Limitations: 25/25 Sta 5 12 37 22 MSP 7 Mr 37
Special: 23% Contemplation Att 5 2 27 TB 13 Mi 45

Appearance & Description: The Velardhi are a sophisticated race of slender build. Facial features are somewhat flattened and smooth-like while pronounced brow and cheek bones give their face a hollow chiseled look. Their nose and ears lay completely flush against the face with soft furry flaps of skin-membrane laying over them to protect them from dust and dehydration. The hair on body is very fine in that it is not visibly apparent. The only place that grows any type of long hair is along the side and back of the head and along their chin. The brow line extends a ridge around the sides of their head and tapering up to a slight peak at the crown. A thin collar of bone marginally protrudes around the base of its neck. Their skin is a dark gray to shades of brown to golden brown, with reddish, purplish, or whitish highlights. Eyes are a light golden yellow to dark brown color, with speckles of color around quarter crescent-slit iris.

Aptitudes & Behaviorisms: Calm and deliberate, the Gaíďen are difficult to startle or upset. They are well renowned for their negotiating and bartering skills, many of them are disciplined in the art of trading and commerce while many more are skilled craftsmen. They are not prone to cause an incident, and would rather work around or to negotiate a way through a situation.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

Their natural Contemplation skill gives them a distinct advantage in analyzing various forms of data and information, this is especially useful in battle tactics, problem solving, game tactics, or other thinking based skills. This skill may be improved with study.

Ecology & Genealogy: The Velardhi are close descendents to the Masa`aloarsians, and take great pride in their heritage. In most it breeds a sense of superiority over other, their haughtiness spilling outward in the form of verbose words and cynical comments. In regards to those of their own race, they view each other in suspicion and distrust. Most Velardhians excel at being a diplomat, mediator, politician, military or financial strategist, or general tactician.

Society & Culture: The Velardhi believe in a Tribunal Democracy, where every person has a voice. But as noble as this may seem, many do not believe all races are people. Those that are not equal are often looked at with contempt and general malaise. Velardhi align themselves by households, each household is represented by three people. Each household has a voice within the Hall of Representatives, and within the Hall three households will rule during a discussion.


Villa’dena
(vil´ə´dēn•ä) Physical xd10+y Aver. Adj Aver. 135 Jo 22
Climate/Terrain: Highland Desert Str 5 4 29 14 Ru 26
Habitat/Society: Tribunal State Dex 5 14 39 24 PE 134 Sp 29
Habitual Means: Inquisitive Neu 5 12 37 1 PR 19 Bp 154
Habitual Morals: Proliferate Sta 5 5 30 15 PSP 6 Mp 763
Resistance, Mental: None Att 4 0 20 MB 11 Ml 926
Resistance, Physical: 14% Passive Resist
Resistance, Spiritual: None Mental xd10+y Aver. Adj Aver. 115 Pe 7
Age Modification: A12/m17/o42/v149 Wis 5 5 30 15 In 9
Approximate Size: M to L (70” to 86”) Int 4 6 26 11 ME 112 Er 6
Dietary Requirement: Omnivorous Neu 5 6 31 -1 MR 14 Br 6
Visual Limitations: 30/30 Sta 5 3 28 13 MSP 5 Mr 25
Special: 26% Augment Senses Att 4 0 20 TB 9 Mi 31

Appearance & Description: The Villa’dena is of boxy build standing over six feet tall with dense bone vertebrae and a superficial boney exoskeleton over its abdomen and cal de sac where it digests food. Facial features are particularly angular around the eyes and ears, and have a severely diminished jaw hidden behind a coif of sensory and olfactory tendrils that hang over from its upper lip. An extremely thick collar of bone marginally protrudes around the base of its neck. Its elbow and knees are socket-like in a similar form to their shoulders, and appear knobby and elongated. They have dark eyes that seem almost colorless except for a slight swirl of color around their even darker iris. Their voice is soft and muffled behind their olfactory coif, as their ill formed split-lip segmented jaw is only used for speaking.

Aptitudes & Behaviorisms: The Villa’dena is a race that has found a place within almost every society, with very little harassment or abasement. They are verbally soft spoken and gentle, and have a pleasant personality that is usually warm and receptive. Most are well adapted to tracking or scouting, or professions that require the use of ones senses. Though curious by nature, they are not generally rude or threatening. When provoked, however, most fight in unconditional fury.

Type Act Adj Act Spd Damage Slash Pierce Bash
Hand (Fist/Elbow) 0.50 1 1d4/1d6 0 0 1
Leg (Foot/Knee) 0.50 1 1d8/1d10 0 0 1

Their innate Augment Senses allows a modified roll against any sensory based skills by directly enhancing or augmenting that particular sense. This skill may be improved through training, and potentially modified by other sensory based skills.

Ecology & Genealogy: The Villa’dena is a genetic cross between the Sahan and the Masa`aloarsian ancestral line. They are a long lived race with an inverted ribcage exoskeleton that protects their cal de sac and abdomen, and their brains are positions at the base of their shoulders instead of their head. Families are generally small and marriages arranged in order to ensure disperse and profitable procreation.

Society & Culture: The Villa’dena will adapt to any society, staying out of the affairs of other nations, kingdoms, allies, or people. They try to work honestly within the system, and take great pride in their work. Status of wealth, position, possessions, and debt is usually passed down or inherited. Families generally serve a particular purpose or enterprise over a kingdom or allegiance. Some express their loyalty in the form of extended families of friends and allies, to which they and their heirs will stay loyal to them until the pact is breached or knowledge of the pact becomes forgotten.

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reverie_13
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Re: Forum Idea - The World of Sõl

Tips: 0.00 INK Postby Village Alchemist on Sun Oct 26, 2008 3:23 pm

It just seems kind of....boring. Maybe not to write, but certainly to read. All that geologic jargon and astronomical statistics.....

Most of the information you've provided would be much more usefull in a science fiction setting than a fantasy one. Since most of the characters will be illiterate and groundborn, nearly your entire first post is useless to actually playing the game.

It's just not interesting. Some of the races sound like they could be cool, but the details we've got about them seem very dry.

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Village Alchemist
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Re: Forum Idea - The World of Sõl

Tips: 0.00 INK Postby reverie_13 on Sun Oct 26, 2008 4:50 pm

very good points. however, this gameworld wash successfully played as a fantasy game every sunday for over 4 years.

my thoughts are this in why i presented this information. a world is what a player makes of it. but to understand where the people and culture originate, you must fist understand the world in which they live and how thier world was created. a persons beliefs are shaped byt the things they see and are influenced by. as with our own culture, the bodies of stars would be a source of belief, fear, and awe. but, youre right, that information can be a bit dry if youre not interested in it.

in my original thought, a good player should be able to take this information to get a very good idea of the world and their cultural beliefs so that they can place themselves in that world. i personally find it very difficult to separate the history of the world from game play. and, i also wanted the option of realism, where if a gm and players so chose, they could have a fantasy game, a sci-fi game, horror, comedy, drama, or whatever else they want to make of it. something more than just a hack-and-slash (though even a hack-and-slash game has its place). and there are plenty of games that simply fall short. one game per genre. why? where is it written you cant have a horror campaign in a fantasy setting? or use the same system for a sci-fi game? why should a game world be limited? isnt the whole idea to explore creativity, to create a story, to create a game beyond ones self?

tolkien had created a whole layout, a complete history of his world, with family lines, languages, and more. and the reason why it works is because of how complete the world was. but is that information boring? it can be. the Similarian is extremely dry in places. but it is the backbone of his books. why should a gaming world be devoid of this crucial information? when i run a world, i leave the gamers feeling as if that world coudl be real, that they can visualize the actions of their characters, feel the world as if they were there.

perhaps what i shoudl have done was slim it down to a base history of the world only, and present the stellar information only as an addendum. you have given me some things to ponder. perhaps i didnt pick the best information to post. i apologize. it seems my post didn't do the world justice. i wish i coudl post the whole thing, but there is just too much to present here. perhaps the unwritten concept of the world is better than what i had written.

perhaps a rewrite is definately in order? how can i make it better? more appealing?

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Re: Forum Idea - The World of Sõl

Tips: 0.00 INK Postby Village Alchemist on Sun Oct 26, 2008 6:41 pm

It needs atmosphere I suppose. I can't really tell what kind of person would be here. Tolkein built up an excellent history for Middle-Earth, and he did so with a proper atmosphere; when I read his books, I imagine the narrator as being a person who has spent a great deal of time around hobbits and dwarves and goblins--he takes on the tone of some village orator, or an eccentric old bard.

The tone you've adopted here puts me in mind of a geology professor giving an extremely long lecture to his students. That somehow doesn't seem appropriate for the world you're trying to build; the stories of Sõl should be told by a Sõlite; a shaman or veteran warrior or some such.

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Re: Forum Idea - The World of Sõl

Tips: 0.00 INK Postby reverie_13 on Sun Oct 26, 2008 7:50 pm

now THAT is an awesome idea!

one of the problems is, i think, that i write safety plans and programs for a living. and as such, most of my writing tends to be more technical. its hard for me to step outside that mode when writing, unless it's poetry. i have a plan for the language... which is coming along nicely. with a short chapter for each sigil, a poem, and a story, so the story progresses from one to the other.

perhaps what i need to do is write up and play a character, and try to write about the world in the mindset of that character. or, find a writer that would want the challenge of writing it up. havent had much luck in that department, though.

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