@EricaOdd and her 20 races gave me a kick in the ass to start up on something again. It's a game in the vein of Earthdawn, Ruins of Intrigue, or Forbidden Lands where an ancient race's area has suddenly become accessible for exploration. While I like how Forbidden Lands does it (Heck, I am playing in a discord game of it), I thought such a concept would be more interesting with races other than your stereotypical Tolkien fantasy races.
So that being said, I've been designing a group of races. I haven't tore apart the magic system yet but that would be my next goal. I just want to throw the races out there to see what people thought and if I should keep going with this idea.
So without further ado, here are the six races of the Land.
A large moving pile of rocks with appendages, that is the Vral. No one quite knows how a Vral sees, hears, or even speaks as it is – a pile of rocks taking whatever form it desires. Large creatures the Vral can seem quite intimidating but they are relatively gentle.
Vral contemplate. There are few Vral in the world for while they reproduce asexually they must think about how this action will affect the world as a whole. When several Vral get together they debate the finer points of a subject. They are not slow witted or even slow to speak, but there must be debate. When a group of Vral choose a leader among themselves it can take several days as they weight out the pros and cons of each Vral present.
VRAL ARE VRAL - Vral are artificial beings made of rock. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour”.
VRAL begin with a Vigor of D6.
ROCKS...YUM - Vral must absorb rocks every 24 hours or suffer a level of Fatigue.
VRAL ARE BIG – Vral stand 8' tall and can only wear things designed specifically for them (which is rare to find. Vral do not make armor or clothing. Vral subtract 2 from trait roles not using things specifically designed for it's race.
MACHINES ARE AWKWArD – Vral suffer from the all thumbs hindrance
ONE MUST COMTEMPLATE – Vral are cautious, never jumping into a situation.
Six feet tall with a pair of batlike wings, the Toeks are indeed intimidating. Their flat noses and pointed ears give them a bestial appearance unmatched by anyone except the Na'Gren. The Toeks wings contract small enough to allow them in buildings. Outside their wings expand to a width of several times their height.
The Toeks are the first into the fray and the last to leave. Allies to the Toeks find them useful as scouts and shock troopers. The Toeks care little for this, though, being perfectly content with their pack mates raising the young However, a living needs to be earned. Toeks are also interesting in that they will accept other races as pack mates if members of the other races have proven themselves.
ON LEATHERY WINGS – Toeks can fly at a Pace of 24 and "run at 2d6 (6)
ARCHER SUPREME – Toeks begin with a shooting skill of D6. It can increase to D12+1 max (2)
AWKWARD DUE TO MASSIVE MUSCLES – Toek find it hard to actually persuade people and suffer –2 to Persuasion rolls (-2)
PACK MATE – Toeks are extremely loyal to their friends and family to the point they will die alongside them. (-2)
YOU TALKING TO ME? - Toek are easily taunted and suffer a –2 to resist Taunt attempts
Purple skinned beings with incredibly large, hairy ears. These four eyes humanoids have a larger than normal cranium (or a thinner than normal body – take your pick). These creatures have little in the way of noses and four eyes arranged ina trapezoid pattern.
Caltors are prim and proper to a fault, to the point of a Caltor mage saying excuse me to being she is blasting with a spell. Caltors never forget, though, and have a perfect recall of what has been read or observed.
WE ARE INTELLIGENT – Caltors begin with a D6 in SMARTS (2)
WE REMEMBER – Caltors can recall anything they read or observe. The GM shouldn't make a roll to remember something. (1)
WE KNOW THINGS – Caltors receive a +2 to Common Knowledge Rolls
WE ARE THIN BONED – Caltors have –1 Toughness
WE MUST KNOW – Caltors are curious to a fault
Rare is the Na'Ggren, considered to be little more than animals by some and legends by others. Their flat faces and stooped bodies over their four legs look as if they are truly downtrodden by the other races. Their inability to communicate with other races doesn't help either. They speak to each other in animal noises, though it's not at the talent of imitation. Be wary, though, for the Na'gren do understand what is being said of them.
Na'Gren are hunters and keepers of the Land. Armed with sword and bow in their four limbs, they hunt out of nessesity, as many "civilized" folk will not trade with them,
FOUR ARMED ACTION – Na'Gren can do an additional action without the –2 penalty (3)
I CAN SEE TO HUNT – Na'Gren do not suffer penalties for dim or dark lighting (but not pitch black) (1)
AGILE HUNTER – Na'Gren start with D6 Agility (2)
ANIMAL NOISES ARE WHAT WE LEARNED – Na'Gren can understand other languages, but only speak in animal noises. It is a combination of various noises of animal intelligence. Another person can learn to understand the language with the proper LANGUAGE skill. (-1)
NOT CIVILIZED – Na'Gren are considered slightly enlightened animals. They do not enjoy rights and suffer a –2 to rolls socially interacting with other races. (-2)
SHOW ME YOUR WORTH – Na'Gren are suspicious of anyone who would show them kindness due to how they are treated by the other races (-1)
Pom are roundish 4' tall beings covered in black fur. The fur sticks out in all directions and covers the Pom so completely that the only things visible are 2 eyes (which can be a variety of colors), their hands, and their feet. Pom tend to attract dust to the point where they have to quickly vibrate to shake it off, causing a small, harmless dust cloud around them. It is unknown how Poms mate but legend has it when a Pom is ready to give birth it sneezes and a smaller Pom pops out.
Pom are tireless workers, never needing to sleep. One would think this makes them ideal guards but Pom are also known for being quite cowardly, preferring to stick to the shadows rather than confront anything head on.
TIRESLESS – Pom never sleep (2)
GO ANYWHERE – Pom can walk on walls at full pace and ceilings at half pace. (1)
SMALL – Poms Size and toughness are both –1. (-1)
COMPLETE AND UTTER COWARDS – Pom subtract 2 from fear checks and resisting intimidation (-2)
BE OUT OF THE WAY – Poms make stealth checks at +2 (2)
The Khaw are a race of humanoid beings with feathery wings. They are typically mottled brown in appearance with an extended head trailing back into a point. Their face has an extended beak that turns white towards the end of it.
The Khaw are caretakers of all beings of animal intelligence. While they understand the concept of predator and prey, they will portect against killing purely for game. They also protect against the abuse of animals. Fearful be the farmer who abuses a Teltec in front of the Khaw.
FRIENDS OF ANIMALS – Gifted (15PP) Beast Friend Innate Power (2)
AT HOME IN THE AIR - Khaw fly at a pace of 6 (2)
AT HOME IN DARKNESS – Khaw receive no penalties for dim or dark illumination (but not pitch darkness) (1)
I AM THE PROTECTOR – Khaw protect all with an animal intelligence (Major Vow) (-2)
WATER IS ANOTHER'S REALM – Due to their wings they cannot swim (-1)
Obviously this is just basic stuff on each race, so it doesn't include anything much about how they operate in their civilization.