Human

Original race - Humans can adapt most easily to new circumstances and quickly learn new skills. They are considered the original race from which most other races have developed.

Abilities

Adaptable

During character creation, you can distribute 2 more points to your attributes as you wish. However, an attribute may not be higher than +5.

Fast Learner

During character creation you can choose one additional passion.

Culture

The Old World was on the brink of destruction due to a catastrophic event. While many resigned themselves to their fate, a few hopeful individuals set out in search of new land. They followed the First Explorer, who promised them a promised land full of magic and mystical creatures: Naevaria, the New World.

After many long years at sea, marked by hunger and disease, they finally landed one day on the southern coast. There, they founded the first city, naming it “Hope.”

The First Explorer was hailed as a hero, but he was called to adventure. As soon as the survival of the people was secured, he set out to explore the promised land. Many adventurous souls followed his example, and thus, the first settlers eventually split up. Over the following centuries, they became the peoples that exist today. Isolated from the rest of humankind, they gradually adapted to the deadly world beyond and, aided by Naevaria’s magic, evolved into the races known today.

Meanwhile, those who had stayed behind built a thriving civilization. Hope grew into a metropolis, and the surrounding land became fertile fields. Seeking new land, they expanded further inland, eventually coming into contact with the other peoples.

Today, humans are shaped by their cultural diversity—a culture that stretches back to the Old World. As descendants of those who, after enduring the hardships at sea, longed for order and safety, humans place great value on law and tradition. Yet, they are more open-minded than other peoples, having not spent centuries in isolation. They take joy in sharing their customs and traditions with outsiders.

 

Names

Male First Names

Aldus, Elric, Arthur, Henry, Alden, Alcott, Aldwin, Gabriel, Edwin, Eldred, Elliot, Garrett, Garrick, Kenley, Osbert, Ranald, Wesley, Esmond, Hendrick, Reginald, Percival

Female First Names

Cateline, Alison, Alvina, Berta, Hilda, Carlotta, Daisy, Edda, Edwina, Elvina, Faina, Fern, Ida, Kendria, Myla, Odilia, Octavia, Fiona, Lindsay, Kyla, Elizabeth, Anabelle

Last Names

Wunderwald, Grauburg, Sturmwind, Prachtmeer, Fischhafen, Ohnehand, Adlerauge, Eschenberg, Haferstadt, Apfelhain, Starkarm, Langlauf, Trugschluss, Narrenbaum, Hexenhaus, Torwacht

Factions

The Church of the First
In both size and influence, the Church of the First surpasses that of the individual gods by far. It was formed during the time of the First Explorer, composed of his disciples and those too old to accompany him on his journeys. They venerate the First Explorer like a saint who led humanity into the Promised Land, preaching messages of hope and forgiveness.
The Church was involved in the founding of nearly every human city and owns more land than most kingdoms.
It is open to all and supports aspiring explorers on their journeys. Donations and the leasing of their lands fund the Church’s charitable endeavors.

The Followers of the First Order
Once a part of the Church of the First, this Order played a key role in establishing the first laws of Naevaria. In the early years of settlement, they were responsible for enforcing the law and ensuring the safety of the newly founded human cities.
When the Church began to codify its commandments and scriptures, a divide formed between it and the Order—who had come to see the First as a new god. They renounced the Church and henceforth called themselves the Followers of the First Order.
Though there were minor wars between them and the Church, relations are generally peaceful and marked by mutual respect.
Today, the Order is focused on preserving tradition and human identity. They await the return of the First, whom they revere as the God of Humanity, and preach his teachings. They offer refuge to lost souls and maintain a force of paladins who help keep human cities safe.

The Purists of the First Order
A fanatical sect within the Followers of the First Order. They believe that humans are the crown of creation, and that all other races are tainted by sin and must be purged.

Look

When the Old World fell, hopeful people from all over the world came together to find Naevaria. For this reason, humans look as diverse as they do in the real world.

Language

Many human names originate from the Old World and are passed down through generations. Every human has one or more given names and a family name. Family names usually consist of two connected words in the Common Tongue. More rarely – and usually as a way to distance oneself from their family – occupational titles are chosen as surnames.

Characters

The First Explorer

A legendary hero who led humanity from the ruined Old World to Naevaria and helped them gain a foothold there. After several smaller expeditions to ensure the survival of the people, the First Explorer set out to find the source of Naevaria’s magic.

He never returned, but rumors persist that he discovered the magical source and was granted a place among the gods. Some believe that those who follow in his footsteps may also find the divine source – and ascend to become a higher being.

Prejudices against them

  • Uncultured
  • No own identity
  • Backward thinking
  • Basic
  • Indecisive

Dunari

Desert People – Through life in the desert, they have absorbed the magic of the stars and use it to simplify their daily lives.

A picture gallery of the Dunari can be found on Pinterest: https://de.pinterest.com/johnmaizda/dunari-desertfolk/

Abilities

Magical Aptitude

You can cast simple spells for 2 AP. These spells require no Mana and can be used as often as desired:

  • Fuse Objects: Combine two objects into one, functioning like magical glue. For every 2 AP, you can bond up to 10 cm² of surface area. This allows you to, for example, weld metal, repair glass, or extend ropes. Both objects must be physically held together during the process.
  • Create Illusion: Create a visual illusion up to 1 sq in size within a range of 9 sq. A creature that comes within 2 sq of the illusion or succeeds on a Perception check 15 recognizes it as an illusion.
Short Sleep

Dunari require only half as much sleep as other peoples, needing just 3 hours of sleep for a long rest.

1 AP Inner Power

Gain Mana equal to 1 + your level, or grant it to an ally within 1 sq. Can be used once per short rest.

Culture

The Dunari were originally nomads – the only ones brave enough to venture into the deadly desert. To escape the scorching heat, they traveled by night, using the star-filled sky as a map. The magical light of the stars and moon continuously shone down upon them, granting them magical powers. They learned to call upon this power from within, to focus and shape it, and to manipulate the world around them. This became the first known form of magic.

Today, every Dunari wields magic, whether born in the desert or not, and they use it in daily life as unconsciously as breathing. Over time, this has perfected their already remarkable craftsmanship.

Perhaps the most notable cultural difference from other peoples is their sleep rhythm. Always on the move, the Dunari grew accustomed to short, frequent sleep cycles, sometimes sleeping multiple times a day just to stay refreshed for travel. As a result, many Dunari have multiple waking periods per day, allowing them to work longer hours and enjoy nighttime events like night markets.

The arrival of the Astra in Naevaria threw Dunari culture and knowledge into crisis. Were the Astra the very stars they had worshipped since time immemorial?

Names

Male First Names

Zaralas, Larael, Nuralin

Female First Names

Amiriel, Velariel, Meriel

Last Names

Valarion, Kelaron, Melorion

Factions

Mages of the Night
The largest gathering of mages in the world, possessing more magical knowledge than a Dunari could absorb in a lifetime. In their early days, they collected much forbidden knowledge and conducted controversial experiments – including the creation of the Gorm. After the Gorm Wars, the Mages of the Night were placed under the authority of individual states and have since been subject to strict regulations. Still, they operate largely independently, and rumors persist that they secretly continue forbidden experiments.

Star Seekers
They regard the stars as lesser gods and build temples in their honor. The Astra are revered as saints by them.

Realists
They reject the Astra as saints and even question the magic of the stars. Some radicals among the Realists want to dissect the Astra to find their magical source.

The Nomads of the Northern Caravan
Thousands of Dunari join with some Naima to form a massive caravan that travels from north to south, passing all major cities of Naevaria. The Northern Caravan is the world’s largest trade route and, at its peak, is larger than entire cities. Millions depend on it.

Look

In most Dunari, Mana visibly manifests on their skin as glowing blue tattoos that spread over their bodies like veins. They have silky skin, tanned darker by the sun than other peoples, and smaller ears.

Language

The language of the Dunari is shaped by magic. It most closely resembles magical runes but still follows its own unique melody. The words sound like poetry, carried on a melody borne by the wind. Long and soft words, usually spoken with an exotic, almost magical accent.

 

Characters

Erilia – Goddess of Magic and the Stars

She is said to be both the youngest and the oldest of the gods, the one who makes miracles – like the creation of the universe – possible. Every time magic is cast, it is she who grants the spells their power. She is not recognized by the other peoples, and it is suspected that she is merely an image of Zett.

Prejudices against them

  • Arrogant

  • Dependant on Magic

  • Slave drivers

Symbia

Plantfolk – In their youth, a Symbia enters into a symbiosis with a plant and shares their life with it from that moment on.

A picture gallery of the Symbia can be found on Pinterest: https://de.pinterest.com/johnmaizda/symbia-plantfolk/

Abilities

Photosynthesis

When you take a short rest in the sun, you absorb energy. You no longer need to eat for the rest of the day. Additionally, you fully restore your Mana and HP instead of having to roll for it.

Bio-Network

Send messages through the root networks of plants, which can be received by other Symbia or plants. Centuries-old plants even serve the Symbia as repositories of knowledge, preserving information across generations. To communicate with non-Symbia, plants can be asked to form short messages with their leaves or display them on their bark.

1 AP Surge of Life

Use the power of your symbiotic partner to gain life energy. Heal yourself or an ally in melee range for 3 HP + 3 for each of your levels. Can be used once per short rest.

Culture

Instead of carving a path through the dense forests of Naevaria, the forebears of the Symbia sought a way to communicate with the plants. They wanted to understand the world and become part of its natural cycle. After generations of living in harmony with nature, the first symbiosis was formed between a woman and a species of fungus. What was once a novelty gradually became a central part of their culture.

In their youth, Symbia bond with their symbiotic partners. This bond may exist from birth or form during adolescence. The plant becomes part of the Symbia’s body and grows with them. It provides energy, food, and oxygen, and in return, receives protection, mobility, and nutrients. 

Due to their connection with their symbiotic partners, Symbia are more independent from their parents than other peoples and mature at an earlier age. They live in harmony with nature and see it as part of their extended family.

Names

Male First Names

Borean, Akelean, Mireus

Female First Names

Picea, Betulea, Rosea, Lavandea, Ruderalea, Akelea, Arnicea, Euphrasea

Surnames or Birthplaces

of Flower Field, from Westwood, of the Dark Grove, Mireas, Elearas

Factions

Druid Circle
Groups of spiritualists who believe that plants have souls and are connected to all living beings in the world. They call this the Great Root Network and dedicate their lives to preserving and exploring this connection. According to them, when a being dies, its soul returns to the Bio-Network and then gives life to a newborn creature. Thus, a cycle of life is created.

Natural Order
An order that preaches survival of the strongest. According to them, symbiosis is the next step in evolution and must be brought to the next level. To become stronger, they breed particularly powerful symbiotic partners and fight each other. The strongest shall rule the world and thus become the leader of the order.

The Subjugators
A small group of radicals who believe plants should be dominated. They think plants are not equal partners but tools that must obey. Higher-ranking members even have several plants as symbiotic partners simultaneously.

Cult of the Ancestors
Instead of believing in the gods, they believe in the Ancestors. These forefathers of today’s plants once ruled the world and will one day return to subjugate all beings under their new order. The cult is devoted to preparing for and proclaiming their arrival, hoping to find a place in the new order of the Ancestors.

The Volunteer Corps
An association of charitable Symbia who care for endangered plants. They establish protected zones and parks and work on their preservation.

Look

Among all peoples, Symbia likely differ the most from one another, as their appearance is heavily influenced by their symbiotic partner. It's not uncommon for a mushroom to grow on their head or for leaves to sprout from their skin instead of hair. Some wear their partner – like a bush – as clothing, while others try to hide it as much as possible and can only be distinguished from humans by a slightly greener skin tone.

Language

Symbia are named after plants. This can be after their own symbiotic partner or that of their parents, but it may also simply be a seasonal plant or one associated with desirable traits.

Characters

Euphorenea
She was the first Symbia to form a symbiosis with a fungus. After years of meditation, the fungus became part of her body and from then on benefited from her mobility and nutrients. In return, she gained insight into the network of the fungus, which covered hundreds of square meters. She shared her knowledge with others of her people and thus created the Symbia.

The Oracle
The oldest Symbia in the world, who is said to have entered into a symbiosis with the Bio-Network itself. He is connected to all of Naevaria and is even said to be able to foresee the future.

The Oak of Travelers
Once the symbiotic partner of its human, it was so strong that it outlived their death. Now, this over 500-year-old oak stands on a hill, keeping company to traveling Symbia and telling them stories of the past.

Spirit of the City
A forest spirit who allowed a group of humans and Symbia to build a large city from the wood of his forest. Instead of protecting the forest, he now protects the wooden houses of the city and is worshiped as a saint for it.

 

Prejudices against them

  • Hippies
  • Weak
  • Dominated by plants

Naima

Animal people - The ancestors of the Naima lived in the wild with animals for so long that they adapted their behaviour – and even their bodies – to match their animal companions.

A picture gallery of the Naima can be found on Pinterest: https://de.pinterest.com/johnmaizda/naima-animalfolk/

Abilities

Strong Legs

Your movement rate is increased by 2 sq.

Sharp Senses

Your sense of smell and hearing is enhanced, granting you a +LvlB bonus to Perception checks that are based on smell or hearing.

1 AP Super Jump

Jump up to 5 sq high or far. This does not provoke opportunity attacks. You do not take any fall damage unless you fall more than 10 sq. Can be used once per short rest.

Culture

The ancestors of the Naima joined packs of animals to explore Naevaria. With each generation spent alongside the animals, they grew closer to them. At first, they adapted their behaviour, but soon they began to mutate, developing animal-like body parts that supported their lifestyle within the pack. Despite it all, they retained their human identity, and over time, some left their packs to explore the world on their own. Others founded their own cities and civilizations together with fellow Naima.

Naima are known for their open way of life. Raised in packs, they are used to sharing things with others. Some still struggle to understand concepts like private property and trespassing. The pack becomes the centre of their early years, replacing the traditional view of parents as family. They love freedom and rarely tie themselves to one place. Instead, they seek a pack they can call home.

Names

Male Names

Mumba, Alish, Sabusa, Sasha, Makash

Female Names

Aisha, Serisha, Sasha, Sasa, Marisha

Nickname

Snow, Hope, Misty, Red, Black, Green

Factions

Wanderers
Nomads who believe that land cannot be owned. They roam freely, ignoring property and land boundaries. Some are even radical, tearing down fences and occupying houses in protest.

Northern Trade Caravan
Every spring, merchants from the Naima and Dunari tribes set out from the cold north to bring rare goods to the densely populated south. They set up vast tent cities that also serve as marketplaces and stop in every major city along their route to trade goods. In autumn, they end their journey in the southern city of Hope, exchanging their remaining goods for food and supplies for the winter, which they then sell to outlying villages and towns on the return trip. They are the lifeline for many settlements in Naevaria and are now accompanied by traders from around the world.

Outsiders
A group of young Naima whose traits and appearances do not resemble any known mammal (e.g., colourful fur, angular ears, multiple tails, multiple eyes). Since they do not belong to any pack, they have banded together to form their own pack.

Look

Naima have adopted aspects of their pack to varying degrees. While some possess only animal ears and tails, others have adapted their entire upper body to resemble their animal companions. However, Naima are only found in packs of mammals. Whether this is due to genetic reasons or the strong pack behaviour typical of mammals remains unclear.

Language

The language of the Naima diverged from the Common Tongue long ago and incorporates many animal calls and expressions. It was created based on animal sounds, and it is said that animals partially understand the language as well.

Naima have two names. One is given to them by their parents and their pack, and the other is used for outsiders and strangers. This second name could also be described as a nickname. It usually describes the appearance or a characteristic of the Naima and is a simple word in the Common Tongue.

Characters

Queen of the Savannah
A particularly strong Naima who challenged and defeated the King of the Lions. She now rules over the western savannah and is respected equally by both Naima and animals.

Prejudices against them

  • Animals

  • Uncivilized

  • Hillbillies

  • Have romantical feelings towards animals

Quara

Water People – Quara are perfectly adapted to life in the water. It is their home and provides them with a sense of security.

A picture gallery of the Quara can be found on Pinterest: https://de.pinterest.com/johnmaizda/quara-waterfolk/

Abilities

Raised in Water

You can breathe underwater and have no disadvantages when swimming. Neither your movement rate is halved, nor your actions restricted, unlike all other races.

Agile

Can move through squares occupied by allies or obstacles providing up to half cover without needing to roll.

Slippery Skin

After taking damage from an attack or a spell, you can shift up to 2 sq away from the attacker to a free square. This does not provoke opportunity attacks. Can be used once per short rest.

Culture

On the long journey from the Old World to Naevaria, the ancestors of the Quara fell in love with the sea and, distancing themselves from other humans, settled along remote stretches of coastline. There, they lived off the bounty of the ocean, either on boats or through deep dives. They cherished the freedom of the sea and the salty breeze. Eventually, their entire lives shifted to the water. The fertile seabed, friendly marine peoples, and habitable coral reefs drew more and more Quara to life at sea, which also protected them from the dangers of the land.

Today, most Quara live on or in the sea in floating cities, underwater palaces, and coral homes. They live in harmony with the ocean and rarely venture ashore. Further inland, there are Quara who dwell near deep lakes and are dedicated to their preservation. But even far from the water, more and more Quara are choosing to live lives of their own.

Most Quara place great importance on safety and praise the sense of security the sea provides. They are self-determined and wish to live life on their own terms. This independence is also reflected in the fact that most Quara are atheists.

Names

Male First and Last Names

Meneo Eorem, Zuriu Iruzushi, Miarin Arimar, Auran Ruasho, Niaian Iari, Feruen Umeu, Shiarin Aquia, Risharin Amirashi, Shogeo Enode, Viorin Omidori

Female First and Last Names

Maria Iradin, Zaria Irazashi, Miruki Ushinuk, Beni Elinem, Kiuriu Irudiu, Miari Arimar, Arora Ruasho, Niai Aria, Ferue Umeu, Shiari Aquia, Rishari Amirashi, Vioni Omidori

Factions

Explorers
They are driven by the desire to venture ever farther into the open sea and explore its depths. The discovery of the outer islands is attributed to them.

Church of the Sea God
The church worships Thalun, the god of the moon, as the god of seas and lakes. It is believed that he gave life to the sea dwellers and grants them protection.

Lake Mauwa
The only known nation where Quara developed in freshwater. Isolated from their oceanic kin, they nonetheless evolved in similar ways. From Lake Mauwa, freshwater Quara spread through rivers and settled near freshwater sources across Naevaria.

Half-Quara
Descendants of Quara and other aquatic peoples (e.g., water nymphs). They have long fought for recognition as its own people and for acceptance by their sea-dwelling families.

Bringers of the Great Flood
Quara who wish to see the world submerged. All life, they believe, should return to the sea. They actively work to erode land and summon floods. One day, the Great Flood will come and drown all land beneath the waves.

Look

Gills and webbed fingers adorn every Quara. Their skin is soft and slippery, often colored to match the hues of coral or shaded in tones of blue. In some Quara, the transformation has progressed even further – they bear sea shells on their backs, fins, or even fish-like heads.

Language

The language of the Quara follows the rhythm of the waves, rising and falling so that individual words blend into a melody. This melody emerges through the alternation of stressed and unstressed syllables and is characterized by many vowels and soft consonants.

First and last names are not chosen separately but are selected in combination. As a result, the naming process is often a lengthy ritual in which a harmonious connection is sought. In many cases, even the family name is slightly adjusted to achieve this balance.

Characters

The Ruler of the Ocean
A Quara who lives in an underwater palace and can communicate with fish. He rules over them as his people.

Prejudices against them

  • Fishy

  • Stinking

  • Not made for land

Astra

Starpeople – They come from the depths of the cosmos and must find their way as strangers in Naevaria. Within them burns an inner light that grants them wondrous abilities.

A picture gallery of the Astra can be found on Pinterest: https://de.pinterest.com/johnmaizda/astra-starfolk/

Abilities

1 AP Starlight

Bring forth the light within you, causing it to shine. You can choose to illuminate only specific parts of your body, allowing you to control where it shines, brightness, and range (up to 10 sq).

Telepathy

Communicate telepathically with a creature within 20 sq that can speak at least one language. The creature can also respond to you telepathically, but only immediately – not minutes later. Alternatively, you can spend 1 AP to allow it to communicate telepathically with you for the next 1 hour.

1 AP Teleport

Teleport to a free square up to 8 sq away. You must be able to see the square. Can be used once per short rest.

Culture

Astra come from the depths of the cosmos and crashed onto the world a century ago – an event known to all as the 'Night of Falling Stars'. They struck down in the desert, leaving behind a deep crater.

When they awoke, they had lost all memory of their homeland and were forced to find their way in a strange new world. Fortunately, the Dunari stood by them, revering them as sacred beings.

Within every Astra slumbers immense magical power, which even they struggle to fully comprehend. Because of this, some power-hungry individuals began to hunt them. The Astra were forced to alter their appearance to resemble humans more closely and suppress their inner light. Yet on certain nights, the starlight still shines through their bodies.

As the last of their kind, they now seek to understand the other peoples of the world and find their place in society. They are grateful to be alive – and for the warm welcome many have given them – and they try to repay that kindness. While some work to reconstruct the ways of old, others adapt to this new world and strive to support its people however they can.

Names

Male Names

Sirius, Regulus, Castor, Pollux, Aiolos, Canopus, Copernicus, Phoros, Arion, Naos

Female Names

Nova, Stella, Andromeda, Celeste, Polaris, Vega, Alasia, Capella, Castula, Electra, Copernica, Solaris

Factions

Modern Astra
They have come to terms with the new world and adapt to fit in with other peoples. They call themselves modern because they seek change rather than a return to their old culture.

Astra of the Old Ways
They have built Cities of Light and strive to reconstruct their lost culture. Among them are some of the world’s best researchers, including individuals from other peoples.

New Worlders
An organization that offers support to all Astra who wish to explore Naevaria rather than settle down. They maintain a vast network of contacts to assist travelers and work closely with the Church of the First.

Look

Astra resemble humans only outwardly. No blood flows within them. Instead, they are filled with an inner light that controls their bodies. When injured, this light flows out of them. Their eyes also have an otherworldly quality – when inspected closely, the universe can be seen within them. Some Astra openly embrace their alien nature and do not suppress their light. They have brightly glowing skin and shimmering hair in vibrant colours.

Language

The Astra do not have their own language; only a few terms remain, which they have incorporated into the common tongue.

They were named by the Dunari after stars and continue this tradition. More recently, it has become increasingly common for them to invent their own names. They do not have family names.

Characters

Priest
Although no Astra can remember the time before the crash, he seems to retain fragments of it. Many believe he is a charlatan.

Space Sailer
To find their peoples birthplace, researchers have gathered around the mysterious Space Sailer, a person trying to build a magically powered spaceship. Though still a far cry from reality he or she is actively working on new technology and offers a reward to anyone who can help them. They earn their money by selling magic formulas.

Twins of Light
Sisters who can harness the light within themselves to cast more spells than all Astra and Dunari combined. It is said they are the most powerful magicians in Naevaria, although no one knows exactly what they are capable of. Many follow their example, striving to learn new magic.

Prejudices against them

  • Freaks

  • Walking weapons
  • Fake humans

  • Invaders

Zubari

Deepfolk – Zubari live underground and have adapted to the harsh conditions there. They can see in the dark and have thick, tough skin.

A picture gallery of the Zubari can be found on Pinterest: https://de.pinterest.com/johnmaizda/zubari-deepfolk/

Abilities

Darkvision

You can see perfectly in complete darkness, as if it were daylight.

Hands on their Feet

Zubari can climb according to their movement rate and do not need to pass a Body Control check first. While climbing, they can perform actions as normal.

Thick Skin

When you are hit by an attack, you can halve the damage. Can be used once per short rest.

Culture

It is said that the ancestors of the Zubari fared the worst during the journey to Naevaria and longed for grounding after so much time at sea. This desire pulled them not only onto the land but deep beneath it, where they were surrounded on all sides by comforting earth. In search of legendary treasures and the origin of Naevaria’s magic, they dug ever deeper, barely noticing how their bodies slowly adapted to the dark and hostile environment underground. Over time, entire cities formed below the surface, and contact with the world above gradually faded.

Today, many generations later, a number of Zubari have returned to the surface, eager to see the sun and sky they had only heard of in stories. They are highly sought after as diggers, builders, and ore traders, though their unusual appearance often draws curious or wary glances.

Most Zubari are self-sufficient loners. The earth provides everything they need to survive, making them independent and less inclined to form strong bonds with others.

Names

Male First Names

Arizar, Baelar, Dokar, Dorzt, Drizt, Dror, Druzar, Durimbor, Haldor, Ilzt, Kaelandor, Lokar, Lorigor, Malekizt, Mazt, Nerevar, Nirt, Nort, Tor, Zaltanor, Zoshtar, Durinor, Barengor

Female First Names

Adra, Amara, Azura, Brin, Daira, Erendin, Hildra, Ilindra, Ilvara, Jorin, Kaelara, Kaera, Marlin, Moira, Nelfin, Nildra, Nimara, Nizira, Vaelindra, Vaelkin, Veldrin, Vorin, Zaztara, Zelgara, Zezria, Zezta, Zira

Last Names

do'Drakzen, von Drakzen, ga'Urden, ga'Azen, do'Valzt, do'Bren, ga'Vir, do'Vir, von Mirten

Factions

Seekers of Fate
A term for Zubari who choose to search alone for their fortune underground. They carve their own paths and rarely encounter others. Their constant companion is Mother Earth, whom they almost worship as a deity.

Scribes of Fate
In stark contrast to the Seekers, the Scribes live together in vast cities, advancing their own culture. They record the history of the Zubari and collaborate with other cities to develop language and traditions.

Untersee Mining Company
Specializing in locating and extracting resources underground, the Untersee Company employs the largest workforce in all of Naevaria. They hollow out entire mountains and build gigantic worker cities for their thousands of employees. Many of these cities become ghost towns once the resources are depleted.

Followers of the Mountain
They preach against digging too deep, warning that doing so would awaken a monster slumbering beneath the earth that would destroy them all. How this belief spread among all Zubari in Naevaria remains a mystery, as the followers work independently, never meet, and do not know each other. Yet the idea has persisted through the centuries.

Look

Due to the lack of sunlight, Zubari have developed pale, almost white skin. Their large, rounded eyes lack any color or pupils, giving them a blind appearance. Combined with their dark hair, they could be described as nearly colorless. Also notable are their large, powerful hands and feet, which aid in digging and climbing.

Language

The Zubari language is short and efficient. Vowels and consonants are pronounced clearly – sometimes even sharply. Numerous accents exist – a result of the isolation of individual underground colonies – which also led to the development of distinct vocabulary. To outsiders, the language sounds harsh.

Zubari names follow a strict code: First name, prefix surname, surname. These names refer to a place, achievement, or trait of the ancestor who founded the family. Prefixes indicate what aspect is meant.
Examples:
do Drakzen = the dragon
ga Azen = of iron
von Drakzen = dragon-born

It is rare for the meaning of a surname to be lost. Almost always, it is passed down to the next generation. However, a descendant may overwrite the name during their lifetime with a notable achievement that surpasses that of their ancestors.

Characters

The Lonely Gold Digger
He is a legend among the Seekers of Fate, said to have discovered an entire city of gold deep underground all alone. To keep it hidden from others, he erased his tracks and sealed all entrances. Whether this is true or just a myth, many Seekers cling to the story, hoping to make a similar discovery.

Mother Earth
Goddess of the earth who protects all diggers and grants them luck. She is believed to be the only goddess. It is widely accepted that to some extent, Mother Earth is none other than Helia – the goddess of the sun and creation and fulfils their prayers.

Prejudices against them

  • Loners

  • Weird

  • Outsiders

  • Too ugly for light

  • Eating earth

Gorm

Formfolk – Instead of being born, they are shaped from earth by their parents in the likeness of humans. It took several centuries before they were recognized as sentient beings.

 

 

 

 

A picture gallery of the Dunari can be found on Pinterest: https://de.pinterest.com/johnmaizda/gorm-formfolk/

Abilities

1 AP Moldable

You can reshape your arms and legs, or just your fingers, into objects of the same size. For example, you can form simple weapons, a jug, or lockpicks. If you want to shape something very detailed, you must be able to see the object.

Hardened

You have 5 additional DP that you can recover during each short rest. This amount increases by 2 per level.

1 AP Turn to Stone

As a last resort, you can harden yourself for 1 round and turn your skin into nearly impenetrable stone. Gain 5 + 2 × level resistance to all types of damage, including psychic, poison, and fall damage. You cannot be moved by others unless you allow it.

You remain in stone form until the start of your turn after next. While in stone form, you cannot act (no AP use), but you can still communicate. Can be used once per short rest.

Culture

The Gorm were created by the Dunari Mages of the Night to perform menial tasks. With each new generation, they became more sophisticated and human-like. When they developed self-awareness, they rose up against their "owners" and won their freedom, though it took two more wars before they were recognized as an equal people by all nations.

Today, all Gorm live in freedom and can be found throughout Naevaria. They have developed their own culture, which, due to their unique way of thinking, differs greatly from that of humanoid races. Even their origin is fundamentally different: instead of being born, Gorm are shaped over years by their parents. The parents imbue the earth with a part of their life force and a young Gorm comes to life. Over the years, Gorm take on more form by acquiring new earth or hardening what they already have.

Culturally, they are divided. Some strive to align themselves with other peoples, imitating them as closely as possible. Others focus on advancing the distinct culture of the Gorm.

Names

First Names

Tam, Jami, Remi, Luka, Mika, Demi, Goruma, Nuroka, Talu, Mornu, Deroum, Anouru, Lorom, Marnumi, Muroka, Mornuka, Bornu, Ormu, Torm, Ornoka, Krimu, Normu, Monka, Amarnu

Last Names (optional)

Bodonko, Romno, Nunouko, Bo, Ulouno

Human Last Names (optional)

Fisher, Smith, Farmer, Shepherd, Miner, Falconer, Burner, Baker, Baker, Miller, Butcher, Butcher, Blacksmith, Locksmith, Kettlemaker, Planner, Beltmaker, Wagoner, Cooper, Joiner, Carpenter, Saddler

Factions

Idealists
Their goal is to grow as close to humans as possible. They want the same status as humans and to belong to the same people. They were also the ones who achieved recognition of the Gorm by the other races.

Gorm Empire
Conservative Gorm who live in the past, when the Gorm fought the entire League of Peoples. They ignore rules and social norms and try to produce as many offspring as possible to restore their world empire. Because they are persecuted by Gorm and other races for their radicalism, they meet in secret.

Evolutionaries
They believe that today’s Gorm have not yet reached their full potential and want to discover what they can still become. For example, whether they can form wings or fuse Gorm with magical crystals. In doing so, they sometimes cause harm to themselves or others.

Look

Gorm are created according to their parents' ideal. Depending on their preferences, they shape their child to be tall, short, fat, thin, muscular, or slender. The more effort they put in, the more refined the features become, until eventually they are barely distinguishable from a human. Only upon closer inspection one can notice that their facial features are rougher and their skin more clay-like. Over the years, they grow by acquiring new clay or hardening their existing form, so each Gorm develops in their own unique way. The older a Gorm gets, the drier and harder their skin becomes. A few years before their death, the skin cracks and partially crumbles away.

Language

Due to lacking vocal cords, Gorm initially struggled to develop a language and could only communicate through simple sounds and calls resembling horns or whistles. Gradually, this evolved into a language with many deep tones and soft consonants that blend together.

Gorm are either named in the human language and thus have simple human names, usually related to professions, or they are named in the Gorm language.

Characters

Council of the Ancestors
Five heroic Gorm who significantly shaped the history of their people. They initially fought as freedom fighters against the Dunari, then as rebels against the dictators of the Gorm Empire, overthrowing it and preventing a what would be devastating second war against the League of Peoples. Afterwards, they made pacts with the other peoples and secured international recognition for the Gorm.

Senator Mornu
The first Gorm to enter a human senate. As a supporter of the Idealists, he closely resembled humans and embodied their values better than most humans did. This led to his election.

Prejudices against them

  • Slaves

  • Objects

  • Unnatural

  • Stones

Halfblood

As a descendant of two different races, you are one of the children of the new world and a testament to the close cooperation between the races. Although you have inherited aspects of both parents, one part is (mechanically) dominant. You can choose which one.

Example: As the child of a Gorm and a Symbia, you were shaped like a Gorm by your parents. At a young age, you then learned how to change your body like a Gorm and acquired the abilities of the Gorm (formable, hardened, turning to stone). It was only later that you found a plant and entered into a symbiosis with it. Now it adorns your head and has become part of you, but does not give you any special abilities.

Abilities

Culture

Names

Factions

Look

Language

Characters

Prejudices against them