In the time after Dvai Worldsmith finished his work and Mitheirn cooled under the night sky, the gods decided to scatter the seeds of thought and let the magic of the world create its own races. They allowed both dragons and ijevekh to remain awake to teach these new beings.
Mitheirn's first children were immortal, composed of magic, godlings with no cares except for their own pleasures. Their excesses led to the godwars, which nearly tore apart Mitheirn.
The Elder Gods considered giving sole possession of the world to the ijevekh and dragons. But the dragons were almost as powerful and proud as the godlings, and they had grown angry during the wars. The ijevekh were tired of endless conflicts and only wanted to see their story ended well.
Under the guidance of wise Laementhys, the Elder Gods decided to make new races. The surviving godlings wished to make amends for the harm they caused to Mitheirn, and were given the right to create a fourth race. The ijevekh were chosen to provide the foundation of the mortal races so that they could have their final wish, of creating something new for the world, a living testament to their existence.
Dvai Worldsmith was concerned about the effect magic would have on any mortals who did not have the individual might of an ijevekh or dragon. He designed a race that would be tightly bound to the bones of the world, which would give them a measure of resistance to uncontrolled power. The first dverekh were made in Dvai's Great Forge, where their substance mingled with the elements of Earth and Metal.
His creations resembled their parent race, but betrayed their elemental natures. These dverekh shared their maker's desire to excel in their chosen professions. Their resistance to magic made it difficult for them to shape spells, but they found other ways to meet the challenges of the world. The first generations of dverekh established settlements and began a civilization. Their first language was learned through hearing the legends of the ijevekh.
Crafty Laementhys watched his brother's work with the dverekh, and studied the magics which had caused so much trouble among the immortals. He decided that the Worldsmith's efforts were misguided. Magic should not be resisted, but embraced and mastered.
Under the careful guidance of long-sighted Laementhys, ten generations of ijevekh were successively shaped by magic. The resulting eulae considered magic their birthright, breathing and drinking it. In time they learned to weave the power into spells. While the eulae learned the skills taught by the dverekh, they relied on magic to survive and grow.
The eulae originally lived among their elder cousins, learning the ways of the dverekh. In time, the disparate natures of the two races led the eulae back to the land of their awakening, which they named Grenolva. There they developed their own language and society. Eventually, the found the damin hidden in the center of their homeland, an event which would echo down the eons.
Bloody-eyed Kaa'shan decided to build on the lessons of the other Elder Gods. Where Dvai melded the ijevekh with the elements, he used living creatures that had already demonstrated the ability to survive. While he did not steep them in magic, Kaa'shan allowed his children to develop over several generations, as did the eulae.
Where deft Laementhys was able to shape his race subtly, the Warmaker could only make crude changes and cull the failures. The kaarsh diverged from the appearance of their ijevekh ancestors, and only superficially resembled their cousin races. Fiercely independent and touched with their creator's rage, kaarsh had trouble creating societies and mastering either crafts or magic. What they excelled at was surviving in almost any environment. Their initial efforts to live with the dverekh or eulae went poorly, and so the kaarsh scattered to the lands not claimed by their cousins.
Nurturing Ashayli and the other godlings had watched the methods of her elders. The gods took ijevekh, dverekh, eulae, and kaarsh and blended the best and worst qualities from each one. The result was similar to their cousins and yet completely new. The gods experimented for many generations until they were satisfied with the humans.
Breeding faster than their cousin races and learning quickly, humans soon spread beyond the small region Ashayli set aside for them. Their passionate curiosity and speed of life added a spark to all the other races, inspiring them to greater heights. Over the millennia, Mitheirn's magic, the interference of gods, demons and other entities, and the efforts of the mortals themselves have led to ever-more offshoots of the original four races.
Once you have the initial concept for your character, you should choose the racial template. The primary mechanical difference between the races is how each one interacts with magic. Other differences, such as appearance and general demeanor, are better left to you and your GM to emphasize in play.
The racial template may cost power points at character creation. The more pronounced the beneficial effects of magic for the race, the more points the template costs. The template cannot be modified at character creation; if you are a h'kaarsh, then you have the same basic advantages and disadvantages as any other h'kaarsh. However, you may later spend points to improve your race's benefits or to try to counter a few of its penalties. Some of these expenditures may require justification through the story before they are permitted. No racial template may lose all of its disadvantages, although it is up to the GM to determine what the minimum set of disadvantages should be.
While they were the last race to be created, humans serve as the "default" template. They are a distillation of the qualities found in the other races. This means that human emotions, body structure, and ways of thinking are found to some degree in the other races. A dverekh or eulae has the benefit of a longer life, a kaarsh is usually more physically impressive, but in general there is not a great divide between how a human and any other race responds to the world.
The races can understand each other if they so choose; however, this happens about as often as any individual manages to understand another person. In other words, while racial tolerance and understanding is possible, it is not commonplace.
Where all races have ethnic types that are common to a given area, the dverekh, eulae and kaarsh can have physical characteristics which are a result of magic. A race's individual ethnic groups may vary wildly in appearance and have profound mental and physical differences. These divisions are recognized inside the race but may be less noticeable to the other races. In general, racial loyalties outweigh internal tensions when dealing with outsiders.
When selecting a race, you should choose which branch of the race your character is from. Each has variations in the template's structure, and can determine your general appearance.
More examples of racial templates may be found on the Characters — Expanded Racial Templates page.
The default maximum ability score for Mitheirn is 20. If the character's racial template includes an ability bonus (such as +2 Strength), then that race's maximum is 20 + racial bonus. Other character templates such as Chosen, Cursed, or Mythic Creatures may also have ability bonuses which will increase the maximum ability score.
Inherent powers, magic spells, and magic items may grant temporary ability scores in excess of the race's maximum.
The campaign's power level continues to be the absolute maximum for a character's ability scores, regardless of any template or magical bonuses.
The oldest of the mortal races. A dverekh has the overall appearance of a human, although he tends to be a couple of inches shorter and more solidly built than an average human. Dverekh will have either metallic or earth-based coloration: where a human's skin may be pale with black hair, a dverekh will have marble-colored skin with obsidian-black hair. One element will always seem predominant over the other. This effect can be subtle or pronounced, although in general the ghedekh or dhaj clans stand out more than the ij.
The dverekh's ties to the elements of Earth and Metal allows them to channel magic back into Mitheirn, which increases their resistance to wild power. Those who do not understand the dverekh culture believe that there is a hierarchy between earth or metal dverekh, but in fact the dverekh treat these differences as having no more social significance than hair or eye color. However, they feel an affinity for the elements they most closely resemble, and often end up working with these elements in some way.
Dverekh are committed to improving the breadth of their knowledge and skills. They are delighted by numbers, discovering the rules that drive reality, and building ever-more complex devices. Dverekh are known to delve into such pursuits to the neglect of other tasks.
A dverekh will usually select a few areas of expertise to study. A dverekh may study almost any subject, from making clocks, cataloguing all manner of wild animals and how they interact, learning to repair damage to a body, or even trying to understand the rules of magic.
When all the races first awoke, the dverekh were content to allow their cousin races to settle within their cities. After the First War, they found that constant contact with the other races was discomforting. The dverekh are generally tolerant of their cousins, but always have some unease around the beings that are so quickly changeable and mercurial. This has led to a slightly insular outlook.
Dverekh reach physical maturity at about 30 years of age, and then their aging slows over the next few decades until it stops. No dverekh has been known to die of old age. However, their obsessive pursuit of knowledge can and has led to misadventure and other causes of death.
When most people think of a dverekh, they think of the ij, "the foundation." The ij are by far the most common dverekh clan.
Ij are commonly found living in hilly or mountainous areas, where they have plenty of raw materials to work with, space to grow, and enough isolation to focus on their studies. An ij settlement has multiple common areas and sprawls across the available space. Every ij city has a library and some schools, which are the cultural centers for the clan.
An ij's natural resistance to magic does not stop him from worshipping or being granted miracles by a god. However, even the power of Faithwork is difficult for an ij to master.
The ghedekh clan used to be rare but has grown steadily larger since the Cataclysm. Ghedekh have the same basic appearance as the ij, but always have something "odd" about them. Perhaps they have more than one metal evident in their coloration, or their irises are shaped like cut gems, or they smell of fire, or of wood. This difference is subtle, and often only other dverekh will notice it.
The origins of the ghedekh are hidden in legend, but some believe they are the result of a bargain made with Lyssal, Lady of Wonders. While the particulars of the bargain are lost to history, the result is the ghedekh: a clan of dverekh who are able to interact with magic. For this reason, the clan was named "Those Who Embrace the Storms."
The ghedekh still have resistance to magic, which can only be overcome in a limited fashion. The ghedekh are adept with Elementalism and Faithwork, but can only use Sorcery with difficulty. No ghedekh has been known to use Mindcraft.
Ghedekh are viewed with some suspicion by the ij. The only way a ghedekh does not stand out is if he never learns to use magic. This is difficult; The ghedekh have the same drive to learn and excel as any other dverekh, but if they focus on magical studies they will end up on the periphery of their race. This tension often drives ghedekh from their homes to leave behind the whispers of the ij.
The dhaj, or "remade" clan, share something with the damuerao branch of the eulae. In the days of the First War, dverekh warriors fought alongside eulae to guard the portals to Xeolvan'taer.
The demons cursed the warriors at the gates, causing lasting changes. At first these curses had minor effects on the dverekh. But when some of the damuerao's minds were twisted beyond repair, the dverekh had to fight their former allies as well. The damin took this opportunity to direct all their resources against the dverekh.
Eventually, the magic overcame the dverekh resistance and reshaped the warriors. The dhaj now needed magic their long-term survival.
Dhaj can live anywhere, but their children can only be conceived and grow to adulthood near sources of power, such as artifacts or wellsprings of magic. When the dhaj cannot find magic freely, they have to take it. Sometimes they are forced to steal the magic, and sometimes they claim it by force. On rare occasions, they are able to take the magic peacefully.
For millennia, the dhaj have eked out a scavenger existence, often hiding in the Underland near old portals, ancient ruins or fallen temples. They have kept themselves apart from the dverekh out of shame and the belief that they would be destroyed by their people. Their few encounters with the ij gave weight to this belief.
To the casual non-dverekh observer, dhaj look like others of their race. However, there is always something unnatural about the earth or metal in their coloration — such as strange alloyed metals or rare gemstones. They also accumulate the elements on their skins as they age. An adult dhaj may have a row of dark iron spikes sprouting from his forehead or plates of basalt over large muscle groups.
Dhaj have a tendency to paranoia, sometimes to the point of violence. They latch onto a small number of trusted companions and treat all others with suspicion. To the dhaj, betrayal is the most terrible of sins, and they will obsessively pursue oathbreakers and former friends until they may repay the wrongdoing with brutal force.
Dverekh offshoots include the amad and lyorekh.
The eulae are more attuned to magic than any other race. They rely on mystic energies to supplement their physical and mental Abilities and to extend their lives. To them, magic is an essential part of existence, like food and water.
During the first few decades of his life, an eulae closely resembles an ordinary human. He has the same ethnic appearance of the humans in his region, and may not be recognizable as an eulae except to magical senses. As the eulae grows older and relies more on magic, his appearance will shift until he is unmistakably eulae.
Magic gives the eulae an ethereal appearance. An eulae may grow taller while becoming willowy, and his coloration will be obviously unnatural — not just bright green eyes, but the green of the leaves in the forest, which changes with the seasons. His hair will shift from a human shade to something highly unusual, such as the bright sapphire of the sky, the turbulent blue-green of the sea, or the bright orange of fire. He may gain an aura, an odd voice that echoes or sounds like music, develop unusual features such as horns, spines, feathers, spots of fur, and his facial features will seem disproportionate, elongating into knife-edged sharpness.
The magic may alter an eulae's mind as well as his body. He may develop synesthesia — mixing up sensory impression such as hearing smells or seeing sounds, become extremely sensitive to shades of light or dark, find himself able to only speak in verse or only communicate with songs, or other similar oddities. His emotions may be rarefied and distant, or he may become extremely passionate about certain subjects and blasé about others.
The name grealao means "base of the tree." The grealao were the first of their kind, the ones who came to awareness in the land of Grenolva.
After learning the basics of language and art from the dverekh, the grealao took it on themselves to create new forms of expression. True to their essence, the eulae created arts which often revolved around magic. The origins of sorcery are found in the early days of grealao experimentation.
Delighted by diversity, the grealao formed friendships with their cousin races. They sent out expeditions to the far reaches of Mitheirn, and the explorers became the huerao branch, an event celebrated by the grealao. While living with the dverekh in the dawn of the mortal age, grealao helped create the first true cities, always suggesting new forms of government or social structures.
The grealao were also the first to find the damin, the demon hordes that had been trapped by the formation of Mitheirn. This led to the discovery of an ancient art that was new to mortals: war.
In fighting the First War, the grealao created ties to the land itself. The country they founded, Grenolva, is the oldest surviving nation in the world. However, they price they paid for their ancient claim to the land was that they are keenly attuned to the magic in this territory. Grealao may only have children inside the ancient borders of their home, and they feel a deep, almost overpowering, urge to return home if they are away too long.
Grealao are known as the preeminent magic workers in Sikarra. The often rely on their inherent powers more readily than other eulae branches, and develop an inhuman appearance more quickly. This can also lead to long decades between each generation of children, which is starting to take its toll.
Grealao commonly are tall, take on gemstone or weather-based colors or qualities, and have been known to grow feathers and develop strange patterns on their skin. Mentally, they tend to become obsessive when given a goal. They may be deeply passionate or cold and dismissive, but rarely neutral on any subject. Their demeanor is often seen as haughty by those who do not understand that the grealao may simply be focused on a completely different subject than the one at hand.
Huerao means "far-reaching branch," although sometimes they are referred to as the "myriad branch." At first, the huerao was a fellowship of adventurers who explored far and wide. After the First War, the huerao became a distinct branch, eulae without mystical ties to Grenolva. They could return or leave as they wished, and created settlements across Mitheirn.
Huerao are happy to live with other races. They often pass for human through their youth, and are happy to do so for longer periods of time than the other branches.
In some places, huerao faced with extreme conditions or strange magics taken on extremely diverse forms. Most offshoots of the eulae race were originally huerao, and in some cases may still be considered part of the branch.
Huerao are usually a few inches shorter than normal humans of the same age, although they continue growing slowly through their lives. After sixty or more years, they may stand in excess of six feet tall and the oldest huerao may reach heights of seven feet. Their coloration hearkens to the terrain in which they live, such as leaf-green eyes and bark-like skin in forests, pale topaz eyes and rust-colored skin in deserts, or a slight covering of pale fur in arctic conditions.
Mentally, huerao are quite varied, but they have a reputation for being either outgoing and overdramatic or withdrawn and enigmatic. They can be skilled at hiding their emotions, but tend to feel things very deeply behind the surface. When the dam breaks, they can sometimes become histrionic. Huerao moods are known to change like lightning.
Damuerao are the "marked branch," also sometimes called "the scarred branch" or "shadowed branch." When the First War began, several eulae were on the front lines and in the Underland, striking against the portals and breeding pits of the damin. Their bravery carried a price: Every time the mortals eked out a victory, the fallen demons cursed their foes. The eulae who had been in the forefront of the battles absorbed the curses as readily as any other magic, which changed them forever.
At first ashamed of their burden, the damuerao scattered to hiding places in high mountains, untamed forests, or the extensive caverns of the Underland. Most damuerao withdrew from the other eulae, although a few maintained limited relations.
Several of the scarred grew to resent the other branches, whom thet believe rejected the damuerao during their time of greatest suffering. This resentment has led to conflict between the branches of eulae, although leaders on each side have at times tried to heal the rift.
Currently, the grealao and damuerao in Grenolva are at peace with one another, although there are still clashes outside the eulae homeland. There is a movement within the damuerao to put aside old grudges, although it is slow work that has suffered many setbacks.
Damuerao have trouble passing for humans, and most do not even try. They tend to demonic features, such as leathery skin in deep reds, blacks, blues, and purples, small horns, fangs, glowing eyes, even claws. Some pick up features of predatory animals in the area, such as the extended muzzle of a wolf or multiple eyes like a spider.
From a psychological standpoint, damuerao have powerful tempers, keep grudges, and are quick to judge. Not all of this is due to the effects of their magic: they live in difficult circumstances which give little room for error or soft hearts. Some believe the damuerao have no sense of justice, but in truth they are so committed to the idea they sometimes forget to account for extenuating circumstances or nuanced situations.
Eulae offshoots include the baluay and sintrao.
The youngest of the mortal races, humans were meant to balance the qualities and flaws of their cousin races. The effort was somewhat successful; there are more humans than any other race. They have spread farther then their cousins, and have dominated key moments of Mitheirn's history from the First War to today.
Humans do not have a natural inclination for magical power, and neither are they notably resistant to it. They are quick to learn, adaptive, and willful enough to reach great heights. Humans are also remarkable for being able to believe more fervently than the other races. The majority of those who can Faithwork are human, and more than a few gods have ascended from the human race.
Human offshoots include the primae and sirocco.
The kaarsh do not call bloody-eyed Kaa'shan their creator, even when they say he is responsible for their existence. They believe the Destroyer cannot create anything. All he might do is break down what already exists and, if he is merciful, allows his victims to crawl away to nurse their wounds, adapt to the pain he inflicted, and possibly rise up stronger than before. This is an important philosophical point for the kaarsh, because they wish to press their case for vengeance against the Warmaker.
It is not that the kaarsh feel inferior to the other races; to the contrary, they believe the adverse circumstances they had to overcome make them tougher and more clever than their cousins. They've already survived the tender mercies of the Slayer of Gods. What other race can make the same claim? Despite the dverekh tales that the kaarsh were created from the ijevekh, the kaarsh say they gain new tribes whenever a younger god tries to make his own race, or when members of existing races become so altered by magic as to be unrecognizable.
Kaarsh generally share the basic human form: two legs, two arms, a head above shoulders. For some of the tribes, their other features are generally human, for others, the resemblance ends there. They often combine human traits with animal features suited to the creatures of their native terrain. Kaarsh are even more diverse than the other races, but they have common qualities regardless of tribe.
First, they all respect Kaa'shan the Destroyer, although they do not always worship him. Many kaarsh fear or even hate the Warmaker, but they will never ignore him. Kaa'shan may have inflicted generations of suffering on the kaarsh, but he also made certain they could withstand their trials and gave them strength the weaker races would never comprehend.
Second, they are committed to surviving. A few tribes have sophisticated social structures, but even these are based in the idea of cooperation to maximize chances of survival. They are unforgiving of weakness and their sense of compassion is limited to regretting when someone was unable to handle their personal challenges.
Most kaarsh are noticeably different than humans. They may have slightly reptilian skin or a light coating of fur, and their faces may be more animal than anything. Most have strange muscle groups, unusual joint structures and proportions. Kaarsh are not necessarily ugly, but they are visibly odd in comparison to their cousin races.
Some say this tribe was named when Kaa'shan saw the first of their kind and sneeringly began to call them "humans" before admitting they were of the kaarsh race.
Certainly, the h'kaarsh more closely resemble humans more than the other tribes. Their skin has a thin layer of snake-like scales. The patterns and colors of these scales are faint, not easily seen except at close quarters or when the h'kaarsh chooses to emphasize thenm with piercings or paints. They also have a slight ophidian odor, not unpleasant but off-putting. H'kaarsh on average are slightly taller and heavier than a normal human.
H'kaarsh have borrowed many cultural ideas from other races, and have the largest and most successful communities of the kaarsh tribes. When several tribes come together, they look to the h'kaarsh to organize and lead them.
The kaarev claim to be the first tribe of kaarsh to live more than a single generation. Whether or not this is true, they are certainly the largest. They have flourished in the most unlikely of places, from frozen tundra to tropical lowlands.
Kaarev reach physical maturity at the age of 10. Their skin is roughly scaled like a lizard's, with intricate patterns that can act as camouflage in their home terrain. They are thickly muscled and quick. A kaarev's average height is 6'3" and weight is 220 lbs. They continue to grow throughout their lives, often standing 8 feet tall when they die.
The tribe values honor and trust. They are intensely loyal to those who deserve it, and look down on those who cannot keep their word. Honor for the kaarev does not mean the same as it does for most humans. They see little point in torturing or causing undue suffering to the weak, but they feel that might makes right and the strong deserve to take what they wish if others cannot hold it. For this reason, they often dominate the other tribes.
Kaarev are willing to leave their homelands and live among their cousin races, but they have trouble fitting in and often form their own tight-knit communities. In cosmopolitan cities, the kaarev will look toward the h'kaarsh for guidance.
Frightening even to other kaarsh, the merev are powerful warriors. It is fortunate that few merev survive to adulthood, for when one is mature, he is extremely difficult to kill.
A merev spends the first few years of his existence as a large and slow-moving target for a dozen predators. He rarely demonstrates anything more than animal intelligence during this time.
Puberty hits the merev hard, ramping up his metabolism and drawing on his natural magical abilities. Suddenly he becomes strong, tough, intelligent and able to heal from most injuries.
The average merev stands 6'6" and weighs 210 pounds, although the oldest may be over 7 feet tall. His skin is thick and rough, like bark or tanned leather. During puberty, parts of his body grow faster than others, giving him a strangely distorted appearance. The merev has no body odor of his own, only giving off the scent of his most recent meal or the environment. He is always hungry, even if he doesn't need to eat.
Merev usually do not gather in anything larger than family groups, and even then they are solitary hunters. A family of four merev can consume as much food as twenty humans. There are rumors that a merev in a fit of hunger does not care what he eats, and he may be willing to hunt other intelligent races or his own kind.
Some merev are willing to travel to civilized areas and make a place for themselves. Despite their reputations, merev have no trouble finding work. They are willing and able to work hard to earn their keep, and many armies and other employers are happy to have them. Merev do not make friends easily, but when they do, they do not turn away from them, especially if the food is good and keeps coming.
The smallest of the kaarsh tribes known in Sikarra, yet very common in large cities and or other ports. The thaurev are native to the island of Thaurkol in the Chained Sea. The island is a way-station for ships plying the sea, and its inhabitants have learned to be excellent sailors . Their constant contact with merchants and tradesmen have taught the thaurev to deal with the cousin races better than the other kaarsh tribes.
Thaurev borrow their animal qualities from oxen. They are large and strong, and make good warriors. Thaurev are also curious and enjoy exploring and seeing new places and people. A thaurev is constantly seeking to test himself against new challenges, and if none present themselves he will go looking for them.
An average thaurev stands 6'3" and weighs 200 pounds. He grows slowly until middle age, usually topping out at just under 7 feet and 300 pounds. They have a light coat of fur of various patterns and colors. Their faces are not entirely ox-like, although their noses are pronounced and lead into a slight muzzle with the mouth. Their bodies are similar to humans, but broader, more muscular, and with some odd jointing in the legs. Male thaurev grow horns from the sides of their head, which can curve forward or up — some thaurev will wear devices meant to help the horns grow in a specific way. Some thaurev even take to carving their horns or engraving them with unusual patterns. Females do not grow horns, although sometimes they may have nubs.
Thaurev have traveled to other continents, but seem to only be able to have children on Thaurkol. The tribe gives as much respect to Mafá as Kaa'shan.
Varech means "underneath," which reflects how the kaarsh and other races see this tribe. Varech are considered dirty scavengers with no concept of honor. They can count their own kind among their many challenges to survival, as varech exist in a constant war with each other for food and territory.
A varech resembles nothing so much as a large humanoid weasel, with light fur, elongated snout, sharp teeth and fingernails, and a distinct musky odor. Varech are small, with an average height of 5 feet and an average weight of around 100 pounds.
Because of their appearance, the varech are often overlooked. This is a mistake. Varech are clever, quick, and when they unite against a foe, they demonstrate excellent teamwork. They live in areas that even other kaarsh tend to avoid, such as deep crevices, in swamps, and in the sewers of large cities.
There is little a varech will not use if it helps him survive. They can find ways to use the refuse of other races, although they far prefer to create or take new tools when they can.
Varech could possibly outnumber the kaarev if they were not so ready to get into a fight, even if there is no need for one. In the absence of outsiders or active threats, they will turn on one another.
Kaarsh offshoots include the fehlkar and gevarsh.
The four mortal races were made from the same clay. They refer to themselves as "cousin races" and have similar appearances. Living in close proximity over millennia, attraction will inevitably reach across racial boundaries. From that point it's only a matter of time before the question of children arises.
Some of the races simply cannot interbreed. For example, the magic which flows through an eulae is not compatible with a dverekh's inborn resistance, and so they cannot have children. Dverekh and kaarsh have a similar, if less extreme, problem — perhaps one in every ten thousand pairings may have a child. The type of magics within the parents can also cause problems. For this reason, eulae-kaarsh mixes are rare, occurring less than once in every thousand pairings.
Backlash also plays a factor; some races have a specific Backlash effect which lowers their fertility rate. Even if this is not the case, parents with a great deal of Backlash may have problems conceiving a child. Some stories suggest that those who do may give birth to monsters, an outcome which is only recommended for games which have a horror aspect to them.
Humans are able to interbreed with all other races. Half of the time, the specific qualities that made the other race different from humans are not expressed in the child. For all intents and purposes, the halfbreed is a human, although this could tie into an explanation of an unusual appearance or a story explanation for taking the Inherent Power feat at some point.
In more than a quarter of the cases, the halfbreed has some but not all of the traits of his parent. He may take up to one-half of the points in the Advantages or Disadvantages of his parent's template. Any such template should keep a ratio of no more than 1.5 points of Advantages for every point of Disadvantage.
This mix of abilities is even more rare in dverekh-kaarsh or eulae-kaarsh pairings. The child may choose from either parent's template in less than a tenth of cases. The GM should carefully consider whether the character should have access to both sets of inherent powers. The GM is also advised to add Disadvantages not chosen by the player to help balance the mix. The halfbreeds are almost never more powerful than their parent races, and have their own problems to deal with.
The remainder of halfbreeds express only the qualities of the nonhuman parent, using the normal template rules, although his unusual parentage may lead to certain character quirks. For dverekh-kaarsh and eulae-kaarsh children, the player may choose which of his parent's templates to use.
Halfbreeds do not breed true. An eulae-human mix who mates with an eulae will have an eulae child, and with a human will have a human child. Halfbreeds of different types, such as a half-eulae and half-kaarsh pairing, will express the reinforced race, in this case, human — although that human will certainly have a unique appearance. An eulae-kaarsh and dverekh-kaarsh couple, should one ever exist, will be unable to conceive in the same way an eulae and dverekh cannot.
Two halfbreeds of the same type who have a child will have a child with equal chance to express one half or the other completely. That is, two half-dverekh have an equal chance to have a human or dverekh child.
However the parentage is expressed in the children, halfbreeds who are aware of their status usually find themselves on the edge of society. Even in areas that are relatively accepting of halfbreeds, the children cannot deny that they different from most of their peers. They may think these differences make them superior or inferior, but in either case it sets them apart. A halfbreed tends to be solitary, and sometimes obsesses on how to find his place the world.
In many places, halfbreeds are the victims of prejudice, although outright violence has become rare in Sikarra. In the most traditional and hidebound regions, prejudice is exaggerated with examples of Backlash-shaped children. There is also some reaction to those of a certain race looking to other races for companionship.
In areas that are considered more enlightened or tolerant, halfbreeds are usually met with pity disguised as polite concern for how one deals with being different — which has the added effect of making certain the halfbreed is always reminded that he is different. There are many attitudes about being "just as good as" or "almost to the level of" full-blooded members of the same races.
Some halfbreeds overcome this prejudice to rise to high positions in their societies. Some might even say they are compelled to do this simply to show everyone that parentage does not determine one's worth. For example, in Sikarra, Suelein Taraqual, the current king of Grenolva, is said to be half-eulae.
Enormous humanoids, ethereal beings with only a breath of physical presence, giant animals with a better vocabulary than the average peasant, and many more intelligent beings are often seen in fantasy stories. In the setting of Mitheirn, most of these are natural creatures which have been shaped to an extreme by magic. Others are beings from other planes trapped by the Barrier, who have found ways to temporarily take on solid form. Whatever their origins, they often possess an impressive array of inherent powers and can be interesting challenges or appealing allies, depending on the circumstances.
What they should not be are player characters. Of course it can be easy to make a Giant racial template (based on several ranks of the Growth inherent power) or the Nymph racial template (using the inherent powers of Insubstantial and Morph), but such a proposition should be given careful consideration by the GM before going ahead with it.
First, the more powers your character has to start with, the harder it can be for you to be challenged by the same obstacles facing the other races. While your eulae with several points invested in his inherent powers or your merev kaarsh with extra ranks of Regeneration can be versatile and powerful, you are also limited in the advantages your template has. Similar disadvantages should be considered and enforced by the GM to keep a more mystical character balanced.
Also, when you are allowed to play any sort of mythical creature you can imagine, it can lead to disinterest in the standard options. Sure, the mortal races might be the creations of the gods and the ones whose lives and choices are writing the story of Mitheirn, but when you can play a pseudo-dragon, who cares? The game becomes more about the neat and shiny powers you can put into your custom templates rather than how your characters will have to deal with the world and your adventures.
Mitheirn is meant to evoke a certain kind of story, where humans and their close kin struggle in a magical world to perform great deeds. These stories can be more difficult to tell when your characters have little reason to care about the lives of the mortal races. It can also be difficult to focus on the events of the unfolding story when the sheer wonder of so many unusual beings in one place would logically be the whole point of the story.
That said, the game is specifically designed to allow you and your GM to look at nearly any fantasy-gaming resource and find a way to play a certain being. The GM and you should carefully think about the best place to draw the line with strange racial templates, and what would be best for your game.
No mythical creature template should be permitted that costs more 2 levels worth of power points, or 30 power points. Dragon races, such as wyverns or behir, are far beyond this limit, and should not be even considered as options at any but high campaign power levels.
Besides the giant and naiad templates here, other examples mythic creatures include centaurs, el'mana nagas and wolfen.
Mortal races have long been manipulated according to the whims of gods, demons, dragons, and other powerful beings. This influence can be long-term, giving rise to offshoot races. These are the Chosen, the children of extraplanar beings, those whose bodies have been deeply modified by magic, or small groups with uncertain origins. In most cases, the Chosen cannot be considered a new race, although some groups of Chosen are large enough to be treated as would any other offshoot. In some cases there may be enough spawned over many generations to develop some sort of community.
Chosen mortals can be powerful, but they pay a price for this power. Some may only live for a few years after they have been Chosen, while others may bring misfortune to their loved ones. In all cases, the Chosen are selected to serve a specific purpose, which has its own burdens.
Chosen often live among larger communities, hiding their true natures when possible. They reveal themselves only if there is good reason. Almost any being that creates Chosen will have powerful enemies, who may also create Chosen. The history of every land has its cautionary tales about the battles waged between Chosen, which adds to a general climate of fear when such an individual is discovered.
Most Chosen are adventurous types who do not live ordinary lives. Their abilities will likely bring praise from other adventurers instead of panic, and the consequences of their powers will be taken in stride. This does not mean that all adventurers are happy to have a Chosen in their midst; some may have suffered terribly at the hands of other Chosen, or may simply be superstitious and unwelcoming people.
Chosen are never created by accident. They are designed to serve a purpose. Siring a Chosen child always involves a ritual cast by the magical parent. Some Chosen are bound to serve their creators, but most are as free as any other mortal. The wills of the creators can be inscrutable, where one makes its desires known to the Chosen, another may assume that a Chosen will figure out his purpose over time.
Chosen can never breed more Chosen without the aid of their creators or entities of a similar power. There are some tribes of Chosen whose patron helps create more Chosen as a matter of course, but most cannot breed at all. Those that can have children naturally do so according to the strictures of their original race.
More Chosen templates are linked from the descriptions of each Chosen type.
Al-jenn: Nomadic tribes that have been claimed by the elemental spirits known as genies. Each tribe of al-jenn has a patron genie which will leave its mark on children born into the tribe. Al-jenn can call on some of the powers of their patron's element.
Al-jenn have skin, hair and eye coloration which reflects their element. They also have symbols on their foreheads which reflect their patron elemental; these symbols are faint until the al-jenn use their powers. Al-jenn are enigmatic but friendly, and enjoy trading with other mortals before vanishing into the distance.
Al-jenn can be Chosen from huerao-branch eulae, humans, and kaarsh.
Anuzcals: One of two kinds of demon-sired Chosen. Anuzcals are meant for infiltration and espionage. Most anuzcals are female, but there are rare males. They can be dangerous assassins and skilled with magic. At times, an anuzcal may resist her demonic nature, although doing so for any period of time requires impressive willpower.
Anuzcal have no visible physical flaws. All are at least moderately attractive, and some are stunningly beautiful. In demonic form, anuzcal grow thin scaled wings, add some height and weight, and their skin becomes tougher and dark. Anuzcal are secretive by nature, but are intriguing even if they are frustratingly coy. They can be quite charming, sometimes in spite of themselves.
Anuzcals can be Chosen from dhaj-clan dverekh, eulae, humans, and h'kaarsh-tribe kaarsh.
Corzcals: The other known type of demon-sired Chosen. Corzcals are meant to be warlords, and are naturally-gifted fighters. Most are male, but a few have been female. Corzcals are self-possessed and difficult to control, and some are known to ignore the desires of their demon parents and choose their own destiny.
Corzcals are always bigger than average for people in their area, and tend to have red-tinted eyes or hair. In demon form, they become much larger, with dark bony plates extruding from their skin to provide protection. They radiate menace and danger even when they are at ease, although this can be an alluring presence to some. Corzcals have powerful tempers but would rather turn their anger to battle rather than wasting it on trivialities.
Corzcals can be Chosen from dhaj-clan dverekh, eulae, humans, and h'kaarsh-tribe kaarsh.
Drakhul: Some dragons keep mortal servants. A few servants are selected in childhood to be imbued with a small amount of the dragon's power. They possess great power, but some expressions of this power can harm and even kill the drak if he is not careful.
A drak has a mark in the language of dragons visible on his skin; it can resemble a brand, a tattoo, or simply some kind of discoloration. His eyes take on the same shade as his patron dragon, and over time his skin can become increasingly more scaled. Drakhul have a wide variety of personalities, but are known for their extreme loyalty and commitment to their duties.
Drakhul may be Chosen from ghedekh-clan dverekh, eulae, humans, or kaarsh.
Faekin: Mortal children who are permanently changed by faeries. Outwardly, faekin appear to be ordinary eulae, but they have a greater range of powers. They are tricksters, skilled with illusions and shapeshifting.
A faekin is capricious by nature, although he is not always malicious. He can be driven toward a specific goal, but could go about achieving that goal in a convoluted way that makes sense to no one but the faekin. Faekin are drawn to great passions.
As the faekin uses his abilities, he will develop a far more otherworldly presence than even the eulae. Coloration may become completely unnatural, physical proportions will become inhuman, and strange features such as gossamer wings, ram's horns, or flowers blooming in his hair are all possible.
Faekin may be Chosen from eulae and humans.
Pthamin: Dverekh who have been claimed completely by the elements. The pthamin attend the needs of a god, usually Dvai Worldsmith, although their missions can be enigmatic. The pthamin are quite powerful, but when they fulfill their destinies, they die.
A ptham looks like a dverekh, but his body is composed entirely of a specific stone or metal. Pthamin appear to be living statues, although they need to breathe and they must eat both ordinary food and the same material that makes up their bodies in order to survive.
Pthamin must pursue their destiny at all times, although it may take years or decades for them to discover the best way to achieve their purposes. They rarely mingle with other races, and seem to be made uncomfortable by ordinary dverekh.
Pthamin may only be Chosen from dverekh.
Qualden: The origin of the qualden is a mystery. Some speculate that as the pthamin are god-claimed dverekh, the qualden are elemental-claimed humans. Others say the qualden are truly massive crystals animated by the souls dead elementalists. Strong but secretive, most qualden are content to merely observe ongoing events, taking action only once before leaving to attend other duties.
A qualden resembles a human roughly carved from crystals. Most are translucent, with opaque eyes and similar features. They move deliberately, but not slowly. Qualden are curious and often spend time watching relatively mundane activities.
Qualden may only be Chosen from humans.
Shel'anth'or: The "legion who strides through worlds,", are mortals who found their way into from the Grey Purlieu and were changed in this nether realm. Some shel'anth'or also claim that they were selected by others because their minds were powerful enough to be seen even in the Paths of Grey. Shel'anth'or are skilled with mindcraft and can enter the Grey Purlieu. Their other abilities shift according to the needs of their patron.
A shel'anth has roughly the same appearance as other mortals, although he is changed by his time in the Grey Purlieu. First his eyes and hair turn silver, eventually becoming as reflective as polished metal. His skin will fade to a shade of blue-grey. The shel'anth will lose most of his body fat but not muscle tissue, becoming thin but well-built. A shel'anth often has trouble adjusting to the world he left behind. He will display anachronistic mannerisms, and will develop an aversion to large crowds and bright colors.
Shel'anth'or may be chosen from any race that can learn Mindcraft; eulae, humans, and h'kaarsh-tribe kaarsh.
Tuleandi: Beings of living water, the tuleandi were likely formed by elementals or gods of water. They have an alien perspective and rarely stay in any one place for long. Like the qualden, with whom they show an affinity, the tuleandi observe events until they choose to take a specific action, after which they will vanish into the waves.
A tueland's natural form is vaguely humanoid, with four large tendrils, a smaller protrusion with sensory organs, and a central body. It can take on a form similar to that of any mortal it sees, mimicking gender and clothes. Some tuleandi forms appear to be original creations, or may reflect their appearance before being Chosen. Tueleandi are fascinated by mortals and will watch almost anything they do, no matter how mundane, if given a chance.
Tuleandi may only be Chosen from huerao-branch eulae.
Vaelrao: The "skyward branch," first discovered by eulae after the First War. While the name implies eulae origins, the vaelrao are drawn from all mortal races. They are servants of the gods and do not reveal their true natures except in times of great need. The vaelrao themselves may not be aware of their status as Chosen, or they may have been Chosen so long that they no longer truly resemble mortals. These latter vaelrao act as messengers to convey the wishes of the gods to their worshippers.
A vaelrao may appear to be a normal mortal in excellent condition. There is always some mark on his body signifying his patron god or gods. When he reveals his true nature, he will be surrounded by an aura that reflects his patron's power, and his appearance will shift to be closer to that of his patron. He may grow wings, a tail, horns, or other iconic features. Vaelrao have only one common personality trait: total devotion to their patron deities.Vaelrao may be chosen from any race, although human is the most common.
The GM should determine whether he will allow you to play a Chosen character in his game. Such a character will run into many of the problems discussed in the Mythic Creatures section. A Chosen template should not cost more than a single power level's worth of power points, or 15 power points.
If the GM allows you to start the game as a Chosen, then you should look at the description to see if the Chosen can be based on anything other than the human template. If so, then the costs of the racial template and the chosen template are added together. All bonuses and penalties are added together; if both the race and the chosen template have a Save DC to resist the same psychological effect, use the highest one, +2 DC.
If you have the opportunity to become Chosen during game play, you must either be able to spend the power points to do so, or be unable to spend any Hero Points during sessions, and only spend power points to make up the shortfall, until the cost is paid in full.
While there are individuals Chosen to fulfill a purpose, there are also those who have been the targets of malicious magics which change them forever. These Cursed may eventually learn to turn the source of their pain to their advantage, but they can never forget their damnation.
Technically, the damuerao branch and dhaj clan are Cursed by demon lords. The strength of this Curse is enough to taint their blood, manifesting in their children. Most curses are not even a fraction as powerful as the blood-curse of Cracyxkdvidl and his ilk. Cursed do not often form communities. Their pain may be shared by others, but gathering a group with similar curses does not necessarily lessen the torment.
More Cursed templates are linked from the descriptions of each Cursed type.
The most common Cursed are the unliving whose souls are still trapped in the physical world. In most cases, the minds of these Cursed are shattered by death and undeath. The majority of undead are shambling mindless horrors or hollow mockeries of their former selves, interested only in wreaking vengeance against the living.
Some undead can withstand the assault on their sanity and retain their minds. A few have even brought their Curse on themselves, embracing their horrid state in order to avoid death or punishment in Xeolvan'taer.
Ghosts: Souls without physical substance trapped in the solid world. Ghosts can be heard heard and sensed — the air becomes chilled and people feel unease and worry in a ghost's presence. Strong ghosts can be seen, primarily as shadows or vague shapes, although the self-willed ghosts may temporarily seem as solid and real as a living person.
The majority of ghosts are caught in circumstances relating to their deaths; either repeating the experience or trying to inflict similar fates on others. Their primary means of doing this is spreading panic in their targets. It is rare for a ghost to make contact with physical beings. They find it easier to manipulate inanimate objects.
Wraiths are ghosts who are intended to be beneficial entities. A wraith is a guardian, set to watch over an area, a person, or to serve the needs of a lord. In life, wraiths were loyal and dependable people who already had a vested interest in the charge they are given in undeath.
A wraith has more power than an ordinary ghost. They can always be fully visible if they wish, and have a much easier time interacting with the physical work when fulfilling their duties as guardians. Wraiths are more likely to be free-willed than most ghosts, and possess more of their memories of life.
Self-willed ghosts may range far afield from where they died, although they are always tied to some physical object, location or person. When that anchor is exorcised or destroyed, the ghost will not be able to stay in the physical world for long — he usually has until sunrise to complete his task, at which time he will be dragged to Ana'vael or Xeolvan'taer. Wraiths are sent to the former when they succeed in their mission, and the latter if they fail.
Revenants: Animate corpses returned to serve the needs of the fallen. The distinction between a revenant and zombie is power; the revenant is stronger, self-aware, intelligent, and retains the abilities he had in life.
The most common type of revenant is a strong-willed individual who was betrayed or died before completing some great task. All revenants have a purpose to fulfill. Most of the time, this purpose is vengeance; the revenant will hunt down those responsible for their deaths, or kill anyone in the way of finishing his last task. Once the revenant has completed his purpose, he cannot remain in the world. These revenants are the most common type seen. Some revenants choose this fate for themselves. They enact dangerous rituals in order to tie their souls to a spiritual focus so that they may continue to pursue their goals after death.
At first, a revenant looks just as he did before dying. Without the use of magic to repair damage, his flesh will eventually turn ruddy and then begin to decay, as will his eyes and other soft tissues. Some revenants will devote effort to retaining the semblance of life, but over time almost all stop caring about such things.
As with a ghost, a revenant's spiritual focus keeps his soul in the physical world. Normally, the revenant cannot travel more than a few miles from this focus. Some powerful revenants may extend this range, and others know spells that will allow the focus to be hidden hundreds or thousands of miles away. If this focus is destroyed, the magics binding the revenant will explode forcefully.
Zombies are a form of revenant that are created with weaker magics. The magic to create a zombie does not create a spiritual focus to retain the Cursed's soul, which means the zombie's mind is rarely preserved. Zombies do not retain the same skills as they had in life, nor are they commonly self-willed. It is possible, although rare, for a zombie or a necromancer to create a spiritual focus for him later, making him into a true revenant.
Zombies are meant to be physical servants and slaves. Some necromancers will use zombies for all kinds of brute labor or as shock troops. Those zombies that still possess a semblance of a mind may be given more complex tasks, and a few are even able to remember enough skills to be worth preserving and magically repairing.
Vampires: Undead that overcome death by feeding on the living. A vampire's true purpose in consuming flesh, brains or blood is to absorb the magic within living beings. The crudest form of vampires are instinctive creatures called ghouls, barely more intelligent than animals. They prowl in search of flesh, preferably that of still-living beings. As they develop, they can draw power from living nerves and brains, and then they may draw it out of the blood. Eventually, a vampire may be able to mystically drain the lifeforce itself, although he will always need to use a physical medium such as blood, sweat or saliva.
When the vampire is freshly risen, his features will be horrifying and corpselike, with his face frozen in a horrible rictus. As he gains more control over body and refines the process of consuming magic, he will return to his mortal appearance. As his power grows, the vampire may transform his body to an idealized form of his living self, beautiful and unchanging. He will always bear a scar of the wound that killed him; otherwise his body will be perfect and unmarred.
The vampire begins its unlife with hardly any mind at all. It is merely a creature of instinct, nothing more than a cunning predator. Over time his mind returns, or at least a new mind will be built on the foundation of the dead man's brain. Eventually, the vampire will have regain some percentage of his living memories, but never all of them. His personality might resemble that he had in life, or it might be completely different.
As the vampire's mind returns, he may find ways to manipulate his stolen lifeforce to perform mystical feats. Instinctive abilities demonstrated by vampires include healing from most injuries, incredible strength and speed, and being able to blend into shadows. Ancient vampires may have a wide variety of inherent powers and may even learn the forms of magic.
Vampires have no souls of their own. They have trouble using their abilities in the light of day and can be brought low by fire or holy magics, but are difficult to kill with other methods.
Another infamous Curse is lycanthropy, in which a mortal being is forced to share his soul and body with a savage beast. While most lycanthropes are completely overwhelmed by their animal natures when changed, there are some who manage to gain some control over their savagery.
Lycanthropes can transmit their curse to other victims through a process of biting, hunting, and pushing the target to embrace the beast soul in order to survive. At one point, shifters who were well-versed in magic found ways to give the target of the curse a means to guide the beast rather than be controlled by it.
Those who have come to terms with thir lycanthropy have started to see themselves as a new offshoot race. They call themselves the shammas, a dverekh word which means "one made from two." In most lands, the shammas hide among ordinary people. They try to find other lycanthropes and help control their curse. Some shammas will give the curse to members of their family or other individuals they believe may be trusted to control the beast within.
No one is certain how long the shammas culture has existed, but it has apparently spread to many continents around Sikarra. While the culture itself seems somewhat rudimentary, there are lycanthropes who share the same beliefs, use the same rituals, and share the same names for clans and their kind across at least the Western Hemisphere. It is rumored that in some lands, such as Imbagdna, there are more shammas than members of some other races.
The shammas divide themselves into clans based on the animal with which they are bonded. While there have been a werecreatures that don't fit within the shammas clans, they are too rare to have developed their own clans. In no case is any shammas clan large; even the walv in Sikarra has fewer members than thaurev-tribe kaarsh.
Bruda, "were-bears": Large and generally brutish in human form. Werebears give the appearance of being placid and stoic, but they hide a powerful anger which can get the best of them in battle. The bruda's capacity for unleashing his rage can make him a terrible opponent.
The bruda is normally bonded with some kind of bear, although those lycanthropes who shift into boar form are also claimed by the clan. In hybrid form, the bruda resembles a huge hairy human, with claws and an extended jaw. The bruda's animal form always wears some magical item, scar, or other distinguishing mark that can be seen in his human form.
Bruda are most common in heavily wooded or mountainous areas. In Sikarra, there may be nearly a thousand bruda in the countries of Northreach and Tarmath.
Felas, "were-cats": Lithe, graceful, seductive even if they are not conventionally attractive. Werecats seem sure of themselves and rarely act surprised. They are always driven by the desire to hunt, even though they can turn this urge toward other goals besides simply catching food.
Felas are linked to some form of cat, usually of the "great" variety, although some are cursed to become domestic cats. In hybrid form, they have a generally human shape, often with cat-ears and eyes, or a cat head, clawed hands, and a tail. The hybrid is not much larger than in human form, although it is both stronger and faster. In animal form, the felas always has an unusual pattern, marking, or coloration in his fur.
Felas are found wherever great cats may hunt, be it mountains, plains, or jungles. However, they are not common in any location. At most, there may be two or three hundred of this clan in all of Sikarra.
Ghati, "were-lizards": Enduring, tough, deadly, and devious. A werelizard can be patient and secretive, and will wait until the opportune moment to act. They are prone to making plans for when everything goes wrong, and are given to looking for the dark cloud around every silver lining.
The ghati animal forms are large lizards or snakes. The most common animals in the clan are crocodile, monitors, cobras, and pythons. In hybrid form, they are larger than human, with dominant animal features; they normally have snake or lizard-heads and torsos, fangs or sharp teeth, human arms, and animalistic legs or tails. In animal form, the ghati has an anomalous pattern in scales, an embedded gem, stone, or piece of metal, or other distinguishing mark.
Ghati are rare anywhere, but are most commonly seen in wetlands or deserts. There are perhaps fifty to a hundred in Sikarra.
Walv, "were-wolves": Strong, ferocious, deadly in combat and even more dangerous in groups. Werewolves are the most infamous and common of the lycanthropes, and most conceptions about lycanthropes come from this clan.
Werewolves naturally seek others of their kind, and instinctively hunt and defend their territory. They have a deep core of anger, but are less able to channel it in the way a werebear does. Walv are the lycanthropes most used to urban areas, and are willing to range at the edges of towns or in parkland inside a city.
Walv are linked to some kind of dog or wolf, although there have been reports of fox walv. Their hybrid forms are larger than a human's, with a wolf-head, furry pelt on the arms, shoulders, and back, long limbs with claws, and animalistic hind legs. In animal form, a walv has a patch of human hair in his fur.
Last are those Cursed who, like the damuerao or dhaj, have been permanently marked by demons, gods or other powerful entities. These curses are rare and usually kill their victims quickly. Only a few Cursed can have any sort of life beyond the limits of their punishment. Many of these Cursed are similar to the Chosen in that they are meant to fulfill specific destinies.
These Cursed may have unusual abilities which allow them to achieve great feats in hopes of redemption. They will never know peace until the curse is lifted, usually through death.
Deathless: The heart of the Cursed is magically removed from his body and hidden away. His body cannot die until the heart has been found and destroyed, but he can still suffer grievous injuries and does not necessarily heal faster from injuries than ordinary people.
What distinguishes a deathless from an undead is that the living body is preserved until the heart is discovered. The deathless retains all of his skills and abilities. It is often the case that the being which cursed the deathless will keep control over the heart. The individual holding the deathless' heart can use it to inflict great suffering or pleasure, or to cast spells onto the deathless as if he were directly present.
Deathless do not always know where their hearts are hidden, and even the bravest of these Cursed can be gripped in fear of being killed. Some of the Deathless have Cursed themselves in an effort to gain immortality.
Redeemers: Cursed to pursue those who have committed sins or acts of wrong-doing. Redeemers cannot rest until they have found their assigned victim and has punished him for his crimes. They are supernaturally-skilled trackers and can rifle through memories to uncover the truth. The also possess powerful abilities that can only be used in the course of their duties
Redeemers develop an aura as they approach their targets, and they are always marked by the symbols of the god or other being that cursed them, which will cause them pain the longer they go without fulfilling their duties.
A redeemer was himself a terrible sinner, damned by a god to do his bidding. Once the redeemer has meted out justice for a set amount of time, or to a certain number of individuals, the curse ends, killing him. If he has performed his duties well, then his soul will go to Ana'vael or be reborn. If he has failed in his duties or tried to avoid them, then he will end up in Xeolvan'taer and may return as a minor demon.
Shadow Walkers: According to legends, during the First War there was a group of mortals who ran from the fight. Whenever demons arrived, these mortals would sooner hide than defend themselves or their fellows. Among these mortals were nascent sorcerers who found spells to let them disappear.
The other mortals reviled these cowards, calling them "shadow walkers" and "pale hearts." Despite this hatred, a few of the mortal leaders found a way for the shadow walkers to lend their aid, by taking advantage of their great skill: stealth. A plan was formed where a group of shadow walkers would spy on a demon fortification and find the weak points for an assault.
The shadow walkers performed this mission, but when two of the spies were captured, the others immediately ran. These spies revealed the coming assault, and were sent back to the mortal armies with false information. The ensuing battle was brutal and short. As the demon commander laughed at the retreating armies, he told them of the shadow walkers' betrayal.
Lyssal, at time still the greatest mortal sorcerer, and her apprentices bestowed their curse on the shadow walkers. This punishment passed to the descendents of the original shadow wakers, but could be broken if the later generations demonstrated real bravery. However, the curse lay dormant even in the children of redeemed shadow walkers. If a later descendant allowed cowardice to rule his life, he was captured by his ancestors' curse.
Some shadow walkers have learned to induct others into their ranks, guaranteeing that the curse will spread. Skulking about the edges of civilizations, they are one of the only groups of Cursed to develop a culture of their own.
When he was still a mortal, Vamin Shadowlord discovered a group of shadow walkers and gained their aid. Lately his church has spread the idea of enlightened self-interest which allows shadow walkers to help others without having to be brave. At the same time, Vamin's followers are finding ways to alter the curse so that its useful aspects will not be lost if a shadow walker ever tries to be noble or selfless.
Spell Eaters: As mortals explored the world after the First War, some discovered regions where magic welled up. Several settlements were permanently changed by the magic, but one had enough talented spellcasters to control the power.
This village, Dairolnyn, became the secret center of power of Tiemdiandwyr, one of the great lands of antiquity. The Arcanum which ruled Tiemdiandwyr was composed of mages hailing from Dairolnyn. None of the Arcanists was greater than Yarrath, who was believed to be the most powerful mage in the history of the world. In Yarrath's quest for great power, he created a bond to the wellspring of magic in Dairolnyn. Using this strength, he and several of the Arcanists sought out the Tower of Souls in the center of Sikarra. Just before Yarrath entered the Tower, he drew on the power of Dairolnyn.
The backlash from Yarrath's failure rooted itself in the now-devastated region of Dairolnyn. The gods extended the curse, making sure that all who inherited the power of Dairolnyn would not be able to repeat Yarrath's feats.
The descendants of Dairolnyn cannot interact normally with magic. They drain wild magics in their vicinity, and in time will absorb even existing spells and magical items. They can make eulae weaken, and unsettle most other mortals. Most spell eaters live in the Waste or in Ahl'Sholu. They are spread among dozens of tribes, who have learned to carefully let the spell eaters have enough children to pass on the curse, but never enough to threaten harm to magic as a whole. Some spell eaters will hire themselves out as bodyguards or assassins.
As mentioned in the sections on mythic beings or the Chosen, the GM should carefully consider whether you can play a Cursed character. The Cursed can present you with interesting role-playing challenges. However, Cursed may have a degree of power and limitations, which could dominate gameplay. Games with Cursed PCs may focus entirely on the curse itself, which circumscribe the kinds of stories that can be told. Another consideration is that your character will have severe problems interacting with normal society. You will always be an outsider, even if you are in hiding.
If you're allowed to play a Cursed then you need to discuss your expectations of the game with the GM. The true difference between a damuerao or dhaj and the Cursed is that the demon-tainted are not necessarily doomed. They can live out their entire existences without facing torment and an unpleasant end of their stories.
The Cursed do not have that luxury. Your character will either die, descend into madness, or suffer damnation. Even the shammas will eventually lose their human minds to the long-suppressed animal instincts. Most Cursed can only hope for some form of redemption that means they will go to Ana'vael rather than Xeolvan'taer when they die, or are given the chance of reincarnation free from the curse.
This can be the sort of fate that will ruin your enjoyment of the game. Curses are never broken lightly, and some may not be broken at all. The guarantee that your character will end up broken and suffering is difficult for even the most ardent role-player to accept. So make certain that you understand and are happy with the stakes and the possible final outcome before you start playing your doomed character.
If you are playing a normal character who is threatened with becoming Cursed, then you likely have saving throws to make and Hero Points to spend to avoid your terrible fate. If you are out of Hero Points, or you have none left to spend, then you might end up Cursed. Should this happen, you should again talk to your GM about whether you want to keep playing the character like this, or if not, if it's possible to undo the curse without condemning your PC to death or worse.
If you're willing to play the newly-Cursed, then you must devote your next power point expenditures to cover the cost of the Cursed template. Until the template is fully purchased, your character will be effectively mindless while your group' other PCs gain the power points required. If necessary, you may spend a Hero Points to be capable of independent action for one short scne per session — usually no longer than 5 to 10 minutes of in-game time, or the length of a single combat.
If for some reason you seek out a Curse, then you should save up sufficient power points to pay for the template before enacting dark rituals or letting yourself be bitten. You may also spend 1 Hero Point to gain a "loan" of 4 power points. These Hero Points cannot be recovered until you've earned the power points to cover the template's cost.
You may also start the game Cursed. The cost of the Cursed template is added to any cost for a racial template. You should note that beginning as a Cursed can be quite a major role-playing challenge, unless the entire group is made up of Cursed characters.
A Cursed template should not cost more than 15 power points.
Dragons can be found in many parts of Mitheirn. A dragon's understanding of power at birth is greater than that of experienced mortal mages. A fully mature dragon might even be able to challenge the might of gods, although most dragons are not foolish enough to start a fight unless they know they can win it.
One of the defining characteristics of a dragon is his pride and force of will. Dragons have their own complex society, although they can only stand the company of other dragons for short periods of time. They are jealous of their power and spend most of their time involved in their own obsessive pursuits. The greatest cause of death among dragons is other dragons. Family bonds are acknowledged, but these do not provide loyalty. At best, dragons will more readily be neighbors with relatives than strangers.
Dragons often consider the mortal races to be beneath their notice. Some will interact with mortals of their own volition, but most dragons will only deal with the younger races when forced to do so. However, as the mortals grow in number and expand into territories usually given to dragons, more are beginning to consider their own approaches to the problem of the young races.
Dragons may not be player characters. However, some mortals have been altered by dragons, and certain draconic qualities may be taken as part of a racial template, if the GM permits it. Races with this draconic influence are quite rare and limited to specific areas of Mitheirn.
According to the legends, ijevekh were similar in appearance to dverekh or eulae, although they may have been much larger. A single ijevekh was more than a match for any mortal living today, and was even respected by the dragons. Despite their individual might, the true power of the ijevekh lay in communal efforts. If enough of them bent their wills to a single cause, they could perform feats usually reserved for the gods.
It is believed that the ijevekh are no more. Their only heirs are the mortal races and their memorials are in the works they created at the behest of Dvai Worldsmith. There are rumors that a small group of ijevekh were devoted to the future of Mitheirn, and may even now serve as Dvai's helpers in the Great Forge. Whether or not these tales are true, ijevekh may not be player characters.
The majority of the mortal races fit within the branches listed here. However, magic and powerful beings continue to alter the races over time. On occasion, these alterations are sufficient to make a race that seems distinct from its forebears, or at least from that race's known branches.
Every racial offshoot discovered so far can be understood as a variation of one of the four mortal races. The eulae and kaarsh are especially prone to adapting within a few generations to new circumstances, and may be the source of most of the racial offshoots. But even dverekh and humans have their offshoots, rare as they are.
If the GM decides that an offshoot's origins are not from one of the first four races — and none of the races and offshoots known to Sikarra and similar continents meets this definition — the race can be described in the rules as a modification of the templates given here.
More information about racial offshoots can be found in the information for their native continents or on the Characters — Expanded Racial Templates page.
Advantages (10 points)
Disadvantages (-9 points)
Advantages (10 points)
Disadvantages (-7 points)
Advantages (14 points)
Disadvantages (-9 points)
Advantages (10 points)
Disadvantages (-8 points)
Advantages (7 points)
Disadvantages (-6 points)
Advantages (13 points)
Disadvantages (-9 points)
Advantages (7 points)
Disadvantages (-5 points)
Advantages (11 points)
Disadvantages (-8 points)
Advantages (15 points)
Disadvantages (-10 points)
Advantages (11 points)
Disadvantages (-7 points)
Advantages (11 points)
Disadvantages (-8 points)
When you decide that your character will have children, there's a good chance that your romantic partner will be unusual. Maybe your partner is another player character with the sort of odd background common to PCs. Maybe your partner is a non-player-character from another race or a mythical being with stranger magics than the mortal races.
It is not a good idea to have a set of rules governing chances for pregnancy, or to reduce such an important character-story event to a roll of the dice. If you have a specific desire for how your character will have children and what those children will be, the GM should work with you to let this story play out in the most interesting way possible.
The GM may require the expenditure of Hero Points for you to closely guide this story. If you want your character's child to be highly unusual — for example, an eulae-kaarsh halfbreed with access to the Inherent Powers of both races — then the GM may state that you will pay several Hero Points to guarantee this outcome.
In a similar way, if you wish to play an unusual halfbreed type, the GM may request a Hero Point investment at character creation, so that your character is guaranteed a special place in the world but has fewer Hero Points than the other PCs start with.
As mentioned in the Mythic Creatures section, highly unusual magical beings can be problematic. One solution that might be suggested is to play a halfbreed of such a creature, such as a half-giant or half-faerie.
If the GM is willing to accept this compromise, both Hero Point expenditures as well as hard limits on how the template can be developed are encouraged.
These are example templates for mythical creatures. These can be used as guidelines for other creatures, or as reasons why such templates may not fit in your game.
Description: Giants are more than oversize mortals. They are also attuned to some element or natural feature. Some giants, such as those found around mountain ranges, may resemble massive dverekh with stones along the shoulders and back of arms and greenery visible among the hair. Giants usually range between 15 to 50 feet in height.
Advantages (31 points)
Disadvantages (-3 points)
Description: An elemental spirit that manifests around rivers, streams and other inland bodies of water. Naiads resemble eulae or humans, preferring the female form although males have been spotted. When they take on mortal form, they are always beautiful. Their hair looks like a fall of water, their skin tone is shaded blue, and they are known for their grace.
Advantages (28 points)
Disadvantages (-8 points)
Here are three example templates of Chosen.
Advantages (27 points)
Disadvantages (-12 points)
Advantages (25 points)
Disadvantages (-10 points)
Advantages (18 points)
Disadvantages (-7 points)
Here are some example templates for each variety of Cursed.
Those qualities which distinguish a wraith from a ghost are marked with *.
Advantages (26 points/*30 points)
Disadvantages (-14 points/*-16 points)
Advantages (30 points)
Disadvantages (-15 points)
Ordinary lycanthropes cannot control the change to hybrid or animal forms; these are determined by Disadvantages. They may not make a saving throw, nor can they direct their actions when changed. They also cannot determine when the curse is passed on. The default templates given are for normal lycanthropes. Those Advantages and Disadvantages which may only apply to shammas are indicated with a *.
Advantages (19 points/*25 points)
Disadvantages (-12 points/*-12 points)
Advantages (19 points/*22 points)
Disadvantages (-9 points/*-8 points)
Advantages (12 points)
Disadvantages (-6 points)
Advantages (20 points)
Disadvantages (-5 points)