Important Racial Overview

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This thread serves as an introduction to the races of Cealdun, providing an understanding of their distinctions, origins, and roles within the world. Its purpose is to guide players in exploring these races not as rigid archetypes but as components of storytelling, creativity, and immersion. It's intended to emphasize how these unique races have been crafted to stand apart from conventional fantasy tropes, offering a narrative depth that encourages individuality and thoughtful character creation. This thread also outlines the design philosophy behind the races, ensuring that players approach the lore with an appreciation for its flexibility and richness. By highlighting the deliberate separation of race and culture, it creates a framework for exploration of identity. Additionally, it provides practical insights on navigating the race documents, interpreting appearance spectrums, and hopefully equips players with the tools to craft characters that are both grounded in the world of Cealdun and reflective of their own creative vision.



Races of Cealdun

The races of Cealdun are designed to transcend the expectations of standard fantasy tropes. Rather than adhering to traditional racial stereotypes, the lore emphasizes individuality and flexibility, allowing players to explore a broad spectrum of traits and characteristics. Each race embodies elemental or existential themes, shaped by the circumstances of their creation and the environments they inhabit. This approach, we feel, fosters diversity, encouraging players to craft characters as multifaceted as the world itself. In Cealdun, race and culture are treated as distinct concepts. Biological race defines intrinsic physical and elemental traits, while culture arises from the historical, geographical, and social contexts of communities. This separation ensures that no race is bound by predefined cultural norms, enabling players to imagine how their characters’ environments and experiences have influenced their identities. The scattering of races after the Age of Silence further enriched this diversity, as adaptation to new environments drove evolutionary changes that shaped distinct traits and appearances within each race. The distinction between the Six Primal Kin and the Second Kin is meant to underscore the diversity of life on Cealdun. The Primal Kin, created directly by the Great Lords, represent the foundational forces of the Wheel and carry the imprint of their origins. In contrast, the Second Kin emerged through natural evolution, scientific experimentation, or external influences. Each race also possesses a unique magical organ that serves as a conduit for their elemental or biological essence. These organs, known by names such as the Ashencore, Galebone, or Brineheart, are integral to the functioning of the races but remain poorly understood even within the world. Their exact purpose and mechanisms are enigmatic, with scholars speculating on their origins and potential applications. Upon death, these organs typically cease to function, their mysteries fading with the individual.

The Primal Kin

The Six Primal Kin are the original races, directly shaped by the Great Lords to embody specific elemental or cosmic forces. Each race is a pure expression of one aspect of the Sacred Elements, reflecting the Wheel’s design. The Athar, born of Light, embody clarity and inner illumination. The Dwumar, shaped from Earth, represent stability and resilience. The et’Ata, forged in Flame, channel intensity and transformation. The Gharuuk, molded by Wind, exemplify freedom and motion. The Ssi’thar, flowing from Water, resonate with adaptability and fluidity. Finally, the Nalarii, formed in Shadow, embody mystery and introspection. Despite their divine origins, the Primal Kin are not monolithic. Their scattering during the Age of Silence led to significant diversity within each race. As they adapted to the varied environments of Cealdun, their appearances, traits, and cultures evolved, creating a rich diversity of individual expression within each lineage.

The Second Kin

The Second Kin emerged through processes that highlight the dynamism of life on Cealdun. They were not directly created by the Great Lords but remain intrinsically connected to the Wheel’s power. These races arose through natural evolution, scientific innovation, or external intervention. Examples include the Skanar, known for their primal vitality; the Velkari, whose insectoid forms embody adaptability; the Anaxii, plant-like beings attuned to nature; and the Anhur, small but intellectually formidable beings with a mysterious past. The Second Kin add a layer of complexity to Cealdun’s racial landscape, illustrating how life thrives and diversifies in response to changing circumstances. Their origins and traits enrich the world’s lore, providing a counterpoint to the elemental purity of the Primal Kin. By incorporating these races, the narrative explores themes of innovation, resilience, and the interplay between natural forces and sentient creativity. However, at present, playing a Second Kin is not possible. Their availability as playable characters may arise through roleplaying opportunities and significant events within the world. If the Primal Kin engage positively with the Second Kin and successfully integrate them into the City of Vaelyn and the main setting, these races might become accessible. Conversely, if the correct choices are not made in these interactions, the opportunity to play as a Second Kin could remain out of reach.

The Hybrid Kin

Hybrids represent the union of different races, blending traits from their parent lineages into unique and unrepeatable combinations. These beings embody the interconnectedness of Cealdun’s races, showcasing the possibilities that arise from unity and diversity. Their origins are as varied as the races they descend from, reflecting the interplay of elemental and biological forces. While their traits often balance the characteristics of their parent races, Hybrids are ultimately shaped by their individual experiences, ensuring that no two are alike. Hybrids challenge traditional notions of identity, as their existence bridges the boundaries between distinct races. They highlight the potential for harmony and innovation, emphasizing the shared heritage that connects all life on Cealdun. This flexibility makes Hybrids a compelling choice for players seeking to explore themes of unity, individuality, and the blending of disparate elements.



Lore Guidelines

The races of Cealdun are designed to inspire creativity and flexibility, providing players with a wide spectrum of possibilities for character creation. Each race’s appearance is presented as a range, emphasizing the diversity of traits and characteristics within the lore. Players are encouraged to consider how their characters’ environments, heritage, and personal experiences have shaped their traits, fostering individuality and depth in storytelling. Deviations from the established lore and mechanics are possible but require approval from the Story Team to ensure consistency and balance within the shared narrative. This guideline ensures that creativity is celebrated without compromising the integrity of the world, allowing players to explore unique concepts while maintaining coherence within the setting. Each race document provides detailed information on the origins, nature, terminology, characteristics, and appearance of the race. The Origins section outlines the race’s creation and early history, offering insight into their foundational traits. Nature explores their intrinsic drives and biological essence, highlighting the forces that shape their behaviors and abilities. Terminology introduces unique language and identifiers associated with the race in many different cultures. Characteristics delve into personality traits and behaviors, illustrating how their origins inform their current state. Finally, the Appearance section presents a comprehensive range of physical traits, emphasizing the spectrum of possibilities available to players.



Feature Quick-Reference

Athar

Inheritance
During character creation the Echo gains all of the Athar's Inheritance features.

  • Athar's Resolve | The Echo, as a [Reaction] once per Day, gains Advantage on an Attack or Defense Roll.
  • Born of Dawn | The Echo gains +1 Dawn Resistance.
  • Namer's Sight | The Echo can see Darkness as if it were Dim Light, and Dim Light as if it were Fully Lit up to 10 Blocks.
Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the Athar's Evolutionary features.

  • Enhanced Resolve | When the Echo uses Athar's Resolve, they may choose to roll their Advantage after seeing the results of the roll.
  • Namer's Gaze | The range of the Echo's Namer's Sight is increased by 5 Blocks.
  • Light's Embrace | The Echo can use a [Swift Action] to change the damage their next attack deals to Dawn Damage.
  • Eternal Kinship | The Echo appears as a soft and welcoming to standard Animals of one Tier less than them, making it easier for them to interact with them.
  • Flash Shield | When the Echo first succeeds a Defense Roll per Initiative, they apply Blindness I to their attacker for until the start of the Echo's next turn.
  • Healing Light | When the Echo firsts take damage per Initiative, they recover 2 Health at the start of their next turn.
  • Light Step | When the Echo firsts uses their Movement per Initiative, they may move an additional 3 Blocks.
  • Ethereal Light | The Echo gains a use of the Ethereal Weapon Tag once per Day.
    • Ethereal Weapon | The Echo can choose to turn a failed Attack Roll they make into a successful one.

Dwumar

Inheritance
During character creation the Echo gains all of the Dwumar's Inheritance features.

  • Iron Will | The Echo, as a [Reaction] once per Day, lowers the rank of a Status Effect affecting them by 1 Tier.
  • Born of Earth | The Echo gains +1 Terra Resistance.
  • Shaper's Frame | The Echo lowers the Attribute requirement of Armor by 1.
Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the Dwumar's Evolutionary features.

  • Wolfram Will | When the Echo uses Iron Will, they lower the rank of a Status Effect affecting them by 2 Tiers instead.
  • Shaper's Gift | If the Echo is benefiting from Shaper's Frame, they also increase their Wards by +1.
  • Seismic Pulse | The Echo can use a [Swift Action] to change the damage their next attack deals to Terra Damage.
  • Lodestone Heart | The Echo is able to withstand locations with thick or dense air, allowing exploration in extremely low altitudes.
  • Harmonic Resonance | The Echo is able to detect metals and minerals within a 2 Block radius.
  • Dig | The Echo, as a [Dynamic Action], burrows into the ground. While burrowed they gain the Shrouded Tag until the start of their next turn. They may upkeep Dig by using a [Prime Action].
    • Shrouded | The Echo cannot be the target of Attacks, Spells, Techniques, Artistries or Abilities. AoE or 'all target' effects still affect them.
  • Tremors | The Echo, as a [Reaction] once per Initiative, gains the ability to see movement within or on the ground within a 3 Block Radius until the start of their next turn. While active, they are immune to the Blinded Status Effect and can sense invisible targets.
  • Return to Earth | The Dwumar gains the Earthborn Tag once per Day.
    • Earthborn | The Echo gains the Invulnerable Tag and applies Taunted II to all viable targets within 3 Blocks whenever they would reach Death's Door.
      • Invulnerable | The Echo is immune to all forms of Damage or Health Loss until the start of their next turn.

et'Ata

Inheritance
During character creation the Echo gains all of the et'Ata's Inheritance features.

  • Inner Flame | The Echo, as a [Swift Action] once per Day, reduces their Toxicity by 3.
  • Born of Fire | The Echo gains +1 Pyre Resistance.
  • Bracer's Blood | The Echo gains a +2 Bonus to their first Defense Roll in Initiative.
Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the et'Ata's Evolutionary features.

  • Inner Inferno | When the Echo uses Inner Flame, they reduce their Toxicity by 5 instead.
  • Bracer's Heart | The Echo gains the benefits of Bracer's Blood on their first two Defense Rolls in Initiative.
  • Flame's Ire | The Echo can use a [Swift Action] to change the damage their next attack deals to Pyre Damage.
  • Firewalker | The Echo is able to withstand locations of either extreme heat or cold, allowing exploration in extreme hot or extremely cold environments. Firewalker may be taken up to two times.
  • Dancing Embers | The Echo, as a [Reaction] twice per Initiative, deals +1 Pyre Damage on an Attack.
  • Combustion | When the Echo reaches Death's Door for the first time per Initiative, they deal damage equal to 1 + their Tier to all targets within 3 Blocks.
  • Pass the Flame | While on Death's Door, the Echo can merge their spirit with a willing target. As a [Dynamic Action], the Echo and the target may perform the union, allowing the target to gain the Echo's memories and aspects of their mentality. The target increases an Attribute of their choosing by +1, up to their Maximum. The Echo's soul permanently merges with the target, making the Echo unable to return or be resurrected in any form. An Echo may only gain the benefits of Pass the Flame once in their existence.
  • Brilliant Pyre | The Echo gains a use of the Flaming Soul Tag once per Day.
    • Flaming Soul | The Echo, after Initiative is declared, deals 1 Damage to all targets they can see at the start of their turn for 3 Rounds.

Gharuuk

Inheritance
During character creation the Echo gains all of the Gharuuk's Inheritance features.

  • Cloud Step | The Echo, as a [Reaction] twice per Day, can move an additional 3 Blocks as part of their Movement.
  • Born of Air | The Echo gains +1 Gale Resistance.
  • Retainer's Body | The Echo may Vault using their standard Movement, and Climbing only consumes +1 additional Movement as opposed to +2.
Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the Gharuuk's Evolutionary features.

  • Burst Step | When the Echo uses Cloud Step, they can move up to an additional 5 Blocks as part of their Movement instead.
  • Bracer's Physique | When the Echo benefits from Retainer's Body while Vaulting an object for the first time each turn, they gain +1 Movement that they may use immediately.
  • Zephyr Strike | The Echo can use a [Swift Action] to change the damage their next attack deals to Gale Damage.
  • Airborn | The Echo is able to withstand locations of limited or thin air, allowing for exploration in extremely high altitudes.
  • Skyfall | The Echo reduces their total Fall Damage by -1, and as a [Reaction] once per Day, may roll out of a fall and take -3 Damage.
  • Poof | The Echo, as a [Dynamic Action], may teleport up to two willing targets they can see within 5 Blocks to an unoccupied space within 1 Block of them. As each target lands, they deal 1d3 Gale Damage to all targets within 3 Blocks.
  • Savage Momentum | When the Echo succeeds a Defense Roll, their next attack deals +1 Damage.
  • Feral Winds | The Echo gains a use of the Pack Tactics Tag once per Day.
    • Pack Tactics | The Echo gains +1 to Attack Rolls, to a maximum of +3, for every Ally with this Tag within 3 Blocks.

Nalarii

Inheritance
During character creation the Echo gains all of the Nalarii's Inheritance features.

  • Embracing Darkness | The Echo, as a [Reaction] once per Day, gains +3 Wards.
  • Born of Dusk | The Echo gains +1 Dusk Resistance.
  • Sculptor's Dread | The Echo reduces the duration of Fear-based Status Effects affecting them by 1 Rounds.
Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the Nalarii's Evolutionary features.

  • Eternal Darkness | When the Echo uses Embracing Darkness, they gain +5 Wards instead.
  • Sculptor's Fear | Whenever the Echo benefits from Sculptor's Dread they reduce the duration of Fear-based Status Effects affecting them by 2 Rounds instead.
  • Shardbind | The Echo can use a [Swift Action] to change the damage their next attack deals to Dusk Damage.
  • Father's Embrace | The Echo passively awards all willing targets within 2 Blocks the effects of Sculptor's Dread.
  • Shadow-Step | The Echo, as a [Swift Action] once per Initiative, teleports to an unobstructed space within 10 Blocks.
  • Shadowbind | The Echo, as a [Swift Action] once per Initiative, tethers themselves to a willing target within 10 Blocks for 3 Rounds. While active, all damage received by the Echo or the affected target is split between the two.
  • Mosaic Reconstruction | The Echo, up to three times in their life, may be reassembled over time by an external source by gathering and repairing pieces of their body if they are ever killed.
  • Ethereal Shadow | The Echo gains a use of the Ethereal Armor Tag once per Day.
    • Ethereal Armor | The Echo can choose to turn a Successful Attack Roll made against them into a Failed one.

Ssi'thar

Inheritance
During character creation the Echo gains all of the Ssi'thar's Inheritance features.

  • Deadly Scales | The Echo, as a [Reaction] once per Day, deals 2 Blight Damage back against an attacking target.
  • Born of Water | The Echo gains +1 Blight Resistance.
  • Traveller's Breath | The Echo can breathe and communicate in Ssi'tli while underwater.
Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the Ssi'thar's Evolutionary features.

  • Blighted Scales | When the Echo uses Deadly Scales, they deal 3 Blight Damage back against an attacking target instead.
  • Kin of Water | Whenever the Echo benefits from Born of Water they gain 2 Blight Resistance instead.
  • Sharpened Brine | The Echo can use a [Swift Action] to change the damage their next attack deals to Blight Damage.
  • The Deep | The Echo can communicate with Marine Life of one Tier less than them, making it easier to interact with them.
  • Seeing Red | The Echo can see the world in Thermal Vision up to 10 Blocks.
  • Brackish Claws | The Echo increases Unarmed Damage they deal by +1.
  • With Fin-esse | While moving in or underwater, the Echo increases their Movement by 5 Blocks.
  • Pearlheart | The Echo gains a use of the Mutated Cells Tag once per Day.
    • Mutated Cells | The Echo reduces the Toxicity gained through Potion Consumables by -1.

Hybrid

Inheritance
During character creation the Echo gains may choose three Inheritance features from either of the races they are crossed with.

Evolutionary
Whenever the Echo reaches Tier 1, and then again at Tier 3, they gain one of the Evolutionary features from either of the races they are crossed with.


 
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