Nickname: Silverbloods
Traits: Traditional, Religious, Hard Working (Serf), Aloof (Noble), Wise (Clergy)
Synopsis: The Valtborn are a hierarchical people who have the most complex social structure in all of Nezdriodel. Everyone is born into one of three social classes, and all but the most extreme cases will most likely die in that same social strata. At the bottom of the pecking order (and by far the most numerically numerous) are the lowly Serfs, who toil night and day to grow crops on the land rented to them by their betters. In exchange for their back-breaking labor and undying loyalty, Serfs are allowed to survive another grueling season under the “Protection” of their noble lords and ladies. Far above them, the blue blooded Nobles play their lofty games of power and influence, weaving their sprawling schemes into complex webs of intrigue and diplomacy. Rivaling the Nobles in raw power and political influence are the ever-faithful Clergy, who are among the most educated among the Valtborn, and quite possibly the entire world. Nobles and Clergy alike have a number of complex ranks and hierarchies all their own to further confuse things…
Appearance: Valtborn are quite varied in appearance, coming in all shapes and sizes, but most stand somewhere between 5 and 6 feet in height. Skin color varies from very pale and fair to deep and lustrous browns. Among the Serfs, dull, flat features are common, with hair and eye colors normally coming in dull shades like gray, brown, or black. Nobles and Clergy often have more unique features, like blonde or red hair and eyes that are more exotic than most, coming in vivid greens or daring blues. As you might expect, style of dress depends exclusively on social class, with Serfs wearing little more than simple tunics (or rags) and clothing made for functionality rather than appearance. Nobles delight in complex garb that displays their ostentatious wealth and familial crests. The Clergy are quite impressive stylistically, favoring exquisite robes and elaborate accessories that depict the holy symbol of their revered patron…
Personality: Your average Serf is uneducated, respectful of their betters, and simply wants to get by without issuing offense to anyone who can command their beheading. Nobles are oftentimes ostentatious and contemptuous of their lessers, but a rare few Nobles actually firmly espouse the positive qualities of leadership, displaying truly chivalric and sterling ideals. Similarly, there are some Clergy who are little more than power-hungry politicians, using their sacred place in society to line their own coffers and elevate their position, but just as many are true believers in Valtus and emulate the ideals that inspire others. Valtborn come in all flavors of personality, but their class is often the driving factor in their behavior.
Religion: Valtus is the patron Deity of the Valtborn. In fact, they are named after this lofty figure. Valtus is the God of tradition, civility, chivalry, honor, courtly love, light and life. He is also denoted as “The Silver Liege” for his tendency to assume the form of a gleaming Knight wearing silver armor. For this reason, Silver is the most favored mineral according to the Valtborn. The symbol of Valtus is a gleaming silver goblet inlaid with three shimmering gems, each gem representing one of the three social classes. The Church of Valtus preaches about the value of tradition and hierarchy, with vast importance placed on playing your established role in society: Serfs should serve their nobles, and Nobles should protect their vassals, and the Clergy should tend to the souls of both other Classes. If all three classes act their part in good faith, a perfect society should result, though actual results may vary…
Homeland: Valtmoor is the bustling Kingdom of the Valtborn, with a picturesque climate and four distinct seasons in each year: Spring brings rain and thaw, Summer brings bright sunshine, heat and vibrancy, Fall brings crisp air and golden leaves, and Winters bring harsh cold and fluffy snowfall. Valtmoor’s landscape is absolutely dominated by farmland and majestic, impressive castles and walled keeps surrounded by glistening moats. The Valtborn certainly build with defense in mind, and their walled villages are some of the most secure places in all of Nezdriodel. Dotted between are impressive noble manses and thick, imposing forests clotted thick with dangerous bandits and highwaymen. Valtmoor is a realm where both the towering majesty and the unfettered danger of all things medieval meld in one exaggerated picture of dark age life.
Dialect: Silvertongue is the haughty language of the Nobility and Clergy, and Coppertongue is the simplistic, crude language of the Serfs. The two tongues are basically the same, but Silvertongue is far more pleasant and erudite sounding, with much more “thou” and “thine” sprinkled in for dramatic effect. Coppertongue, by contrast, is far more pragmatic and crude, making use of a wellspring of colorful slang and swear words.
(Serf) Birthrights
Simple Folk: While it is unfair to say that all Serfs are...well, dumb, they do prefer things simple and to the point. Complex ideas and contraptions tend to go over their heads easily, and they feel rather out of place in high society gatherings.
-Raising a Serf’s Smarts Stat above 2 costs twice the normal cost at character creation or via Experience Point expenditure.
Hard Working: Few things make a Serf happier than a full day of honest work. Born with strong backs and a stronger work ethic, your average Settler revels in menial labor and excels at common tasks.
-Serfs rarely tire of mundane activity and can get most physical tasks done in about half the time as a non-Serf. This makes them ideal laborers and farm hands.
-Serfs only require 4 hours of sleep per 24 hours, and often get up ridiculously early to begin their day. A Serf gets the benefits of a short or long rest in half the time as normal.
Familial Trade: “It’s in the blood.” is a popular Serf phrase which holds some validity. Every Serf has a familial trade that they have inherited and excel at. If your Father was a barber or a leatherworker, then so was his Father, and so are you. Every Serf has a skill that has been passed down for generations, and they take a great deal of pride in what they do best.
-Serfs begin play with the Artisan (Basic) Edge for free at character creation.
(Noble) Birthrights
Stuffy: your average Noble is accustomed to the trappings of civility, and they react poorly to anything that even slightly resembles “roughing it”. Riding the trail with any Noble is ripe with complaints about the meager accommodations, bland food, and lack of mental stimulation that is enough to drive just about anyone batty.
-A Noble cannot spend Luck points for any reason when they are in a situation that is not at least moderately civilized. Examples include: Traversing harsh wilderness with scant supplies, being a guest in a Trolloch’s “charming” homeland, or spending time in a rowdy tavern in a lower class part of town.
Wealth and Privilege: Nobles are born into elaborate bloodlines that have vast stores of generational wealth. Nobles with the Lifestyle Edge at Basic attain the rank of Lord or Lady. Nobles with the Lifestyle Edge at Advanced claim the esteemed title of Baron or Baroness.
-Nobles begin play with the Lifestyle (Basic) Edge for free at Character creation.
-Bloodline: All Nobles hail from one of the Noble Bloodlines of the Valtborn. Your family lineage imparts its own unique advantage that acts as your second positive birthright. Check the Houses link and choose a House that your noble hails from and claim that birthright.
(Clergy) Birthrights
Agent of the Church: Members of the Clergy follow a hierarchy that is even more stringent
than Nobles. In order of power and influence, the ranks of the church are: Deacon, Priest, Bishop, Archbishop, Cardinals, and Pontriarch, who heads the church.
-Clergy oftentimes are tasked with undertaking missions from their elders, like investigating holy sites or retrieving religious relics. These orders always seem to pop up at the most inconvenient time…
Power of Faith: Agents of the Church of Valtus can channel the divine essence of their patron God into miraculous displays of power. While this is not the case for every member of the Clergy, it is the case for all Player Characters. Clergy with the Mysterious Blood Edge at Basic have attained the rank of Priest. Clergy with the Mysterious Blood Edge at Advanced have attained the rank of Bishop.
-Clergy begin play with the Mysterious Blood (Basic) Edge for free at character creation.
Clerical Education: Without question, members of the Clergy class are some of the most erudite minds in the world, and some of the best and brightest are among their ranks.
-Clergy begin play with Novice ratings in both the Bookworm and Heal Skills.
(Serf) Opinions of Others…
Nobles: “Yes, Milord.”
Clergy: “They can speak to Valtus. I wonder what he says to them.”
Lepkin: “Friendly folk with hearts as golden as their…well, gold.”
Trollochs: “These sorts scare me…”
Marinauts: “Oooh, so exotic!”
Serpae: “All wheat farmers know one thing: Never trust a snake.”
(Noble) Opinions of Others…
Serfs: “A strong back with the dull wits to match.”
Clergy: “They claim to be our equals. In ambition only, perhaps.”
Lepkin: “Admire their acumen with coin, but disregard their silly superstitions.”
Trollochs: “Lay down in a coffin, wake up with maggots.”
Marinauts: “Oh, the otherworldly allure of these beings! I simply must add one to my court.”
Serpae: “One wonders what manner of delectable secrets a torture rack can peel from a forked tongue…”
(Clergy) Opinions of Others…
Serfs: “The sturdy foundation that our sterling empire comfortably rests upon.”
Nobles: “Mostly decadent and rotted out by generations of untamed debauchery.”
Lepkin: “Their faith in the Fates rivals our own, despite the fickleness of these forces.”
Trollochs: “We are diametrically opposed to these children of Death, but these are troubling times to be selective with allies.”
Marinauts: “They revel in passions best left unexplored. Only traffic with one if you wish to test your morals, or abandon them altogether.”
Serpae: “Their dreadful whispers are tenfold more deadly than the poison coursing through their cold veins.”
Nickname: Fair Folk
Traits: Boisterous, Adventurous, Superstitious
Synopsis: Lively and spirited (pun intended), the Lepkin are a people who enjoy the finer things in life: Frothy ale, a warm hearth, a good fight and a pouch full of gold. These wandering souls love to travel and meet new people, making them ideal traders or merchants, leading to the origin of their sobriquet “The Fair Folk”, stemming from their love of negotiating and making a fair deal. Their nigh-religious disdain for boredom makes Lepkin ideally suited to the life of an Adventurer. Songs and stories are an integral part of Lepkin life, and much of their history is recorded in heroic ballads and lively songs instead of being inscribed on musty scrolls. For this reason, historical inaccuracies abound, but the Lepkin never let a thing like truth get in the way of a good story!
Appearance: Lepkin are small and spritely, standing at around 4 feet tall. Their skin comes in shades between very fair and rich brown, with round, ruddy noses and reddened cheeks being common. Lepkin are famous for their fiery redheads, but hair colors in shades of brown and black are more common. Lepkin have long, bushy eyebrows and their eyes always come in any shade of either green or gold. Lepkin prefer comfortable clothes and have a tendency to dress in green. Tophats and derbies are particularly popular among them. Lepkin blood is a glittery gold shade of color.
Personality: Shyness is rarely an issue for a Lepkin, and they are bold, courageous, and intolerant of boredom. While they are not rude as a rule, Lepkin have little issue speaking their mind, and they prefer to get to the heart of any matter rather than deal with time-wasting formalities. One trait common to all Lepkin is their tendency towards superstition, and it is a rare member of the species that does not have some kind of ritualistic behavior or trinket that they swear brings good fortune to them in their endeavors. Some Lepkin refuse to adventure on a full moon, or will not engage in a business deal without wearing their lucky socks. Each Lepkin is different, and each one has their own unique breed of superstitions.
Religion: Lepkin revere what they call the Fates, a vague assembly of fickle spirits that do not require worship or strict religious text. Put simply, the Fates represent the very spirit of raw, dumb luck. The Lepkin believe that the gaining the favor of the Fates leads to fortune and well-being, and earning the ire of the Fates leads to misfortune and travesty. Lepkin can argue for days about what, exactly, gains or loses favor with the Fates, so they go about their lives hoping for the best.
Homeland: Denderway Isle is the mystical island homeland of the excitable Lepkin, a mist-shrouded, gloriously green realm filled with rolling hills and floating land masses linked together by vivid rainbow bridges. This majestic Kingdom is filled with fantastical beasts and breathtaking sights taken straight from a fairy tale. A blanket of thick, almost-living fog constantly drifts along the emerald colored grass, lending a dreamy, mystical feel to the landscape. It’s bound to rain in Denderway at least a few times a day, with showers coming in and out of intermittent sunshine at least a handful of times each day.
Dialect: The Lepkin dialect is called Limerick, and is a sing-song language that makes use of rhymes and many long, multi-syllable words.
Birthrights
Wee: While their spirits are unmatched in temerity and fervor, Lepkin aren’t the most physically imposing, and their lack of muscle puts them at a severe disadvantage in a battle of bulk with non-Lepkin.
-Raising a Lepkin’s Vigor score above 2 costs twice the normal cost at character creation or via Experience Point expenditure.
Rowdy: It is said that all Lepkin were born in a Tavern, and while that may be hyperbole, it isn’t far off the mark.
-Lepkin can drink truly astounding amounts of alcohol, and while they can get drunk, they never suffer from ill-effects of any alcohol. They can get drunk as a green skunk and never have a hangover.
-Lepkin just love a good fight, and they all begin with the Brawler (Basic) Edge for free at Character Creation.
Children of Fortune: As the favored people of the Fates, the Lepkin are inherently lucky and have an affinity for gold.
-Whenever a Lepkin spends a point of Luck for any reason, roll a d6. On a result of a 6, that Luck point is refunded.
-Lepkin can literally smell gold, and can sense its presence within 50 feet of them by rolling a successful Smarts OR Presence (Perception) check. A Lepkin can also appraise the value of any item they can closely examine for 1 minute. This allows them to easily discover fake gems or forgeries.
Opinions of Others…
Valtborn: “By the Fates! Rules, rules, and more rules. All these poor sods have. What kinda life is that?”
Trollochs: “A macabre crowd, t’be sure. Hard to get one t’loosen up and probably best to avoid ‘em altogether.”
Marinauts: “When they spend, they spend freely. When they celebrate, they match our own fervor in the endeavor. Maybe we’re more similar than they think.
Serpae: “Can never tell what one of ‘em are thinkin’. Precisely the way they like it, I suppose.”
Nickname: Triclops
Traits: Fatalistic, Reclusive, Insightful
Synopsis: The imposing Trollochs are easily misunderstood as brutish due to their intimidating appearance and bleak homeland. At first glance, these large, ghoulish creatures might not seem much different from the other dangers that lurk in their shadowy domain, but the Trollochs are a curious bunch that have more to them than one might originally believe.
Appearance: Trollochs are rather large, and stand anywhere between six and seven feet in height. Their skin comes in any shade of purple, and they all have shiny black hair with a silvery-white streak going through it. Trollochs all have three eyes that can come in a number of curious formations and placements. These eyes can come in any color. Some truly curious formations of Trolloch eyes have been recorded, with some coming in a single stack of three, or one cycloptic eye flanked with an eye on each cheek. Say what you will about the Trollochs, but they are certainly interesting to behold! A Trolloch has naturally shiny black toenails, fingernails, and even their tongue carries this same color. As if you needed to ask, Trolloch blood is also a sleek, inky black shade.
Personality: Most Trollochs are quiet, introspective and solitary. Their social interactions are oftentimes brief and to the point, with little in the way of flowery verbiage and excess words. Many believe that Trollochs are not too bright due to their lack of communicative skill, but this is not the case. Trollochs are merely reclusive souls who are naturally shy around outsiders or those that they are not comfortable around. Trollochs have a morbid sense of sarcastic, deadpan gallows humor that few non-Trolloch’s can appreciate.
Religion: The patron deity of the Trollochs is Mortriggon, the God of Death, Darkness, Decay, Entropy and the Underworld. He is altogether indifferent to worship, and does not care much for adoration. That being said, many Trollochs harbor a deep and fearsome respect for the Father of Worms, and more than a few cults have sprung up across the world seeking to honor him and gain Mortriggon’s still-hearted favor.
Homeland: Aptly named, the Kingdom of Bleakharrow is a place where darkness reigns supreme in a blanket of eternal night. The sun never rises over this murky realm, and it is no surprise as to where the Trolloch’s gained their morose attitude and introspective natures hailing from such a gloomy climate. Due to their altogether unfamiliarity to the sun and keen senses, most Trolloch’s wear hoods to shield themselves from the strange light of the sun when they travel beyond their homeland. The whipping, howling and chilly winds of Bleakharrow are legendary, and can send a chill straight through the bones of any unwary traveler who finds themselves in this land of eternal darkness. The Underworld is located deep beneath this forsaken realm, and large fissure-cracks lay open like cruel gashes in the surface, occasionally belching forth escaped undead horrors that roam the landscape. These denizens of the deep are oftentimes quite hungry…
Dialect: Bleakspeak is the native language of the Trolloch people, and is a droning, unpleasant-sounding tongue with little in the way of inflection. This has led to the language’s comparison to the monotone groaning of some flesh-munching zombie.
Birthrights
Morose: The children of the Goddess of Death and Decay are not known for their cheery dispositions, oddly enough, and finding an upbeat Trolloch is indeed a rare thing.
-Raising a Trolloch’s Presence score above 2 costs twice the normal cost at character creation or via Experience Point expenditure.
Third Eye: The legendary third eye of the Trolloch isn’t there just as a charming facial accessory.
-Trolloch’s have finely tuned vision, and can see clearly in even total darkness. Beyond this, Trolloch’s all begin play with the Perception Skill at Novice for free at character creation. Turns out that three eyes really are better than two. Who woulda thunk it?
-This third eye also has prophetic ability, and can reveal glimpses of the future. At GM’s discretion, a Trolloch gains a vision of events yet to come. These visions are always accurate, but are often cryptic and difficult to decipher. Most Trollochs have at least one of these visions per week.
Regeneration: Trollochs have incredible powers of Regeneration, and can call upon their enhanced healing to knit wounds closed or even regrow lost limbs.
-A Trolloch can spend a point of Luck and take a Half Action to roll a Vigor (Athletics) test. Every Star earned on this roll immediately heals the Trolloch of 1d6 points of energy. Furthermore, a Trolloch can regain lost limbs by spending Experience points and taking a Long rest. Regrowing a finger or toe costs 1 Experience Point. Regrowing an eye costs 3 Experience Points, and regrowing an arm or a leg costs 5 Experience Points.
Opinion of Others…
Valtborn: “They mock us for skulking beneath a blanket of darkness while cowering behind plates of gleaming armor, impregnable walls and sloshy moats. The irony abounds.”
Lepkin: “Their spirit is indomitable and the Fair Folk make staunch allies, assuming you can tolerate the inevitable mischief that stalks them so closely.”
Marinaut: “The decadence they showcase on land must pale in comparison to the reverie hidden beneath the ocean depths.”
Serpae: “Others distrust the Serpae for what secrets they harbor. I respect them for not burdening the world with what they know. We all sleep better this way.”
Nickname: Deeplings
Traits: Competitive, Passionate, Sensual (Females), Honorable (Males)
Synopsis: The impassioned Marinauts are a complex species who are as mercurial as the tides from which they hail. Known just as much for their mythical allure as they are for their wild swings in mood, the Marinauts are at the same time majestic and terrible, alternating back and forth between disciplined, honorable souls to vengeful, cruel warlords and debauched sensualists.
Appearance: Legendary for their hypnotic, almost-alien beauty, the Marinauts are a tall and statuesque people, with proud, straight postures and instinctively noble bearings. Male and female Marinauts often stand at six feet in height. Their skin tones come in any shade of blue, and their hair is a vivid, rainbow coloring of smooth, silky fins. Marinauts have webbed fingers and toes that aid them in swimming. Marinaut eyes have no iris, and come in any vivid shade of color, with some Marinauts even having purely white, pearl-like eyes. Marinaut builds tend towards being idyllic and fatless, with men often looking defined and chiseled, and females being sleek and enchantingly shapely.
Personality: Passions run hot among the Marinauts, with the sexes having notably differing personalities. For males, concepts of personal honor and discipline are essential, and questioning the honor of a male Marinaut is a fine way to make an enemy for life. Females are sensation-seeking and almost have an innocent sort of curiosity about all things, throwing themselves into situations where the most intense sensation might be experienced. If there is one constant about Marinaut personalities, it is that they feel emotions deeply. Any insult is grave. Any delicacy worth sampling is worth being ravenously devoured. Any craft undertaken is worth getting obsessive over. Any enemy is to be given no quarter. Because of this, the Marinauts are great lovers of art, music and theatre, where their epic dramas are captivating and renowned for their themes of sweet love and bitter vengeance. Non-Marinauts are often puzzled or exhausted at the wild mood swings of their Deepling friends, where the levels of drama seem to be amped up to almost comical levels. A perceived slight turns into roiling blood feud at the drop of a hat, or a casual fling capsizes into frenzied obsession. Healthy competition is a beloved pastime for the Deeplings, and these “friendly” rivalries oftentimes flare into obsessive, life long affairs with both sides seeking to outperform the other. Because of this, some who do not understand the mercurial nature of the Marinauts consider them infinitely petty, or incurably insane.
Religion: The patron deity of the Marinauts is the massive Leviathan known as Phemos (Fee-mos), whose massive tendrils stir the sea and control the tides. When Phemos is angry and flails his countless arms, waves rage and vessels topple. When Phemos is calm and serene, the tides are level and even. Marinauts revere Phemos more than worship him, and know that praying to a creature that shares their volatile temper is an exercise in futility. And so, they rarely expect their leviathan god to intercede on their behalf.
Homeland: The Eternal Sea is the aquatic Kingdom of the Marinauts, where their impressive domed cities reside. Non-Marinauts are always welcome to visit the marble columned Kingdom of the Marinauts, assuming they can find a way to make the trip, of course. Marinuats make use of massive trained aquatic creatures to ferry visitors to their undersea cities, and newcomers are often delighted by just how welcoming and friendly the Deeplings are to sample the strange company of others. Marinaut cities in the Eternal sea are bastions of beauty and culture, and are ripe with majestic theaters, thrilling brothels, and intense gladiatorial arenas.
Dialect: Marinauts speak Farfathom, a regal language where emotional inflection is just as important as any pronunciation. Body language and posture is also an integral part of this rather dramatic, theatrical language.
Birthrights
Dryout: While a Marinaut can function normally on dry land, they may not do so indefinitely.
-A Marinaut may spend up to their Vigor score in days on dry land before they need to spend at least a Long Rest completely submerged in a natural body of sea water (A bathtub full is enough). Failure to meet this requirement grants the Marinaut a -1 penalty on Experience Points they earn for the session. A Marinaut who suffers from Dryout for more than their Vigor score in weeks meets a rather grueling death. Some inns in Nezdriodel have special rooms with containment tanks filled with water from the Eternal Sea to cater to Marinaut guests, but this manner of amenity is only available in capital cities. Marinauts can stave off Dryout by consuming Deepling Brew potions (see the Gear section) to fend off the grueling effects.
Tidal: As you might have guessed, Marinauts are aquatic beings and function quite well under water. I mean, duh.
-Marinauts can breathe underwater indefinitely through gills that appear in the sides of their neck while submerged..When on dry land, these gills naturally seal and are not noticeable. A Marinaut never suffers the usual penalty for fighting underwater, but may gain Disadvantage through other means. All Marinauts begin play with the Athletics Skill at Novice due to their love of sport and other forms of strenuous physical activity…
Alien Beauty: The volatile Marinauts are famous for their statuesque good looks, and can strike a pose with the best of them.
-Male and Female Marinuats alike begin play with the Allure (Basic) Edge for free at character creation.
Opinions of Others…
Valtborn: “A tormented people stuck somewhere between responsible piety and unhinged decadence. Why can’t they fully let themselves go?”
Lepkin: “What gleeful stories they tell from their infinite travels! Fine company if you can ever pin one down long enough to hear it.”
Trolloch: “Death comes for us all. To dwell on it from birth is unfathomable folly.”
Serpae: “My, how flexible…”
Nickname: Vipers
Traits: Patient, Mysterious, Pragmatic
Synopsis: Methodical and silent, the Serpae watch from the shadows, hatching their intricate schemes from behind a set of thin, tight lips. Secret-mongers without peer, the Serpae sift through the sands with a calculating level of calm malice, biding their time and looking for the prime moment to strike.
Appearance: The Serpae are a relatively small, unassuming people, with males and females both standing no taller than 5 feet in height. They are slight and slender, moving with a hypnotic, boneless grace that defies explanation. Serpae skin comes in any shade of pale yellow or green, with some even coming in vivid, stark red. Unlike their serpentine kin, Serpae do not have scale-covered bodies, but have smooth skin lined with scales here or there, with males having more than females. All Serpae have large, snake-like eyes, slight noses and graceful builds. It is physically impossible for a Serpae to be overweight. Male Serpae are all bald (some even have cobra-like hoods), and female Serpae have hair that is a living nest of hissing vipers. Male and female Serpae alike line their eyes with kohl in stylish and fashionable designs. As you might expect, all Serpae have forked tongues.
Personality: Many consider the Serpae to be cruel (at best) or undeniably evil (at worst). The truth of the matter is, the Serpae are an extremely pragmatic species. People die. Tragedies happen. Events unfold as they will, and getting emotional over the facts of life does not change their outcome, and oftentimes makes things worse. While calling all Serpae cruel is a bit extreme, they can certainly come off callous for their nonchalant responses to traumatic events. Serpae seem aloof and uncaring about most things, being slow to anger and react. This should not be mistaken for weakness or indifference, however, as an offended Viper can (and will) wait for years nursing a grudge until they find the perfect time to strike and deal the utmost damage to all offending parties. Serpae do not waste words, and are oftentimes silent and observant, taking in their surroundings and acting with assured certainty. Their patience is the stuff of legend, and the Vipers are as calculating and methodical a people as could be imagined. While this can all be construed as heartless, Serpae can form long lasting relationships and even feel pangs of loyalty, companionship and love, it merely takes far longer to thaw their distrustful exterior and get to know them. Your average Serpae is guarded and stoic, but can also be ravenously protective of things they care about.
Religion: Shebsharu is the Serpae goddess of magic, secrets and hidden knowledge. She is depicted most as a thin, amber-skinned being with her features eternally hidden by a shadow-clad hood. This mysterious Goddess is never depicted without a large tablet in which is inscribed the very secrets of creation. It is said that any who were to view the scroll would go incurably insane, their mind shattering after being exposed to the terrors of the cosmos. Her limbs are overly long and elongated, and she is surrounded by cats at all times. She often employs these stealthy animals as her messengers and emissaries, and felines are considered sacred creatures among the Vipers, who often keep them as (very spoiled) pets.
Homeland: Thet’Kharoon is one of the most inhospitable places in all of creation, consisting of endless sand dunes being baked beneath an eternally baleful sun. Hot, dry, and barren, this mystical desert land is broken up by sparse patches of thick, sweltering jungle or the occasional lush oasis. These areas of moisture and respite from the dry, silken sands are few and far between, however, and Serpae cities are majestically decorated with massive pyramids and impossibly tall ebony monoliths. Blistering sandstorms frequently rage through the landscape, able to sheer skin from bone with their ferocious intensity. Ruins dot the land, harboring treasures of unspeakable beauty and value. Thet’Kharoon is a prime destination for bold treasure hunters and those willing to test their mettle in the most dangerous natural landscape in creation.
Dialect: The Serpae language is called Pythen. While Pythen can be understood by non-Serpae, it requires a forked tongue to be spoken aloud, as it incorporates hisses along with spoken words. The written form of Pythen is a complex, artful form of hieroglyphics that look more like exotic art than a written dialect.
Birthrights
Pariah: The Serpae do not do themselves any favors in the public-relations department, and their secretive, callous reputation means that they are often looked upon with suspicion by non-Serpae. It may not be particularly fair, but Serpae can expect to be watched closely by others unused to their slinky presence.
-Serpae must work twice as hard than others to ingratiate themselves to other cultures, and are often looked upon with suspicion and blamed when something goes wrong. Serpae can expect cold shoulders from most people, who look at them warily and often keep their distance. After proving themselves to be non-threatening (this often takes some time and effort), this restriction can ease in effect.
Serpentine: This may astonish you to learn, but Serpae are kin to snakes…
-Serpae can effortlessly communicate with all breeds of snake, and a normal serpent considers a Serpae as a superior lifeform. A natural snake will never attack a Serpae unless the Serpae provokes the encounter.
-All Serpae are completely immune to poisons of all kinds.
-All Serpae are adept at moving without notice, and begin play with the Stealth Skill for free at character creation.
Poison (Male Only): Male Serpae are exceedingly poisonous, and they can spit this venom upon those that earn their ire.
-Once per Short Rest, a Male Serpae can take a Half Action (this is considered an attack) to spit a thin line of virulent, caustic venom at any foe within 25 feet of them. The target must succeed at a Vigor OR Agility (Athletics) roll to move out of the way. If this roll fails, the target takes d6 x 5 damage (ignore all armor), and an additional d6 damage at the start of the victim’s next 3 turns. This corrosive venom can also be used to burn through up to one inch of metal, and can even disable common locks, rotting the material from the inside out.
Gorgon’s Gaze (Female Only): Female Serpae can temporarily turn anyone who meets their gaze into stone.
-Once per Short Rest, a Female Serpae can use her gaze to attempt to petrify any non-Serpae target that has a heartbeat. The target must be within 15 feet of the Serpae. An afflicted target must roll a Vigor (Athletics) test to resist. Failure turns the target to stone for d3 turns. A stone target cannot move (their feet suddenly become too heavy to move), and can only take one Half Action on their turn. All physical actions a stone character takes gain Disadvantage, and all attacks made on a stone character gain Advantage. Someone affected by this power moves with agonizing slowness and finds their limbs moving in sluggish slow motion.
Opinions of Others
Valtborn: “Their dizzying courtly intrigue is simply delicious, wouldn’t you agree?”
Lepkin: “How can something so very small be so very loud?”
Trolloch: “I’d rather know the truth than see the future.”
Marinaut: “Passionate, emotional, and reactionary. These debauched seafarers practically beg to be manipulated.”





