The Ten Races: An Introduction to the Humans

Humans are, well, just what you would think.  For the most part.

Physically, humans in Tamarra look the way you would expect.  They stand anywhere from four to seven feet tall, though most are in the center of that range.  They have the usual two arms, two legs, two eyes, two ears, one nose, and one mouth.  They are not the strongest or fastest of the Ten Races, nor are they the largest or the smallest.  

Human_Rework_021813There is one notable difference between human physiology in the Beyonder world and humans in our world.  In the Beyonder world humans are able to exhibit a wide range of hair and eye colors.  When they are young, humans have the ability to change their hair and eye colors at will, which is a source of great fun.  There are frequent schoolyard contests to see who can produce the most outrageous colors in the shortest amount of time.

As humans reach adulthood, their ability to change hair or eye color is much reduced, as is the range of colors.  It usually happens when Emotion Energy runs high.  Sometimes this is involuntary, when the human (the Player Character, or PC) temporarily loses control.  Suffice it to say that when a human becomes an adult they will choose an eye color that will become, for the most part, permanent.  This is an important decision, and usually involves a great deal of discussion among family members and close friends.  Their adult eye color becomes part of a coming of age ceremony that introduces a human child into the adult world.  This, along with the presentation of their adult name, is the core of most human ceremonies of the rite of passage.  We’ll talk in more detail about this ceremony, typically referred to as the Alinsan Ahtifal, in a later blog.

Humans are good at noticing social interactions, and they are often highly skilled Charismatics. Because of their strong affinity with Emotion Energy, they have outstanding social skills, and are best known across the continent for their excellence at working in groups. They are excellent collaborators on a small team, and can contribute just as meaningfully to a large social organization such as a city government or the far-reaching interpersonal networks of kingdom or nation.  

Given how socially adept they are, it will come as no surprise that humans are at ease in any place across the Tamarran Continent.  More than any of the Ten Races, they will be found almost everyone you travel.  They are similarly adaptable in the kinds of homes they inhabit: they tend to live in whatever housing is standard for a given area.  

We have only skimmed the surface of what there is to know about humans and their societies. Although they blend in with most any social network or community, there are some organizations that are created solely by, and for, humans.  We will talk about these secret organizations, and more about humans, in blogs yet to come.

The Ten Races: An Introduction to the Kamari

The kamari are often referred to by the other Ten Races (and other sentient creatures of the Tamarran Continent) as the greenskeepers. They have a deep love of forests and all the flora that inhabit them. They are a free-spirited people who prize life and laughter, and they value their independence.

Kamari_Finish_3Kamari love for the natural world, and the woodlands in particular, is a part of their ancient lineage: they are one of the Ten Races descended from the ancient Elzheni race.  The Elzheni lived during the Second Era of the current Fifth Age of the World (we currently live in the Third Era of that same Age of the World).  Each race descended from the Elzheni (the kamari, heola, ishiri, and zweyjen) inherited some unique quality from their Elzheni ancestors.  We’ll talk more about the ancient Elzheni in a separate blog post.

The physical makeup of kamari closely resembles the forests that they love so much.  They are tall and lanky, with skin and hair the texture of small roots and branches or tree bark.  Their coloring is a mix of many hues of brown and green.  All of this combines to give kamari a natural camouflage in their forest surroundings.  When you add to this their extraordinary quickness and skill with weapons of all kinds (they are without parallel among the Ten Races for their use of ranged weapons, such as a bow), they are a formidable foe to any who might make the mistake of invading their lands.

Perhaps the most distinctive physical characteristic of the kamari is that, unlike any of the other Ten Races, they have three genders; male, female, and tree.  These trees, while conscious and sentient, appear ordinary to anyone who is not able to speak with plants. Tree offspring are created when male and female kamari pollinate the tree; months later, their “child” sprouts from the ground.  (We recommend that you do not create a character that is a tree kamari, unless your idea of an exciting adventure is having birds make nests in your hair!)

It is not surprising that kamari make their homes in forests throughout the Tamarran Continent.  It is estimated that there are hundreds of kamari tribes in the vast reaches of the Great Western Forests alone.  Although they love wooded lands, kamari can also be found in every major city.  Even in urban settings their houses are often filled with plants, and the outside of their homes may have trees or vines growing up the sides.

The kamari have a strong tribal structure.  This is most pronounced in the forests, where the territories of different kamari tribes are clearly demarcated and infringements of those boundaries are met with fast opposition.  In the cities of the continent, where they live within a more informal community with their fellow kamari, those tribal structures often break down.

There are many tales to tell of kamari tribes, of exploits comedic, deadly serious, and brave.  We will cover those in upcoming blogs.

Customizing Your Character: Barrier Abilities

This blog will focus on Barrier Abilities, another way to customize your characters by increasing their strength in areas that you choose. As mentioned in prior posts, all of your characters are Channels, who can control one or more of The Six Energies — this is what allows them to use Powers.  Characters are born with the innate talent to do this, but it is not until they are trained by a Guild member that they can truly control their abilities.  As they grow in strength, they overcome Barriers (levels of achievement that measure how much control a character has over channeling Powers). As they overcome these barriers, they have access to increased strengths, called Barrier Abilities.  

Each of the Six Energies has three different paths to choose from. The first two allow you to accentuate one of the aspects of the Energy, and the third lets you improve Power use.  For example, the three choices for overcoming Barriers in Emotion Energy are Negotiator, Leader, and Power.  Within each category there are progressively stronger abilities corresponding to how many Barriers you have overcome.  Each time your character overcomes another Barrier, they can choose a Barrier Ability from any of the three categories at any level less than or equal to their Barrier.  At Barrier 3 in the Negotiator path. For instance, you can gain +1 to Powers that have a single Target; in Leadership you gain a Minion who will be permanently devoted to you; and in Power all of your Powers have their Target automatically increased by 1 step.  

In addition to the standard Barrier Abilities, there are special bonus abilities for overcoming Barriers in two Opposed Energies (Body/Physic, Emotion/Mental, or Spirit/Shadow).  These tend to be slightly more general abilities, but they are also more potent.  Again, there are three paths for each; when you overcome a Barrier that brings your Barriers in both Energies to a new Level, then you gain a new Ability.  For example, if you overcome Barrier 1 in both Body and Physic you can choose to get +1 to Reaction Time and Base Speed in the Fighter path; +1 to OD in the Form path; or +1 ED in the Power path.  

There is another path altogether: you have more options available if your character is a Jack-of-all-Trades.  If instead of allocating all of your Essence to overcoming Barriers in just one Energy, or even two Opposed Energies, you decide to overcome a Barrier in all of the Six Energies, you gain access to a whole other tier of Barrier Abilities.  These are extraordinarily potent abilities that require a long-term commitment to diversifying over specializing.  If your character is able to overcome 2 Barriers in each of the 6 Energies, she can choose from the following abilities: +1 to all Attributes in the Character path +2 to all Talents in the Talents path; or all fatigue taken from using Powers is decreased by one step in the Power path.

IMPORTANT: Clearing it Up

Playtesters of Beyonder were unclear about whether this Barrier Ability was in addition to the normal one or instead of it.  After carefully considering the implications for game balance, we have decided that the Barrier Abilities available for Opposed Energies, as well as those for The Six, give you additional options to choose from, not extra abilities.  This decision was made because these abilities are very potent.  However, to add some extra control, if you do choose one of the Opposed Energy abilities or The Six, you may also switch one of your previously chosen Barrier Abilities for another of equal or lesser Barrier.  This reflects your character’s additional control over the Energies that suffuse their being.  

Here is an example of a character as he gains Barriers.  Ordon starts as the game as a Barrier 1 Soman and chooses the Power path, which gives him +1 to activation time of Powers.  After adventuring for a while he overcomes an Evoker Barrier.  Ordan chooses to get his new Barrier Ability from the Outer Energies list instead of the Evoker list.  He selects the Fighter path, which grants +1 to both Reaction time and Base Speed.  At the same time, considering his character’s evolution over the past several adventures, Ordon decides that he is not as interested in Powers as he first thought. He decides to switch out his first Barrier Ability for the Barrier 1 Evoker ability in the Destroyer path which lets him deal +1 damage to objects.

The Aegis of the Six and The Enforcers

The Role of the Aegis of the Six in the Guilds

Dorromee Ado, Grand Scholar, the Central Guilds, Tarnath

Dorromee Ado, Grand Scholar, the Central Guilds, Tarnath

The Aegis of the Six (the Aegis, for short) is an internal security force maintained by all the Guilds collectively. Because the Guilds are neither a political nor a military organization, they do not have any sort of standing army.  However, Guild houses contain many valuable items, and can sometimes be the targets of attacks by Sorcerers, rogue Channels, or anti-Channel groups. That’s where the protection of the Aegis comes in.

The Aegis consists of both Channels and non-Channels. (Channels have an affinity with, and can therefore manipulate and control, at least one of the Six Energies.) There are about 150 Channels and 2,500 Guild Wards (non-Channels who work for the Aegis) spread across the continent of Tamarra. They are trained in the arts of both combat and detection, with the sole purpose of defending the Guild houses from everything from covert infiltration to overt assault.

Command Structure

The Aegis of the Six has adopted a quasi-military hierarchy, with a General in charge of the Aegis as a whole and a Lieutenant overseeing each of the four regions of Tamarra. Interestingly, the Guild Charter stipulates that these positions must be held by Wards, who are not Channels. As strategists, they must be well-versed in the use of every conceivable type of Power, weapon, and mundane tactic that could be used.  These five commanders are said to be among the greatest military minds on the continent (there are some rumors that the Mentarchs Guild has given them enhanced mental prowess for this purpose).

Currently, the Lieutenant overseeing the Southern Region is a dwaheely named Teesu, the Lieutenant overseeing the Northern Region is a crawn named Daz Trakh, the Lieutenant overseeing the Central Region is an ushen named Kholein, and the Lieutenant overseeing the Naldrin Region is a dwarf named Tork, of the Steelsmith Clan. The General is a crawn named Vizzex Rizisz.

The Enforcers

There is one small group within the Aegis dedicated to offensive missions that could best be called “special operations.” This group is known as the Enforcers, and their purpose is to put down rogue Channels who pose a threat too difficult to be dealt with by local governments, to infiltrate and destroy violently anti-Guild organizations, and to hunt down and destroy sorcerers.  (Historically, there has been a long and often violent conflict between Channels, who use scientific methods to control the Six Energies, and Sorcerers, who use non-scientific methods, such as chants or words of power, to manipulate each of the Six Energies.)

The Enforcers are made up of 36 Channels — 6 from each Guild — all of whom must have overcome at least the 12th barrier in their primary Energy, and the 6th barrier in that Energy’s opposing Energy. These Channels are specialized in combat, all have at least some proficiency with weapons and armor, and some are highly talented warriors even without using their Powers. These Channels are joined by 150 Guild Wards, some of the most highly trained (and, it is strongly rumored, Energetically enhanced) warriors in Ethem. They are specifically trained in fighting Energy users and resisting Energetic effects.

The Enforcers are led by a Commander, who answers only to the General of the Aegis. While the Commander takes broad orders from the General, they are generally given great autonomy to deal with situations as they see fit. The current Commander of the Enforcers is known as Ordon of the Whirling Blades.

There are some occasions when The Enforcers are utilized in other ways. Large political entities or organizations will sometimes hire them to deal with other problems  — helping to defend a city from an army of rampaging julkas, for instance. The Guilds do this only rarely, as they try to stay out of politics, and only do so when they feel they are safe from repercussions. Their most extensive involvement in non-Energetic affairs was in The Stillness War, when all the nations of the continent recognized them for their heroic contributions to defeating the undead scourge.

The Ten Races: An Introduction to the Dwarves

Dwarves are known for their strong affinity with Physic Energy, the Energy that makes up the physical world and the forces therein.  Although they are not very tall (3-6 feet, with an average of 5.5 feet), this affinity makes them physically strong and very sturdy.  Many become powerful Evokers and great warriors, wielding Powers based on Physic Energy. Other dwarves use their affinity with Physic to mold the matter of the world, such as silver, gold, and iron, into many different forms, such as household furnishings, fine art, or high-quality tools and weapons. Whatever they choose to do, they take great pride in their endeavors.

Dwarves_7sBecause of their affinity with Physic Energy, dwarves love stone. Indeed, several dwarf clans founded the great underground portions of Naldrin City (see map of the Tamarran Continent) by building homes and huge structures in the caverns below the Nashem Mountains; they live there to this day. Many dwarves live in the extensive cavern systems that lie beneath the surface of Tamarra.

Dwarves have a very strong clan structure: most dwarves, if not all, belong to a clan, of which they are very proud. Major dwarf clans number in the tens of thousands, although there are some clans of only a few hundred, a few dozen, or even just a particularly stubborn handful.  No matter the size, the ruling structure of clans is invariably top-down from a single ruler (of either gender) who governs with a firm hand.

It is quite common for dwarves to have disagreements with their clan and break away to join another. This can happen for a variety of reason: strong political beliefs, a battle for power and leadership, or something as small as a disagreement between one group of cigar-loving dwarves and the rest of their clan who prefer pipes.

Dwarf clans are often formed around location, providing society and protection for those in the area.  However, some form around a particular skill set, such as crafting metal implements or weapons.  Dwarf Evokers, who have a particular interest in fortifying the stone that make up walls or buildings, might come together in their own clan; another clan might be based on a political ideal. There is even rumored to be a group of dwarf sorcerers calling themselves the Tallakkarr Clan, who use chants to control metalwork.

One of the more interesting clans, and one of the oldest stories in their voluminous genealogy, is that formed by the great dwarf sorcerer Darkklaven.  Darkklaven broke away from his home clan (nobody’s quite sure which that was) in the year SP~2,073 (almost three thousand years ago) to form the Clan of the Middle Abysm.  This clan was a small nation of less than a hundred dwarves who came together to explore the very deepest parts of the extensive cavern system that runs under, and throughout, the Tamarran Continent.  It is said that the Clan of the Middle Abysm went into the very bowels of the Fekxtah (planet) Ethem, going farther than any other folk had ever gone.  This clan became legendary in its discoveries and exploits.  By now the clan is perhaps more myth than reality, since they have not been heard from in centuries.  Even so, rumors still persist that they live on in the deepest regions of the world and have unprecedented knowledge of the innards of Ethem.

Dwarves are a multi-talented, far-ranging, passionate Race. While they can be strong, loyal warriors, they can also produce some of the most delicate jewelry and finest armor found anywhere on the continent. While they love caverns and life below ground, they can also be found in the towns, cities, and kingdoms that populate the Tamarran continent.  They are on the plains and the deserts of Tamarra, on top of the mountains, deep in the forests, and even along the lakes and waterways throughout the land.  Regardless of where they live, they make themselves a strong participant in their chosen homeland and are, frequently, passionate voices in that community.

There is much more to tell about the many dwarf clans and folk.  Watch for more stories!

The Ten Races: An Introduction to the Crawn

Although the crawns’ strong affinity with Body Energy makes them able fighters, they can, and do, choose many other kinds of pursuits.  Most crawn love order and discipline in their lives and their societies, and tend to be methodical and cautious in their decision-making.  They are known for their exceptional courage and their willingness to sacrifice for the greater good, or simply for those they love and to whom they are loyal. Their sense of loyalty and order make crawn good companions for explorations and adventures, and good friends generally.

Crawn_Rework_Architecture+copyPhysically, the crawn tend to be six to seven feet tall and lithe, with a scaly, snake-like body and a high serpentine head.  They are strong and dexterous with both weapons and tools.  In addition, they have a vicious bite that can be used in close-quarters combat.

Although not all crawn are warriors or members of a military group, they certainly have a proclivity for it.  Many of the mightiest kingdoms of the Tamarran Continent were formed as the result of conquest by crawn armies.  Their sense of order and discipline are useful not only for conquering lands, but also for retaining and ruling them.  Those who live under crawn rule very often appreciate the stability, abundant food, and safety that come with it.  Several of the largest kingdoms on the continent are ruled by crawn, including the Kingdom of the Szaskar Crawn in the northeast and the Karrin Crawn Lands in the northwest.

Although crawn love dry, arid places, and tend to inhabit the continent’s deserts, they are spread far and wide across all of Tamarra.  There is a crawn presence in every major city and even in some of the farmlands of the north.  The only places where they are unlikely to settle are the mountains of the continent, where it is not easy to make a long, uninterrupted sprint, and the Lochuum Plains in the south, which they find overabundant in vegetation.

Crawn are generally more comfortable as members of a nation or kingdom, where they have a specific role in society.  However, some crawn find themselves unable to live in a larger community, where their sense of order may conflict with the existing laws.  They tend to live an almost hermit-like existence, and are often found in vast deserts such as the Frestehal Plains.

Perhaps the most interesting crawn society is a group called the Szennid, who have developed amazing abilities, using Body Energy to change their appearance.  In this changed state they are able to maintain their natural affinities with Body Energy and physical Talents, while effectively disguising themselves as members of other Races or creatures.  It is extremely difficult to spot a powerful Szennid in disguise:  it requires the highest skills in identifying Body Energy signatures, down to the deepest level.

Stay tuned…we’ll have more about this group, and about other crawn societies, in future blogs!