Humans Long Lived

Ssetis

Stats: 

  • +5 Staff Artificer skills free (mages), take Magic Class Skills (mages),
  • Martial Staff +1 (mages),
  • Duel Melee +3 (non-mages),
  • Critical Hit +25% (non-mages)

    Traits:
  • HP Bonus: +20
  • Improved Stamina: +6
  • Might: +6 strength (non-mages)
  • Improved Movement: +3
  • Improved Vision: +5
  • Intelligence: +6 (mages)
  • 85% MR non-mages.
  • Elemental Resistance +80% (non-mages)

    Paths: Lore, Witchcraft, Shamanism, Sorcery, Necromancy, Umbramancy (one full path or 3 limited paths)

    Classes: Warrior, Merchant, Thief, Assassin, Rogue, Lore Master, Warlock, Witch, Mage

Information

  •      Ssetis (seh-tees) are slow aging (5000 years max) tribal humans of jungles, caverns, rivers, lakes and shores - earth toned skin, black hair, amber eyes. Cave dwellers (often called Pale Warlocks or Witches) become very pale, and are prone to producing albino offspring.
  •       Ssetis worship gods, demons, and angels of Hell. They have warlocks and witches which practice curses and invocations, and sorcerers who practice necromancy and or arcane sorcerery, and Shadow Mages who practice the path of shadows. They can learn one full path, or three limited paths.
  •       Ssetis have some strange customs and rituals, which make others believe they are evil, and though true of some, not all Ssetis are wicked. They are a very clever and logical people, and not particularly friendly to strangers. They believe that emotions are a weakness, and so try to overcome and become masters of their emotions.
  •       Ssetis live in small clans, and marry from other Ssetis clans, although they will marry cousins. It is highly forbidden for Ssetis to mix with Tu'mea. Isolated clans have been known to inbreed before taking Tu'mea mates. Indeed it is believed that Mogul were once Ssetis and or Tu'mea.
  •       Their Lore Masters seek, collect, and are the keeper's of arcane and occult knowledge, the history of Morashtar, and their own people. They have Lore Magic, which is based on Runes, Talismans, Seals, Glyphs, Artifacts, and Scrolls. Ssetis cannot produce offspring out of other human races, with exception of the Tu'maa, who are the same species of people.

 

Contents by JD and Sparky © Copyright 2008

Trolls Mugol

Stats:

  • +5 free berserker class skills,
  • +5 free combat skills,
  • -4 common skills.
  • Mugol Warlocks or Cravens (witches) get +7 spells of choice free (innate magic) but can take no other spells, and have a blanket level on spells with level 7 start level.
  • Warlocks and Cravens become Mugol Liches at level 40 innate magic and gain additional +5 spells and intelligence, and gain a Phylactery which guards them from true death unless phylactery is found and destroyed before they are killed. Phylactery has same HP as the Mugol Lich and takes on a shade form (form chosen by the Mugol) when damaged. Shade can command the same spells as the Lich.

Traits:

  • Immutable Magic Resistance: 85% (non-mages) 50% (warlocks or cravens)
  • Wisdom: 12 max
  • Dexterity: 15 max
  • Elemental Resistance: +60%
  • Improved Stamina: +10
  • Improved Strength: +8
  • Intelligence: 10 max unless leader
  • +8 Regeneration
  • +16 fortitude
  • +50 Health
  • Quasi-Mortal (vulnerable to fatal injuries and disease but have strong regeneration and can live for ages)
  • Long Lifespan (up to 3250+ years)
  • Mountain Trolls: +5 dexterity and fortitude, +25 health, -20% heat resistance.
  • Pit Trolls: +5 perception and stealth, nightvision, +20% cold resistance, +1 d6 sun damage per turn. -10 perception in sun.
  • Sand Trolls: +6 willpower, +4 stamina, +30% heat and poison resistance, -20% cold resistance.

Classes: Warrior, Guardian, Merchant, Assassin, Rogue, Slave

Information

  • Mugol (moo-gOl) are large, mongaloid people of Mephais deserts, isolated mountain areas, caverns and underground ruins. They are more commonly called Hill, Sand and Pit trolls. These creatures were born out of the barren seas deserts and the high mountains of Mephais from two small isolated clans of human people and one Red Goblin Tribe so isolated that thousands of years of primative living and reliable inbreeding caused abnormalites in their physical and mental DNA.

 

  • Mugols escaping slavery or harsh winters in the mountains went underground to caves, catacombs, and ruins becoming the Pit Trolls. Their males are giants, anywhere from eight to twelve feet tall, the females six to eight feet tall. They are all hairless and the males are very muscular, their skin tough from a hard life in the desert, mountains or undergrounds. They are brutishly ugly and not very intelligent, which often gives them an almost innocently pitiful look.

 

  • All brawn, no brain, although occasionally, one of them is born that has an insane genius, or as a savant prodigy, but this happens very rarely. Those rare few who are born as geniuses, become leaders of Mugol tribes, and any who would attempt to capture them live to regret it. These born leaders are more commonly females. Many of the Mugol were captured and enslaved by Hesstromeph's leaders, and dominated to serve the Eastfold as warrior brute squads, trained to weild heavy weapons and to fight. Women are not safe from these beastly men, which will capture women and keep them prisoner for 'breeding' purposes. Their own women are very ugly as well, and if not for their slighter figures, breasts, and more delicate features, it would be hard to tell the difference between their genders.

 

  • These abominate humans are sometimes captured and sold as slaves the world over, with warnings, that though strong, tough, and very able as guards or laborers, they are also dangerous, particularly around women. Their skin is a light brown, others medium brown, and their eye color varies.

 

  • Lifespan upwards of 250 years

Tu'mae

Stats: +5 combat skills free, +5 path of protection spells free, +5 Lore spells free (shaman or lore master), +1 HB archery.

Traits:

  • HP Bonus: +20
  • Improved Stamina: +6
  • Improved Movement: +3
  • Improved Intelligence: +5
  • Improved Perception: +5
  • 85% MR non-mages.

Paths: Elemental, Healing and Protection, Lore, Enchantment (shamans)

Classes: Warrior, Merchant, Archer, Lore Master, Shaman

Alignment: any alignment but they tend to be good.

Information

      Tu'mea (tU-mA) are slow aging (5000 years max), Tribal humans of forest lands. Earth toned skin, eye and hair color varies. These people live a very primitive lifestyle, and prefer it that way. They live in villages, their homes built of dead-fall, branches, brush, reeds, skins, and stone which is stacked to form domes, over wood door frames. Their religion, and customs, are based solely on nature, its cycle, and its seasons. They live a simple life, and though many among them have been among more civilized people and cultures, very few ever leave their forest dwelling life to live among more cultured societies.

      Their warriors are very fierce and courageous when protecting their people against aggressors, but they otherwise live a very peaceful existence. Warriors practice their skills in the hunt, and in games which they participate in frequently. They are a happy people, and are almost always kind, hospitable, and generous to strangers.

      Each village has several mages, who are practiced in elemental powers, or powers of healing and protection. Their shaman acts as an adviser, healer, enchanter, and priest, and unique to their people, a Shaman acts as the leader of each tribe. Shamans never go to war or battle, but they do advise warriors and bless them, and their weapons. Each Shaman has several apprentices. Their Lore Masters study nature, collect natural items which are invaluable to their magic, are the keepers of nature's knowledge, and the history of their own people, and the tales of other people. They have Lore Magic, which is based on Runes, Talismans, Seals, Glyphs, Magic Items, and Scrolls.

      Tu'mea cannot produce offspring out of other human races, with exception of the Ssetis, who are the same species of people. The Ssetis however forbid their people to mix with the Tu'mea because their beliefs and practices are so highly different. 

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