Bloodlines (CharGen)

Revision as of 02:32, 9 March 2026 by Kyldeer Fukumi (talk | contribs) (Created page with "''"Let me ask you one more time, freak. Normal people don't have fire coming out of their eyes, and I'd know a mage when I lay eyes on one. So what are ya? One of those demons from the great Abyss? Ya expect me to do business with something like that? Get out."'' {| align="right" | __TOC__ |} The majority of Kith Kanaan are perfectly mundane. It is possible however, for a character to have supernatural heritage, making them something ‘more’ than a mere mortal...")
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"Let me ask you one more time, freak. Normal people don't have fire coming out of their eyes, and I'd know a mage when I lay eyes on one. So what are ya? One of those demons from the great Abyss? Ya expect me to do business with something like that? Get out."

The majority of Kith Kanaan are perfectly mundane. It is possible however, for a character to have supernatural heritage, making them something ‘more’ than a mere mortal. The character’s ancestors may have bred with the divine, faerie, or infernal, or the character may be connected to the ancient dragons of old, or have the blood of some mythic race flowing within them. Others may be savages, someone who has drawn on their primal instincts to become a berserker, able to tear apart anyone who angers them. Or, the character may be from the broken world of Rym, seeking refuge from the horrors there, or rallying allies to come back with them. Mythic and Outsider Races grant three free Powers, and offer a discount on another six Powers. Bloodline Races grant a discount on nine Powers instead. Each Race also has access to a Merit. Merits are innate abilities which manifest through the character’s blood, unique to that particular Race.

In the old system, you would purchase Bloodlines during CharGen, and could stack them. Your nation would also provide a discount on any Bloodlines that were common to that region. However, with the advent of the new Plot Point system, this information is no longer applicable.

Please Note: Not all races are displayed in this list. Only races that are given an innate bonus through their bloodline and are designed for use as a player character will appear here! See the Official Wiki for a full list of races.

Bloodlines

Bloodlines come in several broad categories, and are specialized from there. Each Bloodline has a favored Nation, a Favored Socery, and a Super-Natural Ability called a Merit. Please keep in mind that all of this information was created for the old Furry Faire system, and may no longer be Applicable - it is being kept here solely for informative purposes.

Divine Bloodlines

Divine ancestry, connected to one of the pantheons of Kith Kanaan. Someone in the character’s history drew the attention of one of the divine servants of the gods. A few cultures have stories of dalliances between the divine and the mortal, but there are some nations where such heritage may result in the death of the divine-touched.

Angel

Sometimes called Grigori, those who are descended from the angels of Adonai are met with suspicion and alarm. The grigori are proof that an angel may fall into sin, and the Joshuites often worry that Ravana has a use for the offspring of fallen angels. As such, the Joshuites and the Taw’hid often attempt to collect these descendants, bringing them to temples to serve as monks or holy warriors, in the hopes that active service to Adonai may cleans the Grigori from sin. Most Grigori have eyes as black as pitch or thin, beautiful bodies. Among a number of nations among the Southern Wilds, the Grigori are killed on sight by those who recognize the signs, in the hopes of sparing the people the wrath of the infernal lords who rule there.

Merit
Redemption
The character spends an Action, touching a helpless or willing target. If the recipient has followed the Laws of the Joshuites for the last seven days, they feel refreshed, and regain all Essence and Health. If they have broken any of the Joshuite Laws within the last seven days, they feel sorrow and lose all Essence. The recipient then makes a Spiritual + Meditation roll against the character, with a Difficulty (Resolve + Growth). If the recipient fails, they can not knowingly or willingly break Joshuite Law for seven days. This power manifests as a golden, holy light around the character’s head, much like a halo.
Favored Powers
Anti-Magic, Aura, Breathless, Invulnerable, Paralysis, Telepathy, Tireless, Tongues, Wings.
Favored Nations
Anansie, Heartlands, Sultanate of Hinde, Tarantis.
Favored Sorcery
The Path of the Chorister

Archon

Often called Incarna, though the term is not correct, the offspring of the Arin Faith are accepted by nearly anyone who serves the Arin pantheon. Incarna are considered to be blessed by Fate and destined for greatness. It is thought that Incarna are lucky, and that any who know an Incarna are bound to have an eventful life. Of course, this ‘destined for greatness’ often brings trouble to the region the Incarna happens to be visiting, so Incarna are often pampered for a day or two, then expected to move on elsewhere, before trouble finds them. This makes most Incarna wanderers, moving from village to village. Joshuite-controlled cities usually distrust Incarna, and the faithful of Adonai tend to either avoid the Incarna, or send them on their way. Incarna usually have copper or red hair, and may even sprout wings when they reach adolescence.

Merit
Prescience
The character spends an Instant Action, and gains acute awareness of the region around them and everything taking place there. The character can sense, peripherally, the Tapestry and everything that is connected to it. For the next Scene, the character is capable of acting and moving in harmony with the Tapestry, following the simplest course to the resolution they desire. The character adds their Growth to their Initiative in combat, but can use their Actions at any time, in any manner they see fit. All Actions the character has become reflexive, performed in response to the Actions of others, and can interrupt any Action, including Instant Actions. The character is also capable of knowing the intended actions of anyone who has a Resistance less than the character’s (Mental + Growth) for the Scene. This is an Free Action on the part of the character, as they briefly focus on the target. Prescience does not work against those who are outside the Tapestry, such as any creature which is from another Realm. This power manifests as the character’s movements flickering before them with a soft silver glow just before they perform an Action, outlining the path they intend to take within the Tapestry, though witnesses are not capable of using this knowledge to their advantage.
Favored Powers
Beckon, Blending, Blink, Loosen Tongue, Immortal, Sixth Sense, Tongues, Weakness, Wings
Favored Nations
Aregon, Drachen
Favored Sorcery
The Path of the Chorister

Daeva

Otherwise known as Scions, the offspring of the servants of the Rymnian Pantheon are accepted nearly universally by the follows of Kij and Nyx. The differences between a Scion and an Incarna are usually overlooked, as the two pantheons are allied. The blood of a Scion gives them a strong sense of purpose and justice, and as they grow older they are often drawn to the Solinars or Lunitars to serve. Scions often have blond hair and blue eyes if they are born from a servant of Kij, or black hair and purple eyes if they are born from a servant of Nyx. Most usually sprout feathered wings when they reach adolescence. Follows of Adonai usually consider Incarna and Scions to be one and the same, and treat them similarly, but the follows of the Arin pantheon welcome Scion openly – possibly treating them better than they treat Incarna.

Merit
Purity
The character spends an Action, touching a helpless or willing target. The recipient regains an amount of Health and Essence equal to the character’s (Growth). Additionally, until the next sunset gains True Immunity (Disease and Poison). The recipient can not be affected by Touch of Death during this period of time. The recipient also becomes immune to all offensive Powers used by True Undead and True Infernal creatures while protected by this merit. This power manifests as a soft amber light around the character, and glows briefly where the character touches the recipient.
Favored Powers
Aura, Beguile, Iron Will, Longevity, Pheromone, Vitality, Vulnerability, Wings
Favored Nations
Ajani Plains, Drachen, Shire Lands
Favored Sorcery
The Path of the Chorister

Omi-Kami

The offspring of the Celestial Courts are simply called Okami, to represent their great status. Most Okami have a faint, golden glow about them, signifying their spiritual heritage. The children of the gods are watched by the servants of the Celestial Court, and while their blood grants them heightened status within their caste, they are still expected to act with honour. As such, most Okami are treated as high ranked samurai if their mortal parent were samurai, while those of lower rank are usually sent to join a monastery, granting them a higher level of status, and removing them from the lower castes. Members of the Arin and Rymnian Faiths treat Okami with respect but usually keep their distance due to the conflicting belief structures of the cultures. Joshuites consider Okami to either be nothing special, or to be influenced by spirits and to be sent away from Joshuite-controlled regions.

Merit
Authority
The character spends an Instant Action, becoming beautiful and terrifying to behold for the Scene. Anyone attempting to act in a manner which is not truly respectful and courteous or who wishes to perform a hostile Action against the character loses a number of Successes equal to the character’s (Growth). If the target who is hostile or disrespectful has a Resolve higher than the character’s Growth + 3, they may spend 2 Essence for each Action they wish to remain free of the influence of the Merit’s. Any action which does not involve a roll made against the character are done in the most polite manner possible or are simply not done at all while failed actions are averted due to deference to the character’s ‘superiority’.
Favored Powers
Aging, Breathless, Entrancement, Grounding, Incorporeal, Nightmare, Ray, Resilience, Transform.
Favored Nations
Carcasonne, Chang'Na, Naipon
Favored Sorcery
The Path of the Chorister

Faerie Bloodline

Those born with the blood of the faeries are watched with suspicion and are sometimes even persecuted, depending on what blood flows their their veins. The people of Kith Kanaan consider faeries an unknown factor, and there are legends of changelings and young stolen by the fae which keep most people on their toes.

Animae

Offspring of the spirits of nature are often called Wildings. Most Wildlings have a mortal mother, which explains why the child was not drawn off into Faerie to become a True Fae. Wildlings often have large eyes, and their hair and skin colours tend to match the element or plant that their faerie ancestry is bound to. Wildlings are often watched with suspicion, and most parents will not let a Wildling near their children, for fear the faeries will carry it away. Most Wildlings are either raised outside of town, or they are sheltered and their heritage is not spoken of.

Merit
Bonding
The character spends an Instant Action and becomes connected to one natural aspect of the landscape; such as a lake, forest, desert, or prairie. For the Scene, the character is protected from the environment and anything within it. They can not be poisoned, injured, hindered, or harmed by the region they have bonded to. In addition, while within the region, the area will animate to protect the character from harm, increasing the Difficulty of all hostile actions against the character by the character’s Resolve + Growth. This power manifests as the character gaining physical traits of the region they have bonded to.
Favored Powers
Beguile, Blending, Cling, Immortal, Longevity, Paralysis, Resilience, Sprint, Strong Soul
Favored Nations
Carcassonne, Chang'Na, D'Remes, Greenheart, Northern Wilds, Roan Isles, Wold
Favored Sorcery
The Path of Veils

Dao

Elementals of the earth, the Dao tend to show traits of her fertility. These elementals tend to be very vital and robust, displaying all of the wonder of the earth's bounty. They tend to be a little more lush and curvaceous as females. And males tend to be stockier and more rugged in their appearance.

Merit
Dao
The character spends an Instant Action and activates this power for the Scene. While standing on the earth, the character regenerates a number of Health per Round equal to their Growth. In addition, the character will not suffer from falling damage or impacting into anything made of stone or earth. While this power is active, stones and loose soil float in a ring around the character’s feet.
Favored Powers
None
Favored Nations
Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca
Favored Sorcery
The Path of Veils

Djinn

Elementals of the air or the wind, the Djinn tend to show traits of the wind's power and nature. These elementals tend to be very different between males and females. They tend to be very alluring and desirable with a frolicking and playful nature as females, but be careful, as their temper is lightning-quick and deadly when they are riled (much similar to a tornado). Males tend to be large and powerful, reminiscent of a storm.

Merit
Djinn
The character spends an Instant Action and activates this power for the Scene. The character creates a wind around them which allows them to regenerate a number of Health per Round equal to their Growth. In addition, the character can not fall or be thrown, simply floating to the ground and landing harmlessly. While this power is active, winds blow around the character, picking up any loose material.
Favored Powers
None
Favored Nations
Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca
Favored Sorcery
The Path of Veils

Ifrit

Elementals of fire, the Djinn tend to show traits of fire's fierce intensity and power. These elementals tend to be very strong, powerful, or perhaps just tend towards a dominant, fiery nature. They tend to be toned, perhaps even well-muscled as females with a wild temprament that could lead to riches or ruin for any that meet them. Males tend to be big and muscular with a burning temper that leads them to trouble at times.

Merit
Ifrit
The character spends an Instant Action and activates this power for the Scene. While under the light of the sun or within the glow of a flame, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can not be harmed by fire or heat. While this power is active, the character is covered in an aura of flame.
Favored Powers
None
Favored Nations
Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca
Favored Sorcery
The Path of Veils

Marid

Elementals of the water, the Marid tend to show traits of the water's flowing, graceful nature. These elementals tend to seem very regal and poised due to the superfluous grace they show in all of their motions. They tend to be soft and supple with hidden strengths, both males and females. At times, their skin or fur may tinge a bit blue, showing, even more firmly, their ties to the water.

Merit
Marid
The character spends an Instant Action and activates this power for the Scene. While standing in water or soaked in water, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can not be drowned or harmed by water. While this power is active, the character glows with a soft blue light.
Favored Powers
None
Favored Nations
Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca
Favored Sorcery
The Path of Veils

Miko-Kami

Children of the Miko-Kami are usually called Miko, the term usually confusing them with the servants of the various shrines. The term is not an accident, as the Miko are usually born to a family that visits or tends to one of the various shrines that are scattered throughout Naipon and Carcassonne. Most Miko are the descendants of the more influential of the Miko-Kami, such as the kitsune, usagi, or tanuki, or even the rarer inu, koumori, or tengu. Most Miko are members of the monastic orders, acting as temple guardians or priests who ensure the sanctity of the shrine they are guarding. Others feel a call to explore, and many Miko become minor legends in their own right as their natures draw them to the spirit worlds and back.

Merit
Favor
As an Instant Action, the character can command lesser spirits for the Scene, summoning them to act as the character wishes. These lesser spirits manifest within the mundane animals and landscape around the character, so that a rock may leap to strike an opponent, or vines may entangle an intruder, or a dog may turn against its master. The character can choose one object each Round and command it. This object gains a number of Powers equal to the character’s Growth, chosen by the character. The spirit’s Attributes are equal to half that of the character (round down), but possesses no Skills. The character can command a number of such spirits equal to their Growth. While this power is active, the character glows with a faint blue or red light.
Favored Powers
Beckon, Beguile, Blending, Blink, Imitation, Immortal, Strong Soul, Spirit, Transform
Favored Nations
Carcassonne, Naipon
Favored Sorcery
The Path of Veils

Shade

Elementals of the shadows, the Shade tend to show traits of darkness and stealth. These elementals are neither good nor evil. They tend to move in silence, act in concealment, and generally try to go about unnoticed throughout their lives. They tend to be more willowy, almost intangible as females. As males, they are darker, tending toward dark fur colors and a hidden presence in their form that might perhaps be unsettling.

Merit
Shade
The character spends an Instant Action and activates this power for the Scene. While under the light of the moon or within darkness, the character regenerates a number of Health per Round equal to their Growth. In addition, the character can see in darkness with perfect clarity. While this power is active, the character possesses a faint aura of darkness about them.
Favored Powers
None
Favored Nations
Anansie, Heartlands, Sultanate of Hinde, Rath Sliabh Dorca
Favored Sorcery
The Path of Veils

Sidhe

Perhaps the rarest of the bloodlines, children of the Sidhe are usually taken off to Faerie, to join their numbers. Those who are kept from the hands of the fae however are called Changelings. Changelings often have large, almond eyes, fair hair, and tapered ears. They are often seen as graceful and unearthly in nature, and seem perhaps a little too ‘knowing’ for their age. Changelings are not trusted by the many civilizations, though in Aregon they are treated as lesser nobility and as heroes, to be respected and given the chance to prove their courage on the battlefield. Great things are expected from the Changelings of the north. In central Kith Kanaan however, a Changeling is usually run out of civilization, in fear that their immortal parents will come looking for them and steal other children away.

Merit
Kenning
As an Instant Action, the character can create a number of unintelligent creatures or items for the Scene. The character can create a number of items equal to their Growth, which must have a Cost and Bulk of less than the character’s Spiritual Attribute + Size. The creations remain ‘real’ for the Scene, and fade at the end of the duration. These creations act exactly as their normal counterparts would, and are considered ‘exceptional quality’ by default - though they do not possess any exceptional traits. While this power is active, the character seems to have an unnatural shimmering effect about them like a heat ripple.
Favored Powers
Aging, Anti-Magic, Beckon, Emotion, Grounding, Iron Will, Longevity, Nightmare, Vulnerability
Favored Nations
Aregon, D'Remes
Favored Sorcery
The Path of Veils

Infernal Bloodline

Those who carry the blood of the infernal are often turned against with prejudice and hatred. It is often believed that the infernal-blooded carry the corruption and the sins of their infernal lineage, and it is almost impossible to convince any normal person otherwise. This prejudice often becomes a self-fulfilling prophesy, as the victims of such hate often lash out against the world around them, becoming as dark as their reputations make them out to be.

Betrayer

Betrayers are prone to gathering people to their side, rapidly creating minions which are ultimately disposable. The Betrayer often emanate a sense of roguish danger about them and have green eyes.

Merit
Envy
The Betrayer is capable of granting the illusion of great skill. The person chosen is given Minimum Successes equal to the Betrayer's Might on a single Skill of the Betrayer's choice for one day. The recipient must be willing if they wish to benefit from this Merit. The following day, the recipient loses the Minimum Successes, but keeps the increased Difficulty for that Skill. The Betrayer gains the Minimum Successes for the same Skill for the two day period.
Favored Powers
Beguile, Emotion, Longevity, Tendrils, Tongues, Vulnerability
Favored Nations
Akhenatem, Anansie, Cordona, Sultanate of Hinde, Roan Isles
Favored Sorcery
The Spiral Path

Deceiver

Deceivers are aloof and prideful, confident in their abilities and often rise rapidly through the ranks of any organized group they join. They are often well groomed, and imposing in appearance, with hazel eyes.

Merit
Pride
Deceivers can entrance a target, making themselves appear to have the traits that another desires. The Deceiver is thus capable of attracting others to their side with little difficulty, and gains a number of Minimum Successes equal to their Might on all rolls to recruit Retainers.
Favored Powers
Beckon, Emotion, Imitation, Longevity, Transform, Wings
Favored Nations
Akhenatem, Anansie, Chey Sart, Cordona, Sultanate of Hinde, Roan Isles
Favored Sorcery
The Spiral Path

Destroyer

The descendants of the destroyers are usually large and heavy-set. They are quite powerful and can develop innate gifts which allow them to wreak devastation all about them. Most destroyer-kin are natural warriors, becoming leaders of bandits or gangs, or become famous (or infamous) warlords and generals. Destroyer-kin have red-tinged eyes and a dark hue to their skin as if they were exposed to open flame or the sun for entirely too long.

Merit
Savagery
As an Instant Action, the character can draw on their demonic heritage for the Scene. The character’s Physical Attribute is increased by their Growth, and their Soak is replaced by their modified Physical score. In addition, the character’s unarmed and innate attacks become Damage (Growth + 3). While this power is active, the character’s body seems to strain and grow with the character’s unnatural strength.
Favored Powers
Additional Limbs, Bleeding, Burrowing, Infection, Leap, Lope, Natural Weapons, Quills, Scream
Favored Nations
Aramous, Badlands, Heartlands, Savage Coast, Sinking Lands
Favored Sorcery
The Spiral Path

Devourer

Devourer-kin are often either obscenely obese or so thin as to be anorexic. They are known for voracious appetites and often complain of being so very hungry. Devourer-kin are often a plague upon the house that sires them, constantly eating and never seeming to be sated. As they get older, such kin often attempt to become influential, searching for creature comforts where they can remain in one place and bring sustenance to them. The most successful devourer-kin become rich and lazy, seated in palaces or mansions, with hordes of servants and every treat imaginable available for them at a moment’s call.

Merit
Hunger
As an Instant Action, the character can draw on their limitless hunger for the Scene. The character can eat anything, regardless of material or size. The character’s stomach becomes an abyss, and the character can bite off and swallow nearly anything that can fit in their mouth. The character’s bite attack becomes Damage (Growth +3), and can bite through anything with a Hardness less than the character’s Physical Attribute. The character ignores Soak, and can even bite incorporeal objects. In addition, the character’s mouth and jaws can stretch, allowing it to swallow whole anything up to two Sizes smaller than it. Once something is devoured, it becomes lost to the Abyss. While this power is active, the character’s teeth become longer, and take on the shape of needles.
Favored Powers
Anti-Magic, Beckon, Cling, Invulnerable, Paralysis, Resilience, Tendrils, Vampirism, Weakness
Favored Nations
Anansie, Greenheart, Heartlands, Sultanate of Hinde, Savage Coast, Sinking Lands
Favored Sorcery
The Spiral Path

Enticer

The most feared of the infernal-blooded are enticer-kin. These offspring are adorable and innocent in childhood, but become drawn to things which are naturally forbidden. It is not that an enticer-kin is malicious, they are simply inquisitive and have a desire for new experiences. As an enticer-kin grows older, they usually attach to someone who is influential, becoming more beautiful and desirous as they mature. By the time an enticer-kin is an adult, they have usually become attached to some rich noble or someone else who can sate their desires.

Merit
Unbound
As an Action, the character is capable of bypassing any restraint used against them. For the Scene, they can pass through magical wards, open locked doors, or ignore mental or emotional control. The character either reduces the successes of the barrier they are attempting to bypass, or gains a number of minimum successes to their roll to bypass, equal to the character’s (Spiritual Attribute + Growth). In addition, the character can choose one person per Round to influence. This person’s Resolve is reduced by the character’s Growth for the Round. While this power is active, the character’s eyes become reflective, any light producing a soft red glow in the back of the character’s eyes.
Favored Powers
Beckon, Beguile, Emotion, Entrancement, Imitation, Loosen Tongue, Paralysis, Pheromone, Vulnerability
Favored Nations
Anansie, Chey Sart, Sultanate of Hinde, R'Tal, Sinking Lands
Favored Sorcery
The Spiral Path

Saboteur

The Saboteur prefers to have others do their work for them, but their very presence seems to drain the life out of everything. They are often plain looking, with dull grey eyes and oily or unkempt hair.

Merit
Sloth
Saboteurs cause a spiritual ennui in those around them. Everyone within (Might x 10) yards feels drained and listless, and any Essence that is spent by those within range has the Cost increased by half the Saboteurs Might. The Saboteur is immune to their own effect.
Favored Powers
Emotion, Longevity, Resilience, Telepathy, Vitality, Weakness
Favored Nations
Anansie, Cordona, Greenheart, Savage Coast
Favored Sorcery
The Spiral Path

Usurper

Usurpers want the best of everything, usually at the expense of others. They have trouble understanding those who are altruistic, and do their best to prove everyone is as selfish as they. They usually have deep blue eyes and fit physiques.

Merit
Greed
Usurpers draw out the worst desires in others. The Usurper indicates an object or person. Once per Round, those confronted with the object or person crave it for their own, even at the expense of others, and must roll Spiritual + Integrity against a Difficulty equal to the Usurper's Might or spend Essence equal to the Usurper's Growth, otherwise they attempt to claim the target for their own, willing to harm any who get in their way. If the item or person is taken from sight, the emotion passes.
Favored Powers
Beckon, Emotion, Loosen Tongue, Nightmare, Telepathy, Tongues
Favored Nations
Akhenatem, Anansie, Cordona, Sultanate of Hinde, Roan Isles
Favored Sorcery
The Spiral Path

Yokai

The infernal breeds of Chang’Na and Naipon are masters of learning the weakness of others, turning such flaws against their foes. Yokai-kin have a third eye on their forehead, closed when not in use. The yokai-kin are often ones to become terrifying courtiers or generals, able to see the hidden flaws of their enemies, removing all obstacles from their rise to power. It is fortunate that yokai-kin have a rigid code of honour and perfect discipline, then.

Merit
Third Eye
As an Instant Action, the character can open their third eye, granting them insight into the flaws and weaknesses of the world for the Scene. The world appears to have a series of flaws and lines along everything, and the character can use these weaknesses to their advantage. When performing an Action against someone, the character uses the lowest of the target’s Defence, Resistance, or Resolve, and reduces the number by the character’s Growth to determine the actual Difficulty of the Action. The character ignores any bonuses to these Traits which are not specifically granted by an Ability, Gift, Merit, Power, or Talent. Bonuses from equipment, spells, or other outside influences are simply ignored. In addition, the character is capable of performing physical attacks against incorporeal opponents. When an opponent wishes to use an Action against the character, they must use the lowest Attribute they possess, and if the character gains additional successes, these are reduced by the character’s Growth. Bonuses from equipment, spells, or other outside influences are nullified for the roll. While this power is active, the character’s third eye opens, a vertical slit in the middle of the character’s forehead. This eye glows with a violet light.
Favored Powers
Alacrity, Ambush, Iron Will, Nightmare, Regeneration, Sixth Sense, Strong Soul, Vulnerability, Weakness
Favored Nations
Carcassonne, Chang'Na, Naipon
Favored Sorcery
The Spiral Path

Mythic

Not bloodlines, the mythic races are the mundane equivalent to the wild supernatural beasts that exist in Kith Kanaan. While these races have some of the abilities of their supernatural counterparts, they are not nearly as powerful. Most mythics are viewed with awe or fear, depending on the reputation of the race they mirror. Those races with wings usually have a wing span of two-and-a-half times their height.

Draconian

In the distant past, draconians were servants of the True Dragons, though some are simply the offspring of dragons and mortals. Draconians with mortal parentage often show a number of draconic traits, while those of pure breed resemble powerful, reptilian creatures. Draconians are usually taller than most, and have a heavier build, and are viewed more often than not with fear and distrust, as many think the True Dragons wish to rule once more.

Merit
Legacy
As an Instant Action, the character draws on the heritage of their dragon line for the Scene. The character adds their Growth to their Size and Physical Attribute, and the character’s Soak becomes (Growth + 3). The character’s claws and teeth become more dangerous, and their wings become stronger. If the character has a dragon’s tail, it becomes a more dangerous weapon as well. All such weapons gain Damage (Growth + 3) for the duration. When this power is active, the character grows larger, becoming more draconian.
Granted Powers
Dragon Breath, Natural Weapons, Wings
Favored Powers
Entrancement, Quills, Resilience, Scream, Tireless, Vitality
Favored Nations
Drachen, Northern Wilds
Favored Sorcery
The Azure Path

Griffin

The griffin race are viewed with respect and fear. It was the griffins who once ruled Cardona for centuries, and their names are often synonymous with both ‘power’ and ‘evil’. Griffins are usually bipedal, large and muscular, and hail from the upper ranks of society. They see themselves as nobility regardless of their true station, and often place the desires of their race over the well being of anyone else. All griffins carry within them a sense of entitlement and a fierce sense of personal pride – a trait carried in the blood.

Merit
Majesty
As an Instant Action, the character gains the benefits of this power for the Scene. The character adds their Growth to their Social Attribute and Resolve. In addition, the character may choose to replace their Physical Attribute with their Social Attribute when making unarmed attacks or using innate weapons. When this power is active, the griffin’s plume becomes brighter and flares.
Granted Powers
Natural Weapons, Scream, Wings
Favored Powers
Beguile, Pheromone, Iron Will, Longevity, Loosen Tongue, Strong Soul
Favored Nations
Aranous, Tarantis
Favored Sorcery
The Ashen Path

Pegasus

Pegasi are recognized as a symbol of personal freedom. These winged horses are often tall with radiant plumage along their feathery wings. They are welcome almost anywhere as messengers, and prefer taking on the role of bards, uniting regions which would normally be unable to communicate with one another. Most pegasi serve Mana, the Goddess of Magic, sometimes putting them at odds with the Joshuites. Pegasi have an inherent dislike of complex social structures, and prefer to visit smaller towns and villages rather than being confined by the trappings of larger cities.

Merit
Liberty
As an Instant Action, the character can gain protection from outside influences for the Scene. For the duration, when anyone attempts to roll against the character’s Defence, Resistance, or Resolve, the opponent needs a number of successes equal to the character’s Growth, or the action simply fails. If the Action does succeed, then all successes count for the Action as normal. In addition, the character adds their Growth to their Physical Attribute to determine their carrying capacity during flight.
Granted Powers
Alacrity, Sixth Sense, Wings
Favored Powers
Blink, Immortal, Iron Will, Leap, Sixth Sense, Tireless
Favored Nations
Ajani Plains, Aregon, D'Remes, Roan Isles, Wold
Favored Sorcery
The Path of Awakening

Phoenix

These avians have brilliant plumage, their feathers being found in blues, greens, yellows, oranges, or reds. The wings of a phoenix often hold a rainbow of colours regardless of their overall plumage. The eyes of a phoenix are uniform in colour, usually copper, green, or gold. The phoenix is often seen as a regal and noble figure, and is often treated as nobility in Carcassonne, Anansie, Hinde, and even Chang’Na. The last Queen of Cardona was a phoenix, and the story of her betrayal at the hands of the last King has become something of a legend.

Merit
Fiery Rebirth
Any time the character must make a Death Save, they may choose to activate this Power. The character explodes into a ball of flame with an area of effect equal to twice the character’s (Size + Growth) in feet for one Round. The character adds their Growth as Additional Successes to the Death Save, and for each Success rolled, the character regains one Health while those caught in the area suffer one Wound per Success, which ignores Armour for purposes of Soak. In addition, the character is completely immune to flame and fire-based damage, even if it is magical in origin. This last effect does not cost Essence to use.
Merit
Frozen Rebirth
Any time the character must make a Death Save, they may choose to activate this Power. The character is encased on a cocoon of ice with an area of effect equal to twice the character’s (Size + Growth) in feet for one Round. The character adds their Growth as Additional Successes to the Death Save, and for each Success rolled, the character regains one Health while those caught in the area suffer one Wound per Success, which ignores Armour for purposes of Soak. In addition, the character is completely immune to ice and cold-based damage, even if it is magical in origin. This last effect does not cost Essence to use.
Granted Powers
Aura, Longevity, Wings
Favored Powers
Dragon Breath, Entrancement, Immortal, Infection, Ray, Regeneration
Favored Nations
Anansie, Chang'Na, Sultanate of Hinde, Tarantis
Favored Sorcery
The Path of Suleiman

Sphinx

The enigmatic winged felines known as sphinxes have only recently become recognized north of Anansie, though it is thought that they have wandered in and out of northern Kith Kanaan for decades. The sphinx appear as Great Cats, though their features bear some of the ambiguity of the divine races, and they sport large, graceful feathered wings. The sphinxes content themselves with observation, watching the turning of the wheel of ages, studying the rise and fall of civilizations over time.

Merit
Enigma
As an Instant Action, the character can attempt to augment any roll to decipher a puzzle or enigma, including dealing with codes, metaphors within a piece of writing, or deciphering ancient texts. The character, when this power is activated, gets a number of additional successes equal to their Growth. Additionally, the character may spend an Action, posing a Mystery to someone. This Mystery is a mystical speech, understood by a number of people equal to the character’s Growth. The character makes a Mental + Occultism roll, and if they gain more successes than the listener’s Resolve, the target is seized by the Mystery, trying to unravel it. For a number of Rounds equal to the character’s Occultism Skill, the target increases the Difficulty of all Actions made by the character’s Growth. If the target is attempting to Concentrate for any reason and the roll against them succeeds, Concentration is broken.
Granted Powers
Longevity, Tongues, Wings
Favored Powers
Blending, Imitation, Loosen Tongue, Sixth Sense, Taur, Tongues
Favored Nations
Anansie, Badlands, Chey Sart, Sultanate of Hinde
Favored Sorcery
The Path of Twilight

Unicorn

The unicorn is the symbol of purity and nobility, and is often seen on family coat of arms. The unicorns are either pearl white or jet black, and have a long, pearl horn spiralling up from their forehead. Unicorns are usually gentle and pacifistic, but when angered can become fierce warriors that show no mercy to their enemies. The Joshuites have taken the unicorn as a personal symbol of chastity and purity.

Merit
Immaculate
As an Action, the character can touch an individual with their horn. The subject is restored to full Health, and as a secondary effect any and all outside influences on the subject, from any source, helpful or harmful, has the potency or rating of the influence reduced by the character’s Growth. If this reduces the potency to zero or less, it is removed. Additionally, any time the character spends Essence, for any reason, this secondary effect is activated upon the character immediately. The character’s horn has a Damage (Growth +3) and can bypass Soak.
Granted Powers
Longevity, Immortal, Strong Soul
Favored Powers
Bleeding, Infection, Leap, Lope, Ray, Tolerance
Favored Nations
Ajani Plains, Aregon, D'Remes, Rath Sliabh Dorca, R'Tal, Tarantis
Favored Sorcery
The Path of Amairgin

Outsider

Except for the a few exceptions, all Outsiders come from the world of Rym, a world of dead gods slowly being devoured by a force called ‘The Eater’. The lutrai were the first race to discover Rym, but since that time many of the races of Rym have come to Kith Kanaan seeking refuge and a chance to recover and thrive. Some return to Rym to continue the war, while others have given up their home as a lost cause.

Aven

The Aven make up the majority of the Topani nation. Topani is very caste-intensive and ritualistic. Until puberty, it is impossible to tell what breed of avian a child is. Upon reaching puberty, the child is tested, and assigned to a duty. A sacred rite is performed on the child, and as they grow and fulfil their duties, their plumage and appearance slowly alters, matching one of the known breeds, appropriate to the caste and duty they have been assigned. The Topanis weapons of choice tend to be javelin or chakram, though some use bows until they have developed their flight feathers. The shamans of the Topani are usually skilled at weather magic, aiding the tribes in their survival. Each tribe has a chief, who oversees the smooth operation of the tribe. The chief has a shaman who provides spiritual wisdom, and sees to the good weather and survival of the crops. Above the chief is the chief-of-chiefs, and the grand shaman, who rule from the highest mountain in Topanga.

Merit
Aven Vision
Aven can see a range of Might x 100 yards with clear conditions, and adds their Might to the Range Trait of all ranged weapons due to increased accuracy.
Merit
Plume
Aven begin a process of transformation when they become adults, adapting to their role in society. The Aven chooses one Skill for each level of Growth which becomes a Special Skill for the Aven. The Aven gains bonus dice to these Skills equal to the Avens Might when this Merit is activated.
Granted Powers
Ambush, Anti-Magic, Imitation
Favored Powers
Alacrity, Leap, Longevity, Natural Weapons, Vitality, Wings
Favored Nations
Topanga
Favored Sorcery
The Path of Awakening

Cepn

The cepn (sep in) are a sullen, silent race of bat like humanoids who dwell deep beneath the earth. They are slender and light, generally in the range of five to five and a half feet tall, with narrow features and dark, nebulous eyes. Cepn have supple, leathery wing membranes under their arms that allow them to glide short distances, or recover from falls. They are frequently covered in pale scar markings and delicate gothic jewellery, such as spurs or piercings. Their clothing is complex and highly functional, often meant to conceal weapons or other items. Males tend to be a little larger than females, with more elaborate scarring. The cepn speak their own language, which is completely inaudible to other races. They may learn other languages, but most never leave their caves. Generally, cepn can only use special weapons and armour built for their light frames and shortage of fingers. Like bats, cepn prefer to sleep in high places, and always upside-down, gripping with their long, clawed toes.

The cepn culture is obsessed with two things: sleep, and death. While such a fascination may seem excessively morbid, it has a purpose. The cepn believe that killing another sentient being cannot be justified unless the killer himself understands death. Their society is one of concentric circles, where the young move gradually towards the centre. Each advancement involves complex and often agonizing rituals, tests, and sacrifices until, at the centre, the young cepn stands face to face with death itself, gaining true respect for its nature and purpose. A cepn kills gently, painlessly, with an eerie tenderness. They will always close the eyes of their victims if possible.

For all their grim nature, the cepn are capable of more than just gothic reflection and death. They are skilled weapon-smiths and artisans, even if most of their knowledge an advancements have been stolen from other races. They have little love for each other, even among family, but strangely enough they can form very strong attachments to members of other races, be it love or simply admiration. However, most cepn never come to truly understand the concept of love or loyalty, simply moving on when the whim takes them. Cepn who leave their elaborate cave systems are marked, and never allowed to return, most often venturing into the outer world to become spies or assassins to whomever pays the most money.

Until recently, the cepn seemed content to hide under the umbrella of their ruler, known as The Decider. They were charged with eliminating threats to her empire, but with the destruction of the cepn homeland by Nigh, they have no place to call their own. Since then, the surviving members of the cepn race have come to Kith Kanaan, following the call of their resurrected goddess, Nyx.

The cepn are ruled by a council system based on circles. As one learns and gains station, he moves inwards towards the middle, all the while dodging assassination attempts by those attempting to usurp his place. As one moves towards the middle rings of the circle, competition becomes more cruel and intense, and many arrive at the centre with nothing left but a jaded heart. The outer, fourth circle (Novice of the Fourth Circle) contains young assassins and expert scouts, all of whom show particular promise. The third circle (Journeyman of the Third Circle) is made up of experienced assassins and trackers, many of which are responsible for leading sorties of fourth level novices. Members of the second circle (Adept of the Second Circle) include high level teachers who train lower ranks and advise the journeymen in particular. The highest rank, those who report directly to the Nyx, are the five Masters of the First Circle. It is these cepn who decide the cultural agenda, so long as it suits Nyx.

Merit
Moon Touched
As an Instant Action, the character gains the blessing of Nyx, one of Rym’s goddesses. Nyx has been reborn, and has placed her blessing upon the survivors of her chosen people. The blessing of the goddess of Night and Secrets remains upon the Cepn for the Scene, allowing them to blend with the shadows and move with complete silence. The Cepn adds their Growth as Additional Successes to all Larceny and Stealth rolls. In addition, attempts to discern the Cepn’s presence using means other than mundane Skills have their Successes reduced by the Cepn’s Growth. Cepn are capable of gliding, their forearms doubling as wings. The character’s base gliding Speed is equal to half the character’s Speed for every one yard the character drops in altitude. The character can attempt to keep their current altitude by making a Physical + Acrobatics roll against a Difficulty of 5. Each Success reduces the rate of descent by one foot (and enough successes will allow the Cepn to increase their altitude). Cepn flight is very silent, and the Cepn can add their Growth to any attempts to ambush opponents while airborne. A Cepn may remain freely gliding for a number of minutes equal to their Physical + Endurance + Growth before they begin making Endurance rolls to resist fatigue. This last benefit does not require this Merit to be activated, and is always available.
Granted Powers
Alacrity, Sense (Echolocation), Scream
Favored Powers
Ambush, Bleeding, Cling, Imitation, Leap, Sense
Favored Nations
Rym
Favored Sorcery
The Path of Twilight

Hoomiku

The hoomiku are a secretive and highly intelligent race of feline humanoids whose aging colony ship crashed on Rym some six and a half centuries ago. They now make their homes in the deepest deserts of Rym, hidden monasteries of learning and solitude meant to avoid contact with the local 'savages'. They stand between five and six feet tall, with light, wiry frames and extremely long, agile tails. The hoomiku have intricate patterns of spots, the exact number of which typically dictate a complex equation that can be used by other hoomiku to trace bloodline. They wear light clothing in earth tone shades, and are fond of complicated jewellery. Their rapid numeric language simply cannot be understood by other races, and so they employ a delicate headset translator when venturing out into the world. This device slows their language down and converts it into more common dialects for the benefit of other beings.

The hoomiku are inventors, astronomers, and scholars, almost by nature. Their brains are capable of breaking down complex problems into dozens of smaller parts, solving each independently before putting the solution back together. Unfortunately, they have yet to fully adapt to Rym's heavier atmosphere, and are considerably more vulnerable to local diseases. They are a quiet, dignified people, amazingly patient and focused. Their society is somewhat xenophobic, as they fear outside influences can create a breach of harmony. The most important words in the hoomiku language are calm, insight, and focus. Hoomiku have little interest in matters of faith and spirituality, questioning and studying the concept of faith and belief, rather than simply accepting such matters.

Hoomiku monasteries are hidden with almost unbelievable care, the assumption being that any discovery by those other than hoomiku will lead to disaster. Within their hidden sanctuaries lie entire microcosms; magnificent botanical gardens to grow food, spacious living quarters, vast libraries, observatories, laboratories, and so on. Each monastery follows a general philosophy knowledge is life. They dedicate themselves to learning, mastering the various sciences and often the most benevolent of magical arts. Each monastery has a council of thirteen sages, an authority of each science, who teach the complex ranks of students beneath them. Most hoomiku never leave their monasteries, and thus they are virtually unheard of in the outside world. Only rarely do they embark on pilgrimages to other monasteries, or to investigate happenings of great importance in the world outside their walls.

The hoomiku colony ship has just recently left Rym, taking most of the hoomiku race with it. Those who remained behind (either by choice or by accident) have begun assisting the lutrai in protecting the gate to Kith Kanaan, and have begun to move their operations to Kith Kanaan as a safe haven. The hoomiku have taken a great interest in protecting the gate, and there have been some wondering as to whether or not it should remain under lutrai control.

Merit
Eidetic
While not blessed by the Rymnian gods, the Hoomiku are not without their own talents. The Hoomiku are technological geniuses and may activate this Merit as part of a Crafting or Artificing Project. By activing this Merit and committing the Essence at the beginning of the project, the Hoomiku may do all of the following: The Hoomiku gains a number of Additional Successes equal to twice their Growth on any Skill Rolls for an Artificing or Crafting project. They increase the Pool' for an Artificing Project equal to twice their Growth. They may add a number of additional Exceptional Traits to a Crafting Project equal to their Growth. In addition, Hoomiku have an Eidetic Memory, and are capable of remembering anything they encounter or are exposed to. By activating this Merit and spending an Action, the character can remember anything they have experienced with perfect clarity. This manifests as if the character had a Lore Skill equal to the character's Growth + 3. The character may use this Lore Skill as if they had the appropriate Specialty. This benefit remains for the Scene.
Granted Powers
Iron Will, Sense (Dark Vision), Tolerance (Glamour)
Favored Powers
Alacrity, Ambush, Anti-Magic, Leap, Sixth Sense, Strong Soul
Favored Nations
Rym
Favored Sorcery
The Path of the Artificer

Lapix

The lapix are a race of rabbit folk who prefer to live among the deep woods of Rym and have only begun to leave their trees to explore Kith Kanaan as their homes are invaded by the forces of the Eater. They are quiet and reserved, seeing the other races as young and naive. Lapix prefer the silence of their forest homes and the feel and sound of the wind blowing through the leaves, granting them the secrets of their domain. The males tend to be slightly shorter than the females, who stand between five and six feet in height (not counting the ears). Most lapix have long, delicate ears, but there are some whose ears are wider and fall naturally back.

Lapix culture is very relaxed and serene. Each member of the community knows their role in keeping the tree-village thriving, and each is content to do their part. They are skilled weavers and masters of the bow and of a long, curved blade (similar in many ways to the katana), though their true recognition is in their skills as master cooks. Though entirely vegetarian, the lapix manage to produce a fantastic variety of simple yet hearty meals. Spiced vegetable creole, flavoured bread, clover cheese, fruit pies, candied flower petals, and countless other variations thereof make up the bulk of the lapix diet, though they will chew twigs in a pinch. Lapix seem to prefer periods of lean snacking followed by sporadic, belt loosening binges. They tend to avoid meat of all kinds, though they rarely preach their own eating habits to others.

Each lapix town is ruled by a single queen, who has the absolute say of each member’s place in the community. When a lapix is young, they are trained in a variety of skills necessary for the survival of the community. When they come of age, they are tested on their various aptitudes, and are placed in a role determined by their natural skills and preferences, and the needs of the community itself. Once placed, a lapix can serve in that role for many years, before being given the chance to be tested once again to take another role.

Lapix are peaceful and gentle, until it is time to fight. An angry lapix is a terrifying creature to behold, using their sharp fingernails if bare-handed, otherwise becoming a terror with the sword or the bow. Lapix who fight are without mercy, ferocious and swift in slaying as many of their enemy as they can. This repressed rage is whispered to be the pain of Rym itself, kept carefully in check by the discipline and serenity of the lapix tree-homes. There may be some truth to this, as lapix who travel abroad seem to be more agitated and quick to unleash this inner rage.

Merit
Water Touched
As an Instant Action, the character gains the blessing of Ios, one of Rym’s goddesses. While Ios is thought to have been destroyed, the blessing of the Water Goddess remains with her chosen people. The blessing of Ios remains upon the Lapix for the Scene, allowing them to move fluidly and gracefully. The Lapix’s Initiative is increased by twice the Lapix’s Growth. While this Merit is active, the Lapix has perfect balance and can stand upon any surface that can support their weight without falling, granting them a number of Minimum Successes equal to their Growth to maintain balance. In addition, the quick, fluid movements of the Lapix makes them frustratingly hard to combat as they evade nearly all melee attacks. The Lapix, when using Dodge as an Active Defence, reduces the Successes of any melee or unarmed attack against them by their Growth at all times, without needing to activate this Merit. Finally, Lapix are incredible cooks and add a number of Minimum Successes equal to their Growth on all Artistry, Profession, and Survival Rolls involving the finding, preparation, and serving of food. This last benefit does not require this Merit to be activated, and is always available.
Merit
Wind Touched
As an Instant Action, the character gains the blessing of Cira, one of Rym’s goddesses. While Cira is thought to have been destroyed, the blessing of the Wind Goddess remains with her chosen people. The blessing of Cira remains upon the Lapix for the Scene, allowing them to move smoothly and quickly along any surface like the wind. The Lapix’s Speed is increased by twice the Lapix’s Growth and jumping distances are multiplied by the Lapix’s Growth. While this Merit is active, the Lapix can move across any surface as if they were near-weightless. While the Lapix can not stand upon a wall or ceiling, they can run across falling leaves or over water, or spring off a wall to sail into the air with perfect grace. The Lapix however must be moving for this Merit to benefit them. In addition, the quick, fluid movements of the Lapix makes them frustratingly hard to combat as they evade nearly all ranged attacks and projectiles fired upon them. The Lapix, when using Dodge as an Active Defence, reduces the Successes of any ranged attack against them by their Growth at all times, without needing to activate this Merit. Finally, Lapix are incredible cooks and add a number of Minimum Successes equal to their Growth on all Artistry, Profession, and Survival Rolls involving the finding, preparation, and serving of food. This last benefit does not require this Merit to be activated, and is always available.
Granted Powers
Alacrity, Leap, Longevity
Favored Powers
Iron Will, Lope, Natural Weapons, Sense, Sixth Sense, Vitality
Favored Nations
Rym
Favored Sorcery
The Path of the Witch

Lutrai

The lutrai are a race of good natured, otter like humanoids who dwell primarily throughout Rym's broad tropical belt. They are very friendly and cheerful by nature, with an open culture that stresses the enjoyment of life and freedom above boring rules and the need to achieve. Adult lutrai stand between four and five feet tall, with dark brown to tan fur colouration and extremely vivid eyes. They are natural swimmers, with streamlined forms, webbed fingers and toes, and heavy, rudder like tails. Males and females are roughly the same size. Given their tropical climate, lutrai tend to wear little in the way of clothing, but are frequently decorated with elaborate patterns of body paint, talismans, bracelets, anklets, and all manner of unusual (and mysterious) junk dragged up from wrecked ships. Their dialect is simple and quite expressive, relying on a high degree of body language and posture.

While the lutrai culture may seem quite primitive on the outside, lacking such basics as metal working and sophisticated commerce, it is actually the product tremendous evolution. Instead of developing warfare, technology, or government, they seem to have focussed entirely on communal well-being and inner spirituality. They have achieved something that even the most enlightened races only dream of, merging culture and inherent nature as one. To them, 'progress' is meaningless, and their state of static co existence with nature has given them deep roots, so to speak. Their bodies are naturally charged with quintessant energy they have very strong spirits and possess a natural resistance to all things dark and corruptive.

A typical tribe is lead by a council of elders, generally five to ten of the older, wiser lutrai, including at least one shaman and healer. These elders are responsible for the well-being of the tribe as a whole, well respected and heeded more often than not. There are no written laws, only a communal understanding of what's best for the whole, which is up to the elders, of course. The rest of the tribe is composed of hunters and gatherers, artisans, and children. Lutrai young are raised by the entire tribe, and thus learn a wide variety of skills at an early age, until they find and focus on a particular aptitude. Males and females are considered equals in status, as the entire tribe is essentially one large family unit.

Merit
Sun Touched
As an Instant Action, the character gains the blessing of Kij, one of Rym’s goddesses. Kij survived the destruction of the gods with the Lutrai’s help, and has placed her blessing upon the her chosen people. The blessing of the goddess of the Sun and Life remains upon the Lutrai for the Scene, protecting them against ill health and dark magics. While this Merit is active, the Lutrai is immune to any Infernal or Undead Merits and Powers. If the character is the target of an Infernal or Undead effect, including being touched by one, or if the Lutrai is the target of a Infernal or Shadow Spell, Kij’s light pours through the connection, inflicting an amount of Damage equal to twice the Lutrai’s Growth. This effect can only be soaked by the victim’s Spiritual Attribute. In addition, the Lutrai is immune to any and all diseases and poisons, being immediately cured as soon as this Merit is activated. Finally, the Lutrai may touch one person per Round and heal them one point of Health. An individual may only benefit once per Scene from this effect, and if the person is dying, they are saved. A person who just died within a number of Rounds equal to the Lutrai’s Growth may make an additional Death Save, with a bonus equal to half the Lutrai’s Growth (round up). Lutrai are incredibly cheerful and positive, and their optimistic approach to life reduces the Successes of any attempts to control or change the emotions of them or their nearby friends in a negative way by the Lutrai’s Growth. This last benefit does not require this Merit to be activated, and is always available.
Merit
Water Touched
As an Instant Action, the character gains the blessing of Ios, one of Rym’s goddesses. While Ios is thought to have been destroyed, the blessing of the Water Goddess remains with her chosen people. The blessing of Ios remains upon the Lutrai for the Scene, granting the Lutrai the quickness of the sea. The Lutrai’s base Swimming Speed is equal to their normal Speed, and the Lutrai adds twice their Growth to this Speed (in addition to the benefits of Water Baby) as well as to the number of minutes the Lutrai can hold their breath. The Lutrai, while in the water, adds their Growth to their Initiative and suffers no penalties to physical actions performed in water. Water-Touched Lutrai is incredibly hard to grapple or hold. Any attempt to hold, grapple, or entangle the Lutrai loses a number of Successes equal to the Lutrai’s Growth. Finally, Water-Touched Lutrai regenerate one Essence per Round while in water, without needing to activate this Merit. Lutrai are incredibly cheerful and positive, and their optimistic approach to life reduces the Successes of any attempts to control or change the emotions of them or their nearby friends in a negative way by the Lutrai’s Growth. This last benefit does not require this Merit to be activated, and is always available.
Granted Powers
Tolerance (Disease), Vitality, Water Baby
Favored Powers
Alacrity, Breathless, Longevity, Loosen Tongue, Strong Soul, Tireless
Favored Nations
Ajani Plains, Shire Lands, Roan Isles, Rym
Favored Sorcery
The Path of the Witch

Myrix

The Myrix are a vulpine race that wander between the deep woods of the Lapix and the other regions of Rym. They have recently begun to slip into Kith Kanaan, answering a call that they do not completely understand. The Myrix are close to the Lapix, bringing news from outside to their rabbit allies. Myrix are stand roughly five and a half feet in height, and are often tan or russet coloured, with black hands and feet. The tail of a Myrix is thicker in appearance than normal for a fox.

Myrix are nomadic and travel in bands. Each band travels a circuitous route, with places to stop to gather information and to meet with allies of the band. For income, the Myrix entertain their hosts by telling fortunes, performing poetry and song, and by creating and selling works of art. Most Myrix are skilled artisans, capable of impressive works of art and construction, and some settle in within a town or village if there is long-term work to be done or the Myrix feels particularly inspired. Most of the breath-taking homes of the Lapix are built by Myrix hands. Each band is usually an extended family, with the head of the band run by the ‘Grandfather’ and ‘Grandmother’, who have equal say on all matters. If one passes on, the other retires, naming a new Grandfather and Grandmother. Children are raised communally.

During childhood, the young Myrix is introduced to a variety of entertainments and tasks, to see which the child would enjoy and excel at. Once the child reaches the age of fourteen, they are apprenticed to a mentor that matches the child’s natural inclinations. From fourteen to twenty, the Myrix trains under their master. Near the age of twenty, the Myrix feels the urge to create. This is called the ‘dream work’. The Myrix are uncertain where this urge comes from, but when the urge comes over the Myrix, they begin an almost obsessive series of wonders without rhyme or reason, until they fixate on one particular project which devours their attention. When it is finished, it is almost always spectacular, and the Myrix is accepted as an adult and allowed to chart their own destiny from there.

Each band is controlled by a married pair, the 'Grandmother' and 'Grandfather' of the band. Between the ages of fourteen and twenty, a Myrix is allowed to have intimate or romantic relations with anyone outside of the immediate family. Myrix do not hold prejudice against same-sex relations, and some Myrix may have more than one lover at a time. Most relationships are not taken seriously, as the influence of the sun and moon can cause a Myrix to have passionate feelings for someone over the course of the night, only to feel disinterested the next day. At the age of twenty, the Myrix is expected to choose a single partner, either from their own band or from another band that they have met. The Grandmother and Grandfather must approve of this union. Some Myrix, of course, disagree with the wishes of the tribe's leaders, and are instead given the choice of forming their own band instead with the mate they've chosen. When this happens, they're given their own wagon, and those who wish to follow the new Grandmother and Grandfather are allowed - as long as it does not put the current band at risk.

The Myrix are skilled with whips, and with the talith, a cloth belt with weights or hooks at the ends. The Myrix wear the talith, either around the waist or over the shoulder, then unhook it to ensnare limbs or rake across vulnerable parts of the body. When dealing with opponents at a distance, the Myrix prefer throwing knives.

The Myrix revere Kij and Nyx, and have special rituals that they perform at sunrise and sunset, as well as at midday and midnight. Their affinity with the sun and moon have a strange effect on their personalities, and only the Lapix seem to understand the unusual nature of their ‘younger’ siblings. Because of the tidal affects the sun and moon have on the Myrix, they are more withdrawn from the other races, appearing either shy or xenophobic. During the night, most Myrix are known to misbehave, under the sway of the moon and without the sun’s guidance. During the day, the Myrix become penitent, and attempt to atone for their night’s misdeeds.

The Sun controls the Myrix’s pattern of structural thought. While the sun is in the sky, the Myrix prefers order and stability to their surroundings. During this period, the Myrix work together and are an organized group with strong traditions. When the sun sets, the Myrix become carefree and individualistic, disorganized and unbound by rules or laws. They are not malicious in their breaking of rules, and will not suddenly turn against friends and allies, but they do become suddenly much more unrestrained.

The Moon controls the Myrix’s empathy. While the moon is in the sky, the Myrix become extroverts, emotional and outgoing, festive and exuberant. During this period, they interact well with others, and often prefer to perform any interactions with outsiders while the moon is in the sky. Once the moon has set, the Myrix become withdrawn and serious, and some even become reclusive, unable to find an emotional connection with any except for their band.

The Myrix live with the land, taking most of their food and shelter from the land itself, and the Lapix have taught them how to listen to the woods and to the land itself. As such, they hold a great deal of respect and reverence for the land, and seeing it abused or twisted by outside forces is enough to send a band on the war path. Attacks by the Myrix are strictly organized during the day, effective and brutal assaults which are surprisingly ferocious, while during the night, daring raids and ambushes cripple opponents for the next day’s assaults. The Myrix, being a race of wanderers, see slavery as an aberration, and will free slaves at any opportunity.

Merit
Sun and Moon
Myrix are touched by Kij and Nyx, both having sway on the Myrix. The Myrix always gain a permanent Skill bonus to their Artistry, Craft, and Perform Skills equal to the Myrixs Growth. In addition, while the sun is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Mental Attribute equal to the Myrixs Might for the Scene. While the moon is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Social Attribute equal to the Myrixs Might for the Scene.
Granted Powers
Ambush, Longevity, Loosen Tongue
Favored Powers
Alacrity, Imitation, Sense, Sixth Sense, Strong Soul, Tolerance
Favored Nations
Rym
Favored Sorcery
The Path of the Witch

Quimi

The Quimi are a bat-race found in Nahuatl. They are usually large, standing about six to seven feet in height. They serve the vampires who rule the nation, and are almost blindingly loyal. These fierce warriors act as enforcers of the vampires will, and serve as go-betweens for the mortal populace and their vampire masters. They do not have much of a culture, but form small units with a strict hierarchy based on strength and cunning. Each unit follows one vampire, or someone chosen by the vampire as the master of the unit. The unit follows the chosen master with absolute, though not mindless, loyalty.

Merit
Vox
The Quimi are capable of speaking and hearing in the ultrasonic range. This allows them to communicate with one another beyond the hearing of anyone around them, and allows them to also navigate in darkness without any penalty. A Quimi, capable of speaking, has a range of sight using sonar that extends out Might x 25 yards. This sound can be used to stun opponents. By activating this Merit as an Action, the Quimi can make a Social + Endurance roll against an opponents Resolve. The Successes of the roll increase the Difficulty of all actions performed by the target for a number of Rounds equal to the Quimis Might. Only one person can be stunned.
Granted Powers
Alacrity, Cling, Imitation
Favored Powers
Ambush, Leap, Longevity, Natural Weapons, Vitality, Wings
Favored Nations
Nahuatl
Favored Sorcery
The Path of Awakening

Savage

Savages are those people who have been raised for generations among the dangers of the North, and the grim horrors of the South. Constant struggles for survival have bred people who have developed into ferocious killing machines, tapping into the strange magic of the land and earning or wresting blessings from the spirits who dwell there.

Savages usually appear as stronger, larger versions of their mortal counterparts, and usually mark themselves with totemic patterns across their skin. They usually rise to the position of hero among their people, but due to their tempers, are not usually granted positions of true authority unless the tribe they are a part of have gone to war.

Merit
Feral
As an Instant Action, the character can activate this power for the Scene. The character adds their Growth to their Defence, Resistance, and Resolve, which can not be reduced below the character’s Growth for the duration. In addition, the character adds (Growth + 5) to their Initiative and Speed. While this power is active, the character becomes more feral, finding it difficulty to speak full sentences beyond making primal sounds.
Granted Powers
Alacrity, Natural Weapons, Resilience
Favored Powers
Ambush, Leap, Lope, Tireless, Tolerance, Vitality
Favored Nations
Chey Sart, Greenheart, Northern Wilds, Roan Isles, Savage Coast, Wold
Favored Sorcery
The Path of the Wild

Skole

These fierce lupines have been reduced to little more than roving packs of rangers or escaped slaves. Skoles are big creatures, and typically rather intimidating, standing close to seven feet tall, with muscular frames and piercing golden eyes. Skoles have very heavy coats of grey, black, or (rarely) white fur, which keeps them warm in their cold habitats. Their long legs allow them to run faster than the average man, though their bulk also makes them slightly less graceful. The skoles speak their own language, though they are not a talkative species by any means. Despite the dark times that have befallen them, they are still a very honourable and honest people.

Skoles have a pack mentality, much like their ancestral cousins. They typically elect a pack leader, often through contests of strength and skill, and follow said leader by example. Generally, these packs range from four to as many as twelve, with a polarized group attitude enforced by the pack leader. Young are raised by the pack as a whole, and the sharing of mates is common and generally accepted. A skole's life is hard but fair, filled with trials and sacrifices intended to sweeten the finer moments of love and war. They are a very noble people, and while they do not welcome strangers, they often grow to respect any individual who displays courage under fire.

Most skoles see battle as the ultimate truth, and use it to celebrate, to redeem, and to purify the spirit. They are not a brutal people, in spite of this attitude, and view the bullying of weaker beings as a sign of considerable cowardice. They have no respect or mercy for slavers and their ilk, or any who would rule with terror instead of bravery; they view themselves as the enemies of fear. However, rather than defend weaker beings, skoles often take it upon themselves to chastise and educate those who are unable to protect themselves or overcome a lack of courage. They honour fellow warriors of any species.

Above all else, the skoles are concerned with survival. Once highly organized allies of the Solinar, the skoles now wander the plains as nomads and hunters without permanent homes or any sort of established presence. In any group, it is usually the largest, strongest, or most skilled warrior who leads, and then only as long as the pack feels confident in his or her ability. They are not motivated by wealth unless they require such wealth to equip themselves with weapons and armour. Once these needs have been met, most skoles would rather kill their own food, line their own beds, or make what they need for themselves as opposed to purchasing it from others. To the more civilized folk, they can come off as quite crass and often randy skoles are far more comfortable with their appetites than most folk and aren't afraid to show it. They also make it a habit of being brutally honest.

Merit
Earth Touched
As an Instant Action, the character gains the blessing of Arka, one of Rym’s goddesses. Arka is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Earth remains upon the Skole for the Scene, granting the Skole the goddess’ resilience. The Skole reduces the Potency of any environmental effects, including natural poisons or diseases, by the character’s Growth when it is applied to them. In addition, the character may move quickly and decisively, sacrificing Defence for Speed and Initiative for a Round. At the end of the Round, the Skole may reduce their Defence by up to Growth + 3, to a minimum of 0, and increase their Speed and Initiative by twice the amount for the following Round. In addition, the character may go into a rage when they are injured. On the Round after the Skole has taken a Wound, they may increase the Damage they will inflict with any Melee or Unarmed Attacks made that Round by an equal amount, up to the Skole’s Growth. Being healed before the attacks are made negates this bonus. Finally, the Skole adds their Growth as Additional Successes on all Awareness, Search, and Survival rolls when in natural terrain. This last benefit does not require this Merit to be activated, and is always available.
Merit
Fire Touched
As an Instant Action, the character gains the blessing of Ixra, one of Rym’s goddesses. Ixra is believed to be slain, but her gift remains active among her chosen people. The blessing of the goddess of Fire remains upon the Skole for the Scene, granting the Skole the goddess’ tenacity. The character’s natural Soak becomes (Growth + 3) and the Skole gains a number of Minimum Successes on all Death Saves equal to twice their Growth for the Scene. In addition, until the Skole is actually dead, they can operate at 0 Health. The Skole may also choose to sacrifice Defence for Damage. The character may reduce their Defence by up to the character’s Growth + 3 for a Round, to a minimum Defence of 0, and gain a number of Additional Successes to their melee or unarmed attack equal to the amount sacrificed. If the attack hits, the Damage of the attack is increased a like amount. Finally, the Skole adds their Growth as Additional Successes on all Awareness, Search, and Survival rolls when in natural terrain. This last benefit does not require this Merit to be activated, and is always available.
Granted Powers
Sense (Dark Vision), Tolerance (Cold), Vitality
Favored Powers
Alacrity, Ambush, Iron Will, Lope, Natural Weapons, Tireless
Favored Nations
Rym
Favored Sorcery
The Path of Awakening

Negru Morte

Raven Black bats with the tails of foxes, the Negru Morte are a race of the shadows themselves. For hundreds of years after the gods first came to Nimby, none knew of the elusive race, and upon their first foray out into the world proper, many came to mistake them for Noctae. They are the Worshipers of Death and Punishment, extremists and true believers, who believe death should be as beautiful, as exciting, and as glorious as life. Naturally resilient in combat, the Negru Morte test each other through martial training, and one's rank in society can be determined by your competency in the arena, and your ability to lead a wing of the faithful beyond the dark, moist walls of the City of Twilight.

Fanatical Followers of the Aspects of Fukumi, the Negru Morte are the custodians of death. Using even their own lives in their art, the elusive Death Bats cut down those that would upset the balance of the cycle of life and death, and gleefully carry out punishments that are foretold by their most powerful elders.

Merit
Life of Darkness
The character can go (Might) days without the need for food or water by spending 1 Essence. At the end of this period, the character must eat and drink normally for one day before this Merit is activated again. In addition, the race can sense their surroundings using sonar, granting them complete spatial awareness. The character may spend 1 Essence to gain (Might) Additional Successes to resist ingested toxins.
Granted Powers
Wings, Regeneration, Invulnerable
Favored Powers
Weakness, Venom, Transform, Blending, Sixth Sense, Cling
Favored Nations
Republic of Aki
Favored Sorcery
None

Daisuke

The Daisuke is a race of fennec-liked humanoids that stand between four and five feet tall. Women are taller then the men, and they all share an outgoing, friendly personality. Their fur is primarily tan, with some variations lighter and darker. They can range from a brown to a brilliant strawberry blonde. Hairstyles tend to be nordic in fashion, enjoying longer hair to catch the wind as they ride.

Their clothing is light and practical for the warm grasslands they are from, usually made from linen, with the more successful preferring silks. Colors for most are muted and blend in with their environment, with careful attention to detail in construction and embroidery. The most successful Daisuke embellish their family and themselves with decorative clothing from all corners of Kith Kanaan, carefully blended with their own love of small details and beauty in harmony.

Merit
Horse Tamer
The Daisuke undergo a ritual as a coming of age tradition, finding one of the swift horses that survive in the wild to bond with. Under the open sky, the horse can be summoned or dismissed as an Action, appearing at the side of the master. The Daisuke can spend two (2) Essence to gain (Might) Additional Successes when riding it, or may spend two (2) Essence to heal the horse (Might) Health as an Action. The horse has the normal attributes of a draft horse, but gains Bonus Attributes equal to half of the Daisuke's Attributes. The horse may be trained using Animal Ken.
Granted Powers
Tireless, Tongues
Favored Powers
Emanate Charm, Beguile, Sixth Sense, Loosen Tongue
Favored Nations
Republic of Aki
Favored Sorcery
None

Mon'Darr

The Mon'Darr are a race of tall, wolf-like humanoids originating from the forests of the South East. They excel at the wild hunt, and enjoy innovating their own tools and techniques in order to improve themselves and their people. Gifted with resilience of will and naturally fast healing bodies, they enjoy to skirt the edge of danger, and often times the closer a Mon'Darr gets to meeting the aspect of death, the better the story comes of it. Bravado, pushing the limits, and never alone, the Mon'Darr are an adventurous breed.

Loyal followers of the Aspects of Fukumi, the Mon'Darr follow the Aspect of Death, always seeking her favor to live one more day in the face of certain failure. They are adventurers, and tend to wander about the land searching for adventure or the next big thing to bring glory to their people. As of late with advent of stronger Science, they are taking to steam technology and airship construction - flying without natural wings is the very definition of adventure!

Merit
Beastmaster
The Mon'Darr undergo a ritual hunt as a coming of age tradition, surviving in the wilderness for a week before finding a Ghost Cat to bond with. The Ghost Cat can be summoned or dismissed as an Action, appearing at the side of the master, and the Mon'Darr can spend two Essence to heal it (Might) Health as an Action. The Ghost Cat has the normal attributes of a Great Cat, but gains Bonus Attributes equal to half of the Mon'Darr's Attributes. A Ghost Cat may be trained using Animal Ken.
Granted Powers
Natural Weapons, Blending
Favored Powers
Regeneration, Vitality, Sixth Sense, Iron Will
Favored Nations
Republic of Aki
Favored Sorcery
None