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Races/Species/Cultures


igordragonian12

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A bit of stuff about the main races/groups.
It's just a baseline.
 It can be changed. All this is negotiable.
I have looked at the cards in the boardgame and tried to read between the line, and added bit of my own inspiration.
Of course every character and NPC is an induvdial, this is just a generalization.
Tiny homebrew-sometimes I'll give a situational +1 or -1 to rolls, based on those general relationships.
Of course. Sometimes the tensions rise, but sometime wonderful cooperations create great projects.

 

 

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[B]Mice[/B]

The mice live in a sense of danger, and dwell at the least resourcful clearings, so they tend to be the poorest denizens. But their clearings tend to- naturally or artifically to offer more shelter.
To live, they lean on their creativity- with unique tinkering and general creative problem solving and for example most crossbows of Woodland are crafted at mouse clearings. Bug husbandry is their main source for food.
Crafty tinkerers and talented artistans are respected alot at the mouse clearings.
They tend to be more suspicouse of others and to assume, that other deniznes would screw them if they would allow them, so many of them wouldn't mind to strike first. How ever, they tend to cherish their allies more then anyone else.

 

 

 

 

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[B]Fox[/B]

Foxes tend to set their clearings, around mines- a trustworthy source if wealth that doesnt depend on the weather or the current economical trend. 
They are known for their craftmanship, pratical attitude and their sense for practical buisness, and that why the Eyrie have trusted them with their mints and as tax collectors. 
Productive members are the most respected, and competition is encouraged. For food they invest in orchards and winerys.
They tend to be impatient toward those who mess with productvity or  being "too irational"

 

 

 

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[B]Rabbit[/B]

Rabbits tend to set their clearings, where it easy to agriculture, as quantity of food for their large families. Familial loyalty and care for the family, are their prime values.
This trust by itself has an econmical worth, and the base for the power of their multi-clearing bank- The Better Burrow Bank: Almost every matter and buisness is a family buisness. Rabbit merchants have the security and back of their families.
Their clearings are known for their well-built “warrens,” a particular style of 
architecture and construction that makes hardy, semi-underground buildings.
They tend to mistrust those who put personal intrest above the family's intrest, and they are prone to family feuds.

 

 

Edited by igordragonian12 (see edit history)
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The Rulling Species

 

 

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[B]Birds[/B]

The birds are the base of the elite of the Eyrie, feeling responsbility and some sense of superiority toward the other races. They usually are the most scholary.
At every clearing they feel at home. Usually  the come from more prosperouse background, and have high demands from themselves and others.
Idealogy of order and heirarchy is important to them, combined with alignment toward perfectionism.
Some denizens respect them, some denizens feel spite and envy toward them.

 

 

 

 

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[B]Cats[/B]

The cats are new here. Representing (or escaping?) a powerful empire where merotracy and ambitions are respected.
Big changes have occured and has empowered the empire, fire powder among other things have softened the heirarchy, for the cats it's a golden age of discovery and prospeirty. Curiosity is highly valued.
And the immigrants tend to be even more adventurouse, some were looking for a second chance. There isn't much regrad to tradition, or anything that seems to slow progress. (Sometimes including reasonable warnnings?)
They dont have much patience to those who can't keep up

 

Edited by igordragonian12 (see edit history)
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[B]Otters[/B]

The otters are the main specie of the riverfolks. Many of the otters/riverfolks are  nomadic, and are used for the flow of the river and life. The otters value versativility and flexbility above all else.
Even when they live at the clearings, they dont feel a practicualr sentiment toward their clearing. If they dont like what going on- they would just move on.
They also believe grudge is useless, and the ideal otter would trade with a denizen who tried to kill him as if nothing happens.
(It doesnt mean, they DONT hold grudge in practice,but they believe it useless)
They enjoy what they can enjoy, and curiouse of other people.

Edited by igordragonian12 (see edit history)
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 The Suspciouse Species.

 

 

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[B]Lizards[/B]

(minor specie, for now)
They are considered a minor race for now, because they were banished ages ago, and so nowdays (until a specific event in the campgian happens) they are rare at the Woodland. They also for now, avoid grouping with each other, as they were barely squeezing away from the hating talons of the Eyrie.
The lizards are outcasts, living at the edges of society- some act as the shady herbalist, that many consider as a witch, or smuggler, or peddlers...  high percentage of the lizards who live at the Woodland are... vagabonds.

 

 

 

 

 

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[B]Wolves[/B]

(I wrote for them, because I know one of my players want to play one)
Wolves aren't fully considered Woodland denizens. Not as hated and feared as the bears- but not far from it.  They are one of the things a Vagabond should take in mind when traveling at the forest.
The wolves have preffered to stick to their own,and not to give up their indepedence as packs. This make them notioursly mysteriouse, where geniune witnessed stories mixed with panicked rumors into semi "urban" legend status.
The wolf packs are nomadic, and led by two princples-
"Survival' and "survival of the pack". They idealize hardships, and look down on weakness. Some wolves become lone wolves, when they feel that their weakness, hurt the "survival of the pack", though the wolves would extremly rarely openly banish their own kind- usually weak wolves get the hint themselves.

Wolf packs encourage constant competition and struggle, where every role can be won or lost through a ritualistic dual. The most important role is "the Alpha"- the leader of the pack. And the Alpha can never get comftrable,as any moment a stronger wolf could challenge them.
There are reports about wolf raids, wolf mercenaries and even trade deals between clearings and  wolf packs.There are very wild rumors about them preying on other animals..
When wolves decide to leave the pack, more often then not, they become Vagabonds rather then denizens-
as denizens they have overcome the fear most denizens feel toward them.

 

Edited by igordragonian12 (see edit history)
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[B]badgers[/B]


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Proud and stout, the badgers stand tall. They are highly induvdalstic, their families are usually small.
The next generation is encouraged to find their own path in life.
Despite and maybe because of their private nature they are respected as if they were noble. Birds begrduingly respect and sometimes suspect them as rivals.
Gaining a badger's enimosity is a nightmare, and their's loyalty is a power-but usually they keep to themselves, unless they feel crossed.
Some scholars speculate that the badgers have ruled the Woodland before the Eyrie-- but many deny such theories and studies.
Most badgers dont seem to care this way or another.

Edited by igordragonian12 (see edit history)
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