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Commander_Xillian

SWADE Peoples of Thurmgard

Jul 15th, 2023
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  1. Raym
  2. Proud and sophisticated, the Raym are the Spawn of the Szraym, the monolithic and domineering dragons of Thurmgard. After their rebellion that ended the draconic empire, the Raym scattered and tried to find their own way in the world. Generations later, a land of their own has been settled, a loosely organized island seized by a host of Raym knights intent on ruling. While the fallout of this act has colored their relations with their neighbors, they are committed to forging their own home. Their strict sense of hierarchy pairs well with a code of Chivalry, giving their society a rigid but resilient shield to protect itself.
  3.  
  4. Boon
  5. Toxic Exhalation Power: Toxic Fire Burst
  6. Skill Focus d4
  7. Skill Riding d4
  8. Toughness +1
  9. Armor +2
  10.  
  11. Malus
  12. Arrogant
  13. Big
  14.  
  15. Gnoll
  16. Aggressive and swift, Gnolls are a younger species that is expansive and nomadic. While they find kindred spirits in the Elves, they often find themselves as a people at odds with Bauji and the Imperii Nospherat due to their conflicts over habitable lands. While culturally they are just as diverse as any other folk, they are socially predisposed to pack-dynamics, and are ruthlessly aggressive and irrationally loyal as an average to those they deem family. They are welcomed into most societies in part due to their less-restrictive carnivorous diet, making them easy to support in a community. Their skills as a folk compliment this harmonious symbiosis readily.
  17.  
  18. Boon:
  19. Pace
  20. Bite
  21. Immune to foodborne disease and can eat most anything (+2 survival to find food for themselves)
  22.  
  23. Malus:
  24. Ruthless (minor)
  25. Loyal
  26.  
  27. Dwarv
  28. Sturdy, Strong, slow, and single-minded, Dwarvs are a folk possessed of great wisdom and insight, as well as cursed with a feeling of wrongness. Thus, they throw themselves into complete commitment to any task they decide to make their passion.
  29.  
  30. Boon:
  31. Attribute Increase (Smarts)
  32. Skill+Bonus (Academics)
  33. Toughness
  34.  
  35. Malus:
  36. Dependency (Intoxication or Fixation)
  37. Reduced Pace -1
  38.  
  39. Rouse
  40. The Rouse are a new species, but one rapidly on the rise. Where others might see a bare hillside or desolate plain, the Rouse see a new Warren waiting to be dug. They expand aggressively into new spaces, usually unobtrusively and below ground, though fueds over access to resources or the promise of gain can drive them to extremes. More than anything, to a Rouse, the survival of the Warren and their kin trumps all considerations. When a Rouse makes a friend, their lives are almost devoted to their mutual success. Their tenacity, Agility, and flexibility (both literally and metaphorically) make them highly capable and able to overcome extreme odds where others might give up or fail, and their energeticness makes them suited for their breakneck lifestyle.
  41.  
  42. Boon:
  43. Agility increase
  44. Bite (+2 to break 'soft' objects)
  45. Parry
  46. Acrobat
  47.  
  48. Malus:
  49. Small -1
  50. Loyal
  51. Ruthless(Major)
  52.  
  53. Mankind: Highly durable and adaptable, but with a long and sordid history with the Zkorič of the mountains.
  54.  
  55. Boons:
  56. Hardy
  57. Extreme Temperature Resistance(+2 vs Extreme Heat or Cold, -2 damage from heat or cold)
  58.  
  59. Malus:
  60. Cultural foe(Mountains Zkorič)
  61.  
  62. Gremlin
  63. Gremlins are small, short-haired folk with tight clan bonds. While young men frequently go adventuring to try and earn either a name or a trade, they are largely free of restrictive gender norms. Gremlins tend to support their families even after leaving, meaning a complex web of intrigue sits just below the surface of Thurmgard, a woven net of alliances and grudges for the familial folk. Even so, they are highly hospitable, often being the most popular in any industry due to how little they charge for otherwise exceptional crafts and services. They are the most capable of taking up any skill or task, aided by their prehensile tails and jumpy nature.
  64.  
  65. Boon:
  66. Additional Action
  67. Adaptable
  68.  
  69. Malus:
  70. Size -1
  71. Clan Loyalty (Loyal: Family, Poverty)
  72.  
  73. Zkorič
  74. Powerful of build and fierce of temperament, the Zkorič are a people of independent strength and communal duty.
  75.  
  76. Boon:
  77. Horns(May upgrade for 1 hindrance point, Str+d4)
  78. Size (+1)
  79. Environmental Resistance (+4 to resist cold, -4 cold damage)
  80.  
  81.  
  82. Malus:
  83. Ancestral Foe(Valley Humans)
  84.  
  85. Elv
  86. The First Folk, Elves were the living beings created by the God's to first populate the world. Their creation made the Giants aware of the Gods, and the two swiftly took to war. In this Dawn War, the elves were the frontline soldiers, often clashing with the proto-dwarves. When the war ended, the Elves founded the Rhuvadi way, a culture to which they could belong. From these magnificent beginnings, the elves have made their mark on history and diversified further. That the Rhuva now counts all species among its flag is no small feat, nor that the Elves freely integrated into other cultures. Among the ignorant they are distrusted, an unfortunate bias founded on their dependency on healthy magical environments.
  87.  
  88. Boons
  89. Doesn't sleep
  90. Doesn't breathe
  91. Doesn't eat or drink
  92. Adaptable
  93.  
  94. Malus
  95. Dependency (Uncorrupted Magic)
  96. Frail
  97. Outsider (Common prejudice)
  98.  
  99. Trolver
  100. The young Spawn of the mighty Trolls, Trolvers are far more animated and lively than their mostly seditary progenitors. While they will inevitable slow and sleep for years at a time, growing immense and in harmony with nature, for now they are comparatively spritely and vigorous. Trolver still need more sleep than other mortals, and are highly prone to becoming exhausted from extremely Arid environments or magic which syphons moisture. They much prefer their Forests and hills, where they themselves shall one day rest.
  101.  
  102. Boon:
  103. Power (Beast Bond, Entangle)
  104. Attribute Increase (Spirit)
  105. Burrow
  106. Armor +4
  107. Size +1
  108.  
  109. Malus:
  110. Big
  111. Dependency(4 hours Extra sleep)
  112. Environmental Weakness (Arid)
  113. Agility -1
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