The Races of the Fading Word


Every Maelstrom Walker who creates a world gives rise to a variety of intelligent races. Sometimes, as in the case of Mardaka, the succession is degenerative, with the Pure Folk dying out to be replaced by humans, who are in turn losing ground to the breath-eaters. Other times, as in Abbatine, the world is a cornucopia of different species. Most worlds with any known Bridges at all are also host to a succession of Outsider races, some old enough that their own native world has long since been lost in the mists of time.

An Index of the Races

Adapoi

Bat-Folk

Breath-Eater

Bull-folk

Deyrey Drone

Deyrey Neuter

Holy City Humans

Human

Lobrun

Makers

Oorthoi

Padachee Humans

Slave Demek

Turgosk

Yierdo Dwarf

Youda


Adapoi

Dominance          Major
Magic              Highly Magical
Abundance          Common
Native World       Abbatine
Primary World      Abbatine
Point Cost         40

Advantages & Disadvantages

Adapoi have +1 DX (10 points), two extra arms (20 points), two extra legs (5 points), +1 Acute Hearing (2 points), +2 to learn any Plant college spell (12 points), the ability to treat any heavily-forested region as High mana (5 points), a reduced cost of 1 energy on all Plant spells in heavily-forested regions (5 points), Naturalist at IQ-2 (1 point), a Sense of Duty to their Clan-mates (-10 points), and a fear of becoming isolated from their Clan-mates (-10 points)

Appearance

The adapoi are slightly reminiscent of eight-legged monkeys. Their fur is short and usually brown or dark green, and their eyes are solid black. Their front four limbs end in four-fingered hands, while their back limbs end in flexible feet. Standing as erect as possible, they are about 1.8 meters tall. They pefer to live in the trees proper, but are capable of moving without great difficulty upon the ground.

Typical Culture

Adapoi live in family groups of ten to fifty individuals, and are highly dependent upon the other members of the group. Adapoi separated from their clan generally become despondent. Those who have become acclimated to living alone are usually regarded as insane by their fellows. Adapoi are excellent at using Plant magics, and consider themselves to be the guardians fo the forest. This is not just an idealistic attitude, as adapoi are greatly weakened magically when they are not surrounded by plants.

Other Comments

Typical adapoi do not carry much gear. Their weapons are spears and javelins, made from sharpened tree limbs. They sometimes carry slings. They do not know how to work metal or make bows. Their armor tends to be light animal hide at the best (PD 1, DR 2; torso 3 kg, arms 2 kg, legs 3 kg). Personal combat is typically done in guerrilla style; skilled adapoi warriors usually have high Stealth and often know the Forest Warning or Tangle Growth spells.


Bat-Folk

Dominance          Minor
Magic              Magical
Abundance          Rare
Native World       Unknown
Primary World      Mardaka
Point Cost         30

Advantages & Disadvantages

Bat-folk have -2 ST (-15 points), +1 DX (10 points), +1 HT (10 points), +1 Fatigue (3 points), -3 Hit Points (-15 points), Winged Flight (30 points), Sonar Vision (25 points), Fragile (-20 points), and the Flight skill at DX level.

Appearance

Bat-folk are short and covered with black fur. They have a pair of huge wings upon their backs, and skinny limbs with long fingers. Their ears are huge and pointed. They tend to enjoy eating insects.

Typical Culture

Bat-folk culture is communal, though only small groups of them are known to exist in Mardaka. There, they usually adopt all or part of the culture of the dominant local group.

Other Comments

A fairly large number of bat-folk are known to belong to the Society for Illuminated Truths in Mardaka. This society is considered heretical by many, and is subject to a certain amount of persecution by the Theosophs.


Breath-Eater

Dominance          Major
Magic              Magical
Abundance          Uncommon
Native World       Mardaka
Primary World      Mardaka
Point Cost         6

Advantages & Disadvantages

+1 HT, -1 IQ, Survival (jungle) at IQ+1, Stealth at DX

Appearance

Breath-eaters look like scrawny humans with light green skin, twisted black hair and exaggerated teeth. They are almost instinctively able to survive in their jungles, and while most of them are not bright, they are able to control their jungles effectively enough to be able to repulse all invasion forces sent thus far.

Typical Culture

The Breath-eaters are a human-derived race who live in the jungles near the Sweet Sea. They are a savage race, and do not cooperate well with the humans of Mardaka. Their society is tribal, and inimical to humans. The Breath-eaters living near the Mountainshadow Principalities are the best-known, for their vicous assaults on the Screaming Wall.

Other Comments

Breath-eaters are sometimes born to human women of the Breath of Mardaka, especially near the Breath-eaters' jungles. Some Philosophs have suggested that they are the next stage of the Breath of Mardaka, and that humans will slowly be replaced by Breath-eaters just as humans are currently replacing the Pure Folk. Others violently disagree with this analysis, and suggest that the Breath-eaters are actually Heretics who have been punished by Mardaka.


Bull-folk

Dominance          Minor
Magic              Magical
Abundance          Uncommon
Native World       Padachee
Primary World      Padachee
Point Cost         30

Advantages & Disadvantages

Bull-folk have +2 ST (20 points), +2 hit points (10 points), DR 2 (6 points), horns (thrust/crushing at close range; 5 points), Bad Temper (-10 points), Code of Honor (warrior's; -10 points), Color Blind (-10 points), Peripheral Vision (15 points), +1 Acute Vision (2 points), Brawling skill at DX+1 (2 points)

Appearance

Bull-folk look very much like their name would imply. They have the heads of bull cattle, complete with horns and wide-set eyes. Their body structure is essentially human, save for a large mane of hair reaching down to the small of their back.

Typical Culture

Tribal bull-folk culture is herd-based. Tribes are ruled by an alpha male Chieftain who is married to all the female bull-folk. Succession is by challenge, though the opinion of the Elders has great influence on the frequency of challenges. Many urban bull-folk adopt some version of linder culture. It is appropriate for urban bull-folk to replace their 10-point Code of Honor with Social Stigma: second-class citizen, -2 Reputation: urban bull-folk, or Sense of Duty: linder city-state.

Other Comments

Many bull-folk have been convinced to work for linder masters as guards, soldiers and craftsmen. This practice has given the bull-folk exposure to other worlds, and environments much different from the highlands they traditionally inhabit. It has also inflicted great damage upon traditional bull-folk society. Linder society has also become much more volatile, as the bull-folk have given the linder Trading Houses and Confederations their first real standing armies.


Deyrey Drone

Dominance          Dominant
Magic              Highly Magical
Abundance          Uncommon
Native World       Abbatine
Primary World      Abbatine
Point Cost         52

Advantages & Disadvantages

Deyrey drones have +1 ST (10 points), +2 hit points (6 points), +1 to learn all Earth and Light & Darkness spells (6 points), the ability to treat the interior of any hive city as High mana (5 points), a reduced cost of 1 energy on all Earth and Light & Darkness spells (6 points), the ability to treat the interior of any hive-city as High mana (5 points), a reduced cost of 1 energy on all Earth and Light & Darkness spells within hive cities (5 points), Magery 1 and +1 Status.

Appearance

Deyrey drones look like squat, semi-humanoid lizards about 1.5 meters tall. They are typically distinguished from neuters by their greyish-white skin. High-status drones will also wear ornate feather and bone headdresses, and whatever metal trinkets and weapons the Queen has favored them with.

Typical Culture

Deyrey drones are the representatives of their race to the outside world. Depending upon their favor with the Queen, they can wield tremendous power. Even low-status drones are able to order neuters around without a second thought. Most drones are terribly arrogant and proud, always conscious of their relative status. Everything they do is ultimately directed towards increasing their favor with the Queen.

Other Comments

Typical deyrey weapons are clubs, maces and stone tebbre (thrust+1 crushing; SS 13; ACC 0; .5D=1.5xSTR; MAX=2xSTR, uses Rock Throwing skill), along with huge hide shields (PD 3, 12£, 5/35 hits). Drones may carry metal weapons and armor obtained from other races, depending upon their status with the Queen.


Deyrey Neuter

Dominance          Major
Magic              Highly Magical
Abundance          Common
Native World       Abbatine
Primary World      Abbatine
Point Cost         3

Advantages & Disadvantages

Deyrey neuters have +1 ST (10 points), +4 hit points (12 points), +1 to learn all Earth and Light & Darkness spells (6 points), the ability to treat the interior of any hive city as High mana (5 points), a reduced cost of 1 energy on all Earth and Light & Darkness spells (6 points), the ability to treat the interior of any hive city as High mana (5 points), a reduced cost of 1 energy on all Earth and Light & Darkness spells (6 points), the ability to treat the interior of any hive-city as High mana (5 points), a reduced cost of 1 energy on all Earth and Light & Darkness spells within hive cities (5 points), Short Lifespan (-25 points, mature at 13 years), and a Sense of Duty to their Queen (-10 points)

Appearance

Deyrey neuters look like squat, semi-humanoid lizards about 1.5 meters tall. Drones and neuters look very similar, but can be distinguished by their flesh tones: neuters are usually tan or brown, while drones are greyish-white. Most neuters also act very submissive, especially when a drone is nearby.

Typical Culture

The deyrey live in massive earthen hive cities, in a highly communal society. The neuters comprise about 95% to 99% of the population, with most of the rest made up of drones. The Queen is always at the top of the social order, followed by drones in a pecking order determined by their favor with the Queen. Neuters do the work that keeps the hive fed and intact, but always remain at the bottom of the society.

Other Comments

The deyrey do not work metal. Their preferred weapons are clubs and maces. They also usually carry large shields of hide (PD 3, 12£, 5/35 hits), but usually do not wear armor. Their best ranged weapon is a spiked stone sphere called a tebbre (thrust+1 crushing; SS 13; ACC 0; 0.5D=1.5xST; MAX=2xST), used with Rock Throwing (P/E) skill. Because they can afford to lose large numbers of neuters, the deyrey generally fight in large, undisciplined masses.


Holy City Humans

Dominance          Minor
Magic              Highly Magical
Abundance          Rare
Native World       Mardaka
Primary World      Mardaka
Point Cost         -10

Advantages & Disadvantages

Humans of the Holy City have -1 DX (-10 points), Magery (15 points), and Poverty: poor (-15 points). Those who are Living Weapons usually have Combat Reflexes and Toughness (total cost of 25 points). Those who are Food-Makers usually have Magery 2, +2 Reputation: Food-maker and Fat (total cost of 0 points).

Appearance

Holy City humans have dark skin, gray hair and generally caucasian features. They are heavy-set, and move with great deliberation. Even the best of them dress in little more than rags. Their demeanor is often fearful, and always resigned. They are a people without spirit.

Typical Culture

The Holy City of Mardaka was once a glorious place of learning and culture. Now it is far less. The wrath of Mardaka rained down upon it during his struggle against the Spyral, leaving only a huge plain full of ramshakle mud and adobe huts scattered about the fantastic Citadel of the Voice. Agriculture is impossible because the earth is dead and cannot support plants. Crafts are nearly as hard, as the only raw materials available are the dirt of the land and the flesh and bone of the people.

Other Comments

Living Weapons and Food-makers are the best of their kind. The Living Weapons train in the martial arts to protect their hearth neighborhoods and the entire Holy City from attack, but even they recognize that compared to the Maelstrom Walkers that soar above them their efforts are foolish. The Food-makers use magic to transform the dirt of the ground into a tasteless gruel that sustains the entire population. Most Food-makers are phenomenally fat.


Human

Dominance          Dominant
Magic              Magical
Abundance          Common
Native World       Unknown
Primary World      Unknown
Point Cost         0

Advantages & Disadvantages

Humans are the default race, and normally have no special racial advantages or disadvantages. For exceptions, see Padachee Humans, the humans of the Holy City in Mardaka and the various human races of Shilldree.

Appearance

Human races throughout the worlds of the Fading Word display a dizzying variety of body shapes, skin and hair colors, and facial features. The majority are fairly easily recognizable as being of the same basic type, and most can interbreed. Usually, a given world with a Created human population will have only one or two different genotypes.

Typical Culture

Normal human culture is extremely variable, implying that humans originated in several different worlds. Examples range from the economic oligarchies of Paiden and Hegger to the feudal aristocracy of Seitha to the religous autocracies common in Mardaka.

Other Comments

Humans are the GURPS default race.


Lobrun

Dominance          Minor
Magic              Magical
Abundance          Uncommon
Native World       Unknown
Primary World      Abbatine
Point Cost         19

Advantages & Disadvantages

Lobrun have +6 ST (55 points), -2 DX (-15 points), -2 IQ (-15 points), +2 hit points (6 points), Inconvenient Size (-10 points) and Social Stigma (-10 points, enslaved race), and Ax/Mace at DX+2 (8 points).

Appearance

The lobrun race is tall and bulky, with typical individuals over 250 cm tall. They have deep red, leatherlike skin and hard black eyes. Their hair tends to be black or red, and grows in a mane from their head down to their shoulders. It can grow quite long, but most lobrun keep it tightly trimmed. The rest of their bodies are hairless.

Typical Culture

Primal lobrun culture was probably pastoral. The youda of Paiden lack records showing when they originally found the lobrun, but it seems clear that the lobrun have never created an advanced society on their own. Lobrun culture under servitude to the youda of Paiden is essentially composed of borrowings from local youda and human culture. Most are resigned to slavery, though this may be a seeming due to the youda's use of raw jaya to control troublemakers.

Other Comments

Paiden forbids lobrun to enter the city proper. The slave markets are all located some distance outside the city walls.


Makers

Dominance          Major
Magic              Nonmagical
Abundance          Rare
Native World       Abbatine
Primary World      Abbatine
Point Cost         30

Advantages & Disadvantages

A Maker has -3 ST (-20 points), +3 IQ (30 points), -1 HT (-10 points), Extended Lifespan (two levels; 10 points), Immunity to Poison (15 points), -3 Reputation (as aggressive poisoners; -15 points), Cowardice (-10 points), and Combat Paralysis (-15 points). Makers also have a +3 bonus to all Craft skills (18 points) and a culture with a base TL4 (25 points). All Makers have the Demek Handling (M/A) skill at IQ (2 points).

Appearance

A typical Maker is about 140 cm (54) tall. It's skin is an unhealthy whitish color, and is heavily wrinked. It's limbs are skinny and devoid of muscle. It tends to walk in a hunch, and generally exudes an unpleasant smell. Makers often wear extravagant, ornate clothing in horrible style, especially if they possess high status.

Typical Culture

The Maker culture is easily the most industrially-oriented one in Abbatine's world. Their culture is a plutocracy, and is run completely upon the backs of demek slaves. Makers have an aversion to physical work of any type, and a physique that makes most most heavier labor (like metalsmithing) impossible. Most Maker craftsmen do their works using the hands of demek slaves, guiding their efforts closely with the Demek Handling skill.

Other Comments

No Maker can ever possess the Magery or Magic Resistance advantages, or learn any spells (even those not requiring Magery). A Maker becomes adult at age 54 and suffers the effects of aging starting at 150 cycles. Makers know how to manufacture railroads, very good double-shot crossbows, and simple muzzle-loading firearms.


Oorthoi

Dominance          Minor
Magic              Magical
Abundance          Common
Native World       Unknown
Primary World      Abbatine
Point Cost         20

Advantages & Disadvantages

Oorthoi have +2 HT (20 points), Night Vision (10 points), Universal Digestion (15 points), Immune to Disease (10 points), Limited Vision: -3 to vision-based rolls in sunlight (-15 points), Ugly (-10 points), -2 Reputation: unpleasant creatures (-10 points). Typical advantages include Acute Hearing, Alertness and Toughness. Typical disadvantages include Social Stigma: outcast (-10 points) or Phobias of sunlight and fire.

Appearance

Oorthoi are a scavenger race, able to eat practically anything. They have pallid skin that continually peels away from their bodies. Their eyes are huge, lambent orbs that work poorly in bright light but very well in darkness. They are about the same size as humans, but tend towards a shapelessness of form that repulses most other races. They tend to wear flowing robes in drab colors. Most oorthoi smell faintly of rotting flesh. Their teeth are flat and stubby, intended to grind and chew.

Typical Culture

Oorthoi live on the fringes of other races' societies. Due to their resistance to disease and their willingness to endure conditions other races find intolerable, they can often find work as undertakers and leatherworkers. Even when they are long-standing members of a society, however, they are generally not accepted among "polite" company.

Other Comments


Padachee Humans

Dominance          Minor
Magic              Magical
Abundance          Common
Native World       Padachee
Primary World      Padachee
Point Cost         10

Advantages & Disadvantages

Padachee humans have +1 hit point (5 points), +1 Acute Vision (3 points) and Swimming at DX+1 (2 points). All Padachee humans learn Seaspeech as an instinctive language, and have a -2 penalty to learn any other language. Those tribes with webbed fingers and toes learn Swimming at DX+2 and have a normal cost of 12 points. The Land-fear disadvantage (described below) is very common.

Appearance

Padachee humans are physically very similar to humans living in other worlds. They tend towards a lack of body hair, and both sexes suffer early baldness (usually seen as a sign of knowledge and experience). Their skin color ranges from reddish-brown to to a faint greenish-gray, and some sub-races actually have webbing between their fingers and toes.

Typical Culture

Padachee humans live as seafarers. They have the best nautical technology of any race in Padachee, and are absolutely fearless upon the water. Their societies are diverse, ranging in complexity from primitive island-dwellers to huge seaborne clans in fleets of dhow-rigged ships. Because all Padachee humans speak the same instinctive language and cannot learn other languages easily, most of their dealings have been with each other. Only the linder traders have managed to enter into agreements with them.

Other Comments

Many Padachee humans possess the Land-fear. This is a phobia of being out of sight of the sea. Padachee humans consider those with the land-fear to be blessed, giving them a +1 Reaction bonus. The Land-fear is a 5 point disadvantage.


Slave Demek

Dominance          Minor
Magic              Nonmagical
Abundance          Common
Native World       Abbatine
Primary World      Abbatine
Point Cost         25

Advantages & Disadvantages

Slave demeks have +2 ST (20 points), -2 IQ (-15 points), +3 HT (30 points), +1 hit point (5 points), +1 DR (3 points), Early Maturation (one level; 5 points), Immunity to Poison (15 points), Short Lifespan (two levels; -20 points), Sense of Duty (serve Maker masters; -10 points), Social Stigma (valuable property; -15 points). All demeks have the Brawling skill at DX+1 (2 points).

Appearance

Demeks are short and squat, with dark skin and brutish jaws. Their eyes are sunken and tiny and their teeth are flat and heavy. Their bodies are usually marked with tattoos in the Maker language, indicating skills, ownership and birth site.

Typical Culture

Demek culture is completely controlled by their Maker masters. What survives is based around the breeding pits where the Makers raise young demeks and the large barracks that working demeks occupy. The demeks most able to interact with the Maker herders occupy the highest status positions, and have the best access to food and other favors. The rare demeks able to remember demek history are also highly valued, and serve as the historians of the race.

Other Comments

The demeks are the backbone of Maker society, and will usually only be encountered under the watchful eyes of their masters. A slave demek becomes mature at age 5, and starts to suffer the effects of aging at age 23. Female demeks generally bear litters of two to three young.


Turgosk

Dominance          Major
Magic              Nonmagical
Abundance          Common
Native World       Unknown
Primary World      Abbatine
Point Cost         20

Advantages & Disadvantages

Turgosk have -1 ST, +2 DX, Claws giving +2 bare-handed damage (15 points), Enhanced Move (10 points), Night Vision (10 points), +1 Acute Vision (3 points), Bad Temper (-10 points), Limited Diet: only raw meat (-10 points), Limited Manipulators: -2 DX for fine tasks (-10 points), Stealth @ DX level (2 points). Combat Reflexes is a common advantage. Code of Honor and Gluttony are common disadvantages.

Appearance

Turgosk look like classic cat-men. They are covered in fine black fur, with no visible ears. Their eyes are large and purple, with an orange iris. Their arms and legs are both reverse-jointed, which improves their motor speed but puts them at a disadvantage when doing fine work. Their hands have two fingers and two opposable thumbs, all equipped with retractable claws. Their feet are pawlike, with a nonretractable dewclaw mounted upon the ankle.

Typical Culture

Turgosk culture is inextricably linked to their diet. Because they are unable to preserve food save by not killing it, they must have a constantly-available supply of food animals. This limits their population density and usually forces them into a nomadic, herding existence. The Free City of Tazik was a notable exception, but it still depended upon huge herds of houga to feed the population. The turgosk have a reputation as great fighters, but also as savage combatants.

Other Comments

Turgosk leg structure prevents them from kicking into front hexes, but they can kick in close combat or into rear hexes. They are unable to eat either vegetables or cooked meats, but will eat sentient flesh if the occasion demands it (many non-turgosk residents of Tazik were eaten by their turgosk neighbors in the final days of the siege). Most turgosk in Abbatine were originally inhabitants of Tazik before its fall, and currently work as herders or guards only for lack of any other opportunities.


Yierdo Dwarf

Dominance          Minor
Magic              Magical
Abundance          Uncommon
Native World       Yierdo
Primary World      Abbatine
Point Cost         4

Advantages & Disadvantages

+1 ST, +1 HT, +2 Musical Aptitude, -2 Weak Will and Compulsive Behaviour (live to excess; 10 points). Most Yierdo dwarfs should have at least one social disadvantage to reflect the nature of their excess; Gluttony, Alcoholism and Addiction are particularly appropriate.

Appearance

Yierdo dwarfs are (obviously) short and squat, with abundant facial hair. Though they have generally human body characteristics, their feet look like duck's feet. They usually keep their feet hidden in heavy boots to make this less apparent. Their base height is 18" shorter than that of a human of the same ST.

Typical Culture

Yierdo dwarfs were among the Created of Yierdo, and first migrated into Mardaka eight hundred years ago to escape the destruction of their own world. Most are decadent, rarely attaining great status or skill. Most dwarfs live in other races' communities, and embrace their hosts' culture. The fortunate among them attain praise and wealth as artists and performers and live lives of unremitting excess. The majority of them survive as subsistence farmers, thieves and hooligans.

Other Comments

Many Yierdo dwarfs retain some measure of spiritual attachment to Yierdo, even to the extent of continuing to worship her. There have also been persistent rumors that the destruction of Yierdo did not destroy Yierdo herself, and that she has Created another world. Those Yierdo dwarfs who believe this story often attempt to search for Yierdo's Second.


Youda

Dominance          Dominant
Magic              Magical
Abundance          Common
Native World       Unknown
Primary World      Abbatine
Point Cost         0

Advantages & Disadvantages

Youda have Rapid Healing (10 points) and No Sense of Humor (-10 points). Youda often have Vow or Sense of Duty disadvantages.

Appearance

The youda are built similarly to humans, though they tend to be taller than the human norm. Their skin is slate gray. They have no visible nose, only a pair of slits.

Typical Culture

The youda are one of the dominant Outsider races of Abbatine. They are the de facto rulers of Paiden, and the culture of that city is essentially youda culture. Youda are best described as grim, and are prone to be dominated by duty and responsibility

Other Comments


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