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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