No Human Voice : A Setting for Role Master.


Material created by peter.w.edge@lineone.net, 1997.

Webpage created 1/1/2000, no longer maintained.


Player Document 1 : History.

Long, long ago, in a galaxy far, far away, the Confederation was born. Initially intended as a means for magically advanced races from nearby systems to avoid killing one another, over the millenia it grew into an enormous, stable, society spanning more than 10,000 different species, united by their possession of Souls, as shown by their ability to use power. In time the Confederation spread throughout space in their Warp ships, settling new worlds with the mix of member races best suited to the environment.

Spacecraft of the Confederation began to study the occupants of Terra, and initially the high intelligence of the natives raised the possibility that they were true sentients, and therefore entitled to either isolation, or entry into the Confederation. Their reliance upon crude mechanical devices, rather than magic and divine power, could be explained by cultural taboos, or their ignorance of the most effective ways to use Power. Over a period of fifty years, however, it became clear from examination of the natives that they were not true sentients. They lacked the ability to manipulate Power and, despite intelligence and a certain apptitude for technical innovation, were therefore animals. But those very features rendered them dangerous animals. Not only could they be dangerous to Confederate forces seeking to settle the territory, but they were actively dangerous to Terra itself. The decision was made to bring forward settlement of Terra by 75 Standard Years (123.5 Terra revolutions). Warp ships were brought from around the Conferation, and forces representing the entire Confederation began an operation to exterminate the natives, and bring Terra under intelligent stewardship. The natives were divided by warfare, and lacked any knowledge or grasp of Power, and it was assumed any conflict would be short.

It was soon discovered, however, that the natives history of conflict had led them to become aggressive masters of their own kind of warfare; and that their lack of Power had led to exceptionally ingenious use of their mechanical devices. The combined native forces managed to present a coherent threat to Confederates for nearly six revolutions of Terra, and isolated groups fought with murderous aggression for nearly forty revolutions more. Eventually, the planet was cleansed of their presence (Confederation Local Year (CLA) 0). Relatively small populations remained, or fled, to settlements in Terra's oversized satellite, the fourth planet, and a large moon orbiting one of the gas giants of the system. The Confederation government of Terra decided that the warlike primitives could not long live in such hostile environments; that the Confederacy would never need to expand into environments requiring such an expenditure of Power merely to survive; and that future generations may find some use for the natives. Accordingly, much to the regret of later generations, these settlements were left to their own devices. For some years native scouts sought to investigate Terra, but few succeeding in eluding the Warp ships with their primitive devices.

In CLA 175 the first of the twin catastrophes to blight Terra occurred. Ships in the Warp failed to reach their destination; those in normal space became deranged, taking the sanity of their symbionts with them. The best report from the symbionts indicated that something incredible had acted to devour the ships in Warp, and was seeking to suborn those in normal space. This was the beginning of the tale of "Unlife". Rather than be seduced by this force, the remaining Warp ships and their symbionts dived into the Sun. The Confederates of Terra were menaced by a force of unknown power and, of immense disruption to their economic, social, and psychological life, entirely cut off from the more civilised worlds of the Confederacy.

In CLA 181 the natives, having realised that for some reason Terra was no longer communicating with the rest of the Confederacy, launched their final attack on Terra. Their berserk fury was that of a wild predator, or a cornered rat; their mechanical devices had been honed and prepared for centuries; and the demoralised Confederacy lacked Warp Ships to oppose their passage. Where once the Confederacy had gained from space supremacy over the natives, now the role was reversed. The natives fought with flagrant disregard for the territory they sought to recapture, and rendered much of it uninhabitable. While Confederacy mages were able to impede the operation of most of their mechanical devices, range was a limiting factor, and mages were unable to act in concert sufficiently often to deflect all the asteroids the natives hurled at the surface of Terra. Where magical protection was weakened, the smaller devices of the natives were used to bathe the surface in elemental fire. Eventually, however, as the equipment and reserves of the natives were used up, the forces of the Confederacy managed to regain the initiative. Wiping out the pockets of native troops on Terra itself, captured crews and mechanical spaceships were used to take crack teams on one way trips to native enclaves. No mercy was shown, and the species was finally exterminated.

Terra was a shadow of its former self. Nearly 60% of the population died in the initial native attack, and more died as a result of climatic change, starvation, and civil disorder. Too many of the planets masters of Power had died in the conflict to prevent these disasters. Existing pressures within the different species of the Confederacy, growing during its isolation, impeded its response to this planetwide disaster. But worse was to come. In CLA 184, during analysis of the native attacks, it became clear that some natives had used Power to aid their attacks. The Confederacy had killed a species which was not only capable of using Power - and therefore sentient - but actually did use Power, and therefore possessed souls. Initial evaluations were mistaken, or relied upon too small a sample. The Confederation had not fought against an animal attack and eliminated a dangerous threat - they had murdered an entire species, destroyed an entire soul.

To those of us who live today, the effects of the Shame are almost incomprehensible. How can race guilt rob the arms of a mate of its joy; art of its lustre; and even food of its savour ? Yet this was the effect of the Shame. Many of the finest members of their races committed suicide, or simply died. Almost all of the rest turned their back upon the Confederation which had committed such an atrocity. The result was the survival of the coarsest, and increasingly, survival based around small - often single species - political units able to provide protection and sustenance in return for obedience and work. By CLA 193 the few remaining Farspeakers had ceased to maintain a planetary communication net, and Terra fell into the Dark Age. It was not until the rebirth of - roughly - CLA 800, that we began to progress, initally rediscovering the wisdom of the ancients, but now seeking to advance understanding of the Power through new routes.

Hnissen the Scribe, Borenin of the Free City of Lugor, CLA 970.


Player Document 2 : The Root Culture of Terra.

Before the Shame, the races of the Confederacy lived together in harmony, different but the same. They were first - children of the Gods; second - Confederates; third - members of their race. Biological, psychological, and social differences were secondary to that which united them. They lived in great cities and smaller outposts, depending upon their tastes. All were entitled to dwell in the Cosmopolitan Territories, which were the centre of Confederate life. To preserve difference, lesser Territories were the sole possession of particular races. Although others were given full protection within those territories, except those of the Pakenin, they were excluded from local government and prevented from buying territory.

Tourism, travel and trade was widespread. Such was their mastery of Power that few needed to work more than 10 hours a day, and they took much joy in their leisure and the company of other Souls. Healers were plentiful, and even the poor lived free of disease, pain, and all but the most severe injuries. The rich lived full lives, and died leaving the world a better place than they found it.

The most powerful official in Terra was the Governor, appointed by an electoral college composed of representatives of each race, and representatives of each territory. But the Governor was no tyrant, and acted only when more local bodies could not deal with a problem. Few Governors served for more than a single term, and sought their retirement with great eagerness, such were the burdens of the office. Even before the Shame, there were those who could not meet the high standards of the Confederacy, although most found it as easy and natural as breathing. They were found out and restrained through the Governor's Interns, and given the choice of a cure or quick death. Most choose to be cured, but ever there were proud monsters who preferred death. Since the Shame, we have seen these monsters rise unchecked. Such was the life of our ancestors before the Shame, and so far have we fallen.

Anon, The Saga of the Fall or Humanity's Death, c. CLA 450.


Player Document 3 : The Races of Terra.

Over-view.

The Confederacy selected only those races capable of indefinite survival in Terra's biosphere for the permanent population of the planet. Those races unable to survive in Terran atmosphere, ingest Terran proteins, and endure Terran levels of radiation were present on the planet only in tiny numbers, on a temporary basis. Such unusual individuals, it must be presumed, are now deceased. Despite this restriction, the enormous range of sentient races making up the Confederacy have led to far more variety in the sentient races of Terra than could naturally occur in a single biosphere. This section gives a thumbnail sketch of each species, which inevitably stereotypes and oversimplifies; a few high points of interspecies relations, subject to the same criticism; and a brief description of the decisions made in designing these species for the setting.

The Species (by ascending variation from humanity).

Garanin. The Garanin are lightly built, humanoid bipeds. They are a varied, individualistic race. They can master a range of skills, although their physical characteristics make them extremely poor warriors. A long tradition of slavery has led to them being held in low regard by many other races. Garanin are very sensitive to magical power, and have quick, imaginative, analytical intelligences. They tend to live in Cosmops or other species terrain - although they meet for regular festivals, the sites of which are permanently in their control.

Hushenin. Tall bipeds who often form a symbiotical relationship with a small creature capable of enhancing their essence use. They are skilled manipulators of Essence, and have an exceptional ability to resist it. Terra is rather warmer than their homeworld, and they suffer in heat.

Werishenin. An acquatic race, capable of functioning with some discomfort on dry land. They are poor mentalists and bowmen, but are tough, have natural sonar, and dominate their element. They tend to avoid confrontation. They can form deep friendships with other species.

Borenin. The only race naturally capable of flight, they are the least well adapted species, finding particular difficulty with daylight and the relatively high gravity. They are also held especially to blame for the Shame, and their cultural approach to the pain of others only adds to their black reputation. They make awesome bowmen, and are fully capable of firing on the wing.

Godolphus. Tall, unbearably thin humanoids with squid-like faces. They are great horsemen, and all are users of Power. This is mainly due to a racial habit, of vast but uncertain antiquity, of executing any "spawn" who have not demonstrated an ability to use magic by the end of their adolescence. Some Godolphus are heretics, but a Godolphus of a non-spell using profession is outstandingly rare, They are very good horsemen, and have trouble dealing with non-spell users of other races.

Dorans. A species of natural teleporters who are reknowned for their close ties to one another. A Doran who can find others of their race is always guaranteed hospitality, at least passive protection, and aid. Doran will not fight one another, or allow their companions to attack another Doran.

Sharishin. Natural masters of light energy, these unassuming humanoids are naturally capable of a limited form of invisibility, as well as producing an outburst of light energy in emergencies. They have a reputation for sneakiness, cowardice and duplicity.

Pakenin. This species has two stages - a secretive breeder stage, and the mature, neuter, stage. The Pakenin keep themselves to themselves, and are normally found outside their settlements only for a particular purpose. They have less freedom of action than other species. Against this, they are formidable physically, except for sensitivity to temperature changes, and capable in all areas of magic. Pakenin claws are naturally poisoned.

Lolenin. Bulky, stupid insectoids with a poor mastery of essence and mentalism. They can carry massive loads long distances, recover rapidly from injury, and eat almost anything. Their strong resistance to toxins, and complete absence of any sense of smell or taste helps with the latter. They have a good ear for music, and their language is beautiful, mellifulous, and of sweeping tone. It is best enjoyed by sensitive souls who do not speak Lolenin.

Mogishin. Underground dwellers capable of impressive tunnelling, and twisting their cone shaped, tripoded body into narrow gaps. They make powerful mentalists, and have a natural eye for metals.

Kijin. The Kijin are group minds, whose individual members are composed of 2-4 identical canines with prehensile tongues. They are xenophiles, and need little excuse to hang around with other sentients. Please note that this is an experimental race who may be withdrawn with little or no notice ! [GM note on campaign, not in setting observation!]

Byrithin. A semi-mobile plant, of roughly human size, who are capable of mentally dominated more mobile creatures, and ensnaring any which approach too close. They regard it as deeply unethical to do either to a fellow sentient. Byrithin cities are basically very large, very carefully controlled, woods. Byrithin produce a lot of plant and animal food for other races, and are valued members of any Cosmop. They are not intended as a viable PC race, but go ahead and prove me wrong !

Alephs. The most enigmatic of the Confederate members, the Alephs are clumsy, siliconate monopeds who appear to subsist entirely on essence flow. Certainly they do not eat, drink, or respire. They are immortal, do not associate with their own kind, and, being immortal, take a very long view.

Race Profiles.

Pakenin.

Physical Description. This species has two distinct stages in its life, and the first - 'breeder' - stage is unknown to non-Pakenin, except for the occasional lurid tale. The majority opinion is that Pakenin breeders are hardy and energetic. At some point in their lives, Pakenin mutate into carapaced, hardy creatures. They wear clothing only in cool climates, but do tatoo their carapaces in pleasing colours and abstract designs. Pakenin have large ears and eyes, inset into thick bone protection. Mature Pakenin are neuters. Pakenin can eat most vegetable or animal species, although they are known to favour fish as a delicacy. A herb known to the Terrans as "ginger" was a potent poison against them, and them alone. This herb is now extinct.

Mental Description. Pakenin breeders are believed to be of limited intelligence. Pakenin are of high intelligence, and immense drive. They are invariably dedicated to the preservation of their bloodline/society/species/confederacy. They are notoriously acquistive, and even before the Shame had trouble treating all sentient creatures as their equals. To Pakenin, there is the most effective way of doing something, and there are less effective ways. They can be, therefore, rather conservative intellectually. Additionally, they are given relatively little freedom of action by the strength of their instinctive drives to protect their descendants. Mature Pakenin are driven by an extremely detailed set of behavioural imperatives. At the greatest extreme, a Pakenin would need a very good reason, a prolonged period of preparation, and a strong will, before it could allow a non-Pakenin to encounter breeders and live.

Cultural Description. Breeder communities are armed and fortified enclaves, only rarely within Cosmops, barred to all others. Pakenin are uncomfortable outside of a relatively narrow temperature range, and their settlements are not found outside this range. The inner life of Pakenin communities is unknown. As trade goods, however, they are particularly receptive to sugary confections and foodstuffs, coffee and cocoa beans, and bright fabrics and artworks.Mature Pakenin are not known to make much use of any of these products. Mature Pakenin travel for a variety of reasons, such as pilgrimage, information, vengeance and trade. They generally do their best to fit into the majority culture of whatever group they find themselves in. Pakenin tend to be loyal travelling companions, insofar as their higher purpose permits. A non-Pakenin who is of material aid in fulfilling such a purpose is likely to receive public and well-publicised reward for doing so, to encourage others to emulate them. A non-Pakenin who is a material hinderance to such an aim can expect brutal treatment. Because Pakenin never forget, or forgive, they tend to assume their opponents will act likewise and, if forced to use violence, prefer it to be lethal. The most stable Pakenin are those with living descendants, whose survival is their first priority. Pakenin who outlive their descendants, or mature without having bred, are called "orphans" and assign their loyalty to some more abstract subject, thus becoming less predictable, and harder to control.

Military Notes. Pakenin tend not to wear light armour, although some train in useing plate-mail in battle. Favoured Pakenin weapons are their claws, blunt weapons for dealing with heavily armoured opponents, spears and polearms for hunting and crossbows (they find long and shortbows a little difficult to handle with their claws). Pakenin favour a loose skirmish order in massed combat, and every warrior tends to have melee and missile capacity. Combat spell-users tend to rely on their claws and natural armour only. Mounted Pakenin are not unknown, but they function as mounted infantry rather than cavalry.

Special Notes. Pakenin make excellent warriors and other specialists in the realms of arms, and are average otherwise. Pakenin are for players who find dwarven paladins have too much freewill and selfish willingness to compromise. Only mature Pakenin are suitable for PCs or detailed NPCs. Thus, Pakenin receive a substantial number of adolescent skill ranks across a broad range of skills. Many Gms will insist that Pakenin Pcs have some sort of Vow flaw, which is the reason for their adventuring. If the Vow is achieved, the Pakenin will return to its community, unless some other good reason has come up. Such Vows should not be high fantasy ones (unless the campaign is already at high fantasy levels), but should be achievable by the Pakenin within the possible flow and duration of the campaign (otherwise they would not be on it !).

Body Development. 0-7-4-2-1 Channelling PP. 0-5-3-2-1 Essence PP. 0-2-1-1 Mentalism PP. 0-6-4-3-2 Life Span. 500 years. RR. mods. Ess-10/Chan/Ment/Poison/Disease/Fear+50 Soul Departure. 12 Starting Languages. Pakenin 8/4 Confederate 5/0 Stat Bonuses. AG/CO/ME/RE/SD+4/EM/IN-2/PR/QU/ST Required sleep. 1 hour. May go three days without sleep. To complicate things, there is no obvious sign that a Pakenin is sleeping, except for is immobility. They can also be immobile when especially alert. Endurance. +20 exhaustion points. Recovery multiplier. .75 times normal. Race Type. 5

Skill Ranks. 100 Adolescent Ranks : Armour-Light, Armour-Medium, Artistic-Active, Artistic-Passive, Athletic-Endurance, Athletic-Gymnastics, Awareness-Searching, Awareness-Senses, Body Development, Combat Maneuvers, Communication, Crafts, Lore-General, Lore-Magical, Lore-Technical, Outdoor-Animal, Outdoor-Environmental, Science-Basic, Self Control, Special Attacks, Special Defenses, Subterfuge-Attack, Subterfuge-Mechanics, Subterfuge-Stealth, Technical-General, Technical-Professional, Technical-Vocational, Urban, Weapon-Natural. Everyman : Alertness; Smell Awareness ; First Aid; Natural Weapons (Claws); Death Trance. Specials. Lightning Strike; Acute Smell; Double Body Density; 2 Extra Arms; Neutral Odour; Poison Sack (hands); Natural Weapons (Claws); Tough Skin (Tiger); Cold Sensitive; Heat Sensitive; Bloodlust; Fanatic (Racial); Sense of Duty (Major) (Racial). Racial Cost. 152 (35 talent points).

Werishenin.

Physical Description. The only naturally oceanic race on Terra, the Weishenin are capable of survival in shallow fresh or salt water, but are poorly adjusted to surface existence. They are smooth skinned humanoids with distinctive sonar receivers along their sides, and webbed three-digit hands and feet. They never wear clothing, but occasionally will wear belts for equipment. No sexual differences are apparent, but they have two sexes. Werishenin survive mainly on raw fish and aquatic vegetables. Most find land vegetables tasty, especially onions, and some large communities have their own surface gardens.

Mental Description. Conservative and traditionalist, they tend to take the path of least resistance, and prefer to avoid confrontation either physical or social. Weishenin have a saying "They who rely on the surface people should keep clear water at their back". Cultural Description. The Werishenin have filled many of the shallows, rivers, and lakes of Terra, being able to occupy territory useless to other species without considerable effort. Their acquatic culture relied largely upon magical lore and trade with surface cultures, and post-Shame has suffered a considerable decline. Even today, they appear primitive and uncultured compared to other races. In particular, decent weapons are difficult to forge, and only the very richest are skilled in expensive metal weapons. In recent years, trade has made it possible to acquire surface-forged gear, but an urge for self-sufficency has kept many of the traditional weapons popular. Thus, there is a strategic justification for retaining the status quo. There is a long tradition of friendship between the Hushenin and the Werishenin, and it is not unusual to find settlements of the two races close together. In particular, many Hushenin communities are on islands protected by Werishenin settlements. Werishenin have a complex legal code, which is known to some degree by all adults (they like good arguments too!). Werishenin have one distinctive ritual which is popular with bards of all races. When a Werishenin feels their strength leaving them, they undertake some very dangerous service for their settlement eg. killing an occasional predator, raiding a surface enemy, attempting a new spell, exploring unknown territory, readying a new territory for settlement. If the Werishenin survives, it is assumed the Gods have smiled upon them, and they are revered as a wise one until they suffer a natural death. It is not entirely unknown for Werishenin to only say they have successfully undertaken a death-service.If they get away with the deception for one year and one day, they have adequately demonstrated their wisdom to live on. If uncovered before then, their death is premature and nasty. Werishenin are found around the world, and are often quite happy to associate themselves with cosmops. Werishenin travellers are common, but generally favour their own environment. Land travellers are either (a) prepared to put up with the discomfort of the air; or (b) have some means of reducing the effects.

Military Notes. Werishenin favour very light armour, as they are not well adjusted to carrying substantial weights. They like weapons which are not significantly hampered by water, so small blades, and spears of varying length are preferred. In mass combat, Werishen will go to enormous lengths to ensure that any combat occurs in their element. Their preferred formation is a sphere, with spell-users inside, spear wielding armoured troops in the middle, and unarmoured knifemen at the perimeter. Many Werishenin communities have a few specialist warriors, similar to the Rangers of some surface communities. These may be equipped with the rare and valued doningen scale armour (AT14), enchanted metal blades, and sonic wands. Often they have one or two dolphins as assistants.

Special Notes. Werishenin make relatively poor mentalists, but otherwise are capable of fulfilling any calling. Callings requiring extensive training or special resources are less common, but not unknown. An old but wily Werishenin on a death-service could be rather fun.

Body Development. 0-6-3-2-1 Channelling PP. 0-5-3-2-2 Essence PP. 0-5-3-2-2 Mentalism PP. 0-5-3-2-2 Life Span. 80 years. RR. mods. Ess/Chan/Ment/Poison/Disease Soul Departure. 12 Starting Languages. Werishenin 8/4 Confederate 6/4 Hushenin 5/0. Stat Bonuses. AG/CO+5/ME/RE/SD/EM/IN/PR-2/QU/ST+5 Required sleep. 10 hours. They sleep very deeply, and do not need to swim in order to breath properly. Even surface travellers will prefer to return to water to sleep. Endurance. +30 exhaustion points. Recovery multiplier. Normal. Race Type. 3

Skill Ranks. (55) Adolescent Ranks : Armour-Light, Artistic-Active, Artistic-Passive, Athletic-Brawn, Athletic-Endurance, Athletic-Gymnastics, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Body Development, Combat Maneuvers, Communication, Crafts, Influence, Lore-General, Outdoor-Environmental, Science-Basic, Subterfuge-Attack, Subterfuge-Stealth, Technical-General, Weapon-1HE, Weapon-Polearm, Weapon-Thrown. Everyman : Swimming; Diving; Foraging (Aq.); Hunting (Aq.); Survival (Aq.); Law (Weishenin). Specials. Geographic Awareness; Swimming +20; Diving +20; Distance Swimming +20; Sense Awareness (Sound) +20; Sense Awareness (Taste) +20; Weapon-1h-edged +20;Cold Resistance (+15); Navigation Gift; Life Support (Minor) (Water); Sonar Sense; Colour Blind; Lack of Range; Intolerance (Minor) (Fishermen); Common Allergy (Major) (Air); Nose Bleeds; Weight Intolerance. Racial Cost. 102 (45 talent points).

Borenin.

Physical Description. Light, fragile but quick and agile bipeds who possess small arms, and flight capable wings. Their faces resemble very cute teddy-bears, with enormous eyes and slight constant smiles.Terra is at the edge of their envelope, and so they find flight tiring, and full daylight painful. Males are slightly smaller than females. Both sexes wear light clothing with rank badges.

Mental Description. Independent, reclusive, sadistic, and rather superior. They are rather poor at controlling their impulses, and their impulses are often unpleasant.

Cultural Description. Only a few Borenin settled Terra, and those few were responsible for a considerable part of the final extermination of humanity in its enclaves. In the wake of the Shame, their delight in the suffering of other creatures made their role particularly culpable. Many cultures have used them as a scapegoat for the Shame, and the resulting persecution has led to their isolation from other races. Most live in isolated, unaccessible territories and islands. A very small number live in Cosmops, or travel, but they have to put up with a great deal of prejudice, ill-feeling, and even random violence. Borenin culture is based on a rigid set of ranks, which can be achieved by a combination of birth/patronage/wealth/number of children/success in war or skirmishes/victory in ritual combat. A Borenin of a sufficiently high rank is able to be very unpleasant, both psychologically and physically, to a Borenin of sufficiently low rank. Most Borenin settlements automatically give non-Borenin a very low rank, although this was not formerly the case. Borenin offer such a variety of explanations for their delight in the pain of other creatures, including other sentients, that the true explanation is probably that, for some obscure reason, it was a good survival strategy in the past, and has survived as a residual drive. Apologia include : freeing the soul of their victim from fleshly bounds to improve their chances in their next life; adding their strength to their own; to give their victim a chance to prove itself brave; curiosity; and to demonstrate their superiority. Military Notes.

Borenin like light armours, but have some trouble flying with heavier armour types - genuinely light weight metal armours are much prized. They are extensively trained in the shortbow from an early age, and regard melee weapons as secondary - tending to choose daggers, knives, or very light swords. Some develop a taste for lassos and spears. In massed combat, Borenin tend to keep to the high ground until an enemy approaches, or they receive orders to attack, and then crowd the skies, hurling arrows into massed concentrations of the enemy. Specialist units are tasked to deal with spell-users or fliers in the opposition.

Special Notes. Good all-rounders whose primary drawback is their sadism and the loathing of most other inhabitants of Terra. Note that the sadism does not necessarily indicate the individuals stance on particular moral issues. If you could successfully play Drow in AD&D, you might be able to make these work as Pcs. A pure Borenin group would probably be quite dull, not to mention nasty to GM.

Body Development. 0-6-4-2-1 Channelling PP. 0-5-3-2-2 Essence PP. 0-5-3-2-2 Mentalism PP. 0-5-3-2-2 Life Span. 40 years. RR. mods. Ess/Chan/Ment/Poison/Disease/Fear+10. Soul Departure. 12. Starting Languages. Borenin 8/5. Stat Bonuses. AG+4/CO/ME/RE+2/SD-4/EM/IN+2/PR-2/QU+2/ST+2 Required sleep. Normal. Endurance. +20 endurance. Movement by flight costs x2 normal endurance cost. Recovery multiplier. .9 times normal. Race Type. 2

Skill Ranks. (55) Adolescent Ranks. Armour-Light, Artistic-Active, Athletic-Gymnastics, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Combat Maneuvers, Crafts, Influence, Lore-General, Lore-Obscure, Lore-Technical, Outdoor-Environmental, Science-Basic, Self Control, Special Attacks, Special Defenses, Subterfuge-Attack, Subterfuge-Mechanics, Subterfuge-Stealth, Technical-General, Weapon-1HE, Weapon-1HC, Weapon-Missile, Weapon-Thrown. Everyman : Acrobatics, Flight, Awareness (Sight). Restricted : Swimming. Specials. Flight +10; 5 other racial skills +10; Dead Eye; Flight; Nimble Skeleteon; Sadist; Wrath (other races); Orcish Vision (see MERP). Racial Cost. 63 (55 talents).

Garanin.

Physical Description. Small, lightly build bipeds with a thin covering of grey fur, and large silvery eyes. They resemble the human inhabitants of Terra most closely of the Confederates. They typically wear light silks of subdued colours. There are three sexes, although the differences are only occasionally apparant, even to Garanin. Garanin are generally, but not universally, herbivores. They adore the taste of garlic, and most of their dishes are heavily flavoured.

Mental Description. Capable, imaginative, and inventive. They are the most individualistic members of the Confederacy. They also have an active sense of humour, which ranges from the grossest practical jokes to quite subtle puns.

Cultural Description. The Garanin live either in isolation or in breeding triads, converging only for regular festivals. After the Shame, their lack of distinct territory, except for small festival sites, rendered them vulnerable to the increasingly nationalistic forces of Terra. Many experienced a prolonged period of slavery, which has resulted in some species regarding them as naturally, and by temperament, slaves. This is a rash assessment. Many modern Garanin are willing, and able, to ensure their freedom by any means necessary. As one of the more subtle of the Confederates members, this rarely involves direct force by the Garanin. In particular, a landlord, employer, or local ruler who prevents Garanin attending a festival is likely to regret their decision. The Garanin live in Cosmops or others territories, either as lone Garanin or, after they have joined a breeding triad, with the triad. Once or twice a year, however, almost all Garanin travel to a festival site, which are scattered around the land masses of Terra. The Garanin celebrate, trade, arrange breeding triads, and gossip for a week. Other species are welcome to attend some events at the festival, but are excluded from many events.

Military Notes. The Garanin are not noted for their military forces.

Special Notes. On the whole, Garanin are extremely poor warriors, but competent spell-users and passable scouts. But they are so individualistic, that generalisations, and assumptions, can be dangerous !

Body Development. 0-6-3-1-1 Channelling PP. 0-5-3-2-2 Essence PP. 0-5-3-2-2 Mentalism PP. 0-5-3-2-2 Life Span. 100 years. RR. mods. Ess+10/Chan+10/Ment+10/Poison/Disease Soul Departure. 12 Starting Languages. Confederate 8/8 Garanin 8/8 Wereshin 5/0 Hushenin 5/0 Stat Bonuses. AG/CO/ME+4/RE+4/SD-3/EM+4/IN+4/PR/QU/ST-3 Required sleep. 10 hours. Endurance. Normal. Recovery multiplier. Normal. Race Type. 3

Adolescent Skill Ranks. (55) adolescent ranks: Artistic-Active, Artistic-Passive, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Communication, Crafts, Influence, Lore-General, Lore-Magical, Lore-Technical, Outdoor-Animal, Outdoor-Environmental, Power Awareness, Science-Basic, Science-Specialised, Subterfuge-Mechanics, Subterfuge-Stealth, Technical-General, Technical-Professional, Technical-Vocational, Urban. Restricted : Leadership; Tactical Games; Military Organisation; Siege Engineering; Tactics. Specials. Racial Skills: Poetical Improvisionation+20, Tale Telling+20, Trading+20, Advertising+20, Administration+20, Scrounging+20; Mana Sensing; Quick Calculator; Haemophilia; Wimp. Racial Cost. 25 points (60 talents).

Hushenin.

Physical Description. Tall bipeds reknowned for their distance devouring pace. They have a light green skin, large blue eyes with multiple levels of eyelid, and very small mouths. They survive on liquid food, and Hushenin travelling always carry a hand grinder/blender. If in liquid form, they can ingest almost any Terran food, but react strangely to two Terran compounds. They love tea, and react to it as humans used to react to alcohol. They avoid onions and related vegetables, as they produce radical mood changes - onions are the most powerful, and make the Hushenin very bad tempered, aggressive, and prone to berserk rages (frenzy+25).

Mental Description. Skilled, sophisticated users of essence who are restricted by having little natural ability to build up internal reserves of Power. Before the Confederation, their response was to make a little go a long way. At some point after the Confederation was formed, however, they encountered a species of small quadrupeds capable of building up a store of essence which could be tapped by Hushenin mages. This traditional intimate relationship with a non-sentient creature tends to make them more considerate of Terran animals than many other Confederates.

Cultural Description. Hushenin live in small communities, and tend to travel in 'Stars' to maximise their great skill at channelling power. They form small, stable communities, either independently or within cosmops; merchants guilds; and mercenary groups. Although skilled mages, they have little interest in research or alchemy, and tend to live for the moment. They have a tradition of friendship with the Werishenin, and their independent communities tend to lie near Werishenin settlements. The most respected Hushenin include breeders of power-beast, a demanding and, on occasion, dangerous profession. The main modern breeds have been maximised for power production, and require extensive magical work to negate life-threatening weaknesses. A power-beast breeder who neglects their profession can produce an animal capable of causing serious mental damage or death to their owner. The Hushenin combination of strengths and weaknesses has led to Essence use being extensively incorporated into their peaceful trades and crafts. The largest settlement of Hushenin, in Greenland, is a truly magical place.

Military Notes. Hushenin who do not rely upon Essence favour a metal or hardened leather scale mail reminscent of feudal Japan, as well as thick furs outside temperate climes. Hushenin warriors favour long swords, light axes, and javelins. In massed combat, Hushenin tend to operate in mixed units of warriors and spell-users. The warriors rely upon their natural resistance to weather magical attack, and concentrate on protecting their powerful essence users, and their beasts, from attack. Hushenin cavalry tend to operate as light cavalry, with a heavy concentration of spell-users.

Special Notes. A Hushehin essence user with a power familiar is an extremely dangerous individual. Fortunately, they are a fairly obvious one, and will probably need to devote considerable effort to preserving their familiar.

Body Development. 0-6-4-2-1 Channelling PP. 0-5-3-2-2 Essence PP. 0-2-1-1-1 Mentalism PP. 0-5-3-2-2 Life Span. 100 years. RR. mods. Ess+30/Chan/Ment/Poison/Disease Soul Departure. 12 rounds. Starting Languages. Hushenin 8/5 Confederate 5/0 Werishenin 2/0 Stat Bonuses. AG/CO/ME/RE/SD/EM+5/IN/PR/QU/ST Required sleep. Normal. Endurance. Normal. Recovery multiplier. Normal. Race Type. 3

Skill Ranks. (55) Adolescent ranks: Armour-Light, Armour-Medium, Artistic-Active, Artistic-Passive, Athletic-Endurance, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Combat Maneuvers, Communication, Crafts, Directed Spells, Influence, Lore-General, Lore-Magical, Outdoor-Animal, Outdoor-Environmental, Power Awareness, Power Manipulation, Science-Basic, Special Attacks, Subterfuge-Attack, Subterfuge-Stealth, Technical-General, Urban, Weapon-1HE, Weapon-1HC, Weapon-2H, Weapon-Polearm, Weapon-Thrown. Everyman : Channelling; Animal Healing (powerbeast) ; Animal Handling (powerbeast); Read Runes; Power Attunement. Specials. Magical Affinity (ess. only); Scope Skills (Radius) (ess. only); Temporal Skills (ess. only); Sub-conscious discipline; Animal Empathy (powerbeast); Heat Sensitive. Racial Cost. 75.

Lolenin.

Physical Description. Gigantic, chitinous bipeds capable of recovering from wounds which would be near mortal to any other race. They are neither graceful nor well-balanced. They have absolutely no sense of smell or taste, and a single large, multifaceted eye. Their two sexes are slightly different hues. Rich and sophisticated Lolenin somethimes develop discernment on the texture of food, although even that is rare.

Mental Description. Not especially bright, with poor concentration and an inability to make quick decisions. They are also exceptionally vulnerable to mental control. Against that, they are generally fairly genial, in a crass sort of way.

Cultural Description. The Lolenin are often regarded with carefully hidden contempt by other species. They generally live in small rural communities, and farms in others areas. A small number of Lolenin nations have become extremely warlike clans, who pose something of a worry to their neighbours (briefly). Lolenin are fairly pragmatic, and concentrate on meeting physical needs. Their great vice is music. Although poorly adapted to playing many musical instruments, they have fine singing voices, and love to meet and sing. Their native language is a musical one, and races with a lesser range or sense of pitch often have trouble with it.

Military Notes. Almost all Lolenin, except those brought up as demilitarised slaves, have some training in large, heavy melee weapons - mauls, mattocks, maces and morning stars are particularly popular. Lolenin of richer backgrounds also tend to have some experience in moving in heavy armour. In massed groups, Lolenin tend to rely upon their undoubted advantages in melee combat, and concentrate on getting as large a body of Lolenin, in as rigid a formation as possible, to as many of the enemy as quickly as possible. More sophisticated leaders recognise the importance of dividing the battlefield, and employ lower caste Lolenin as inaccurate, but enthusiastic, javelinmen. Where available, spell-users concentrate on supressing enemy spell users and protecting their own troops. Rather bizarrely, a small number of Northern Lolenin appear to have been trained as Warrior Mages, relying on their toughness to counter their truly abysmal power supplies.

Special Notes. They are the tanks tank, but they also produce a surprisingly capable priestly caste. An ability to convincingly drag knuckles is useful, although an exceptionally bright Lolenin could be fun.

Body Development. 0-7-5-3-1 Channelling PP. 0-5-3-2-2 Essence PP. 0-2-1-1-1 Mentalism PP. 0-2-1-1-1 Life Span. 40 years. RR. mods. Ess/Chan/Ment/Poison+100/Disease+50/Fear+20 Soul Departure. 12 rounds. Starting Languages. Lolenin 8/5. Stat Bonuses. AG/CO+10/ME-6/RE-6/SD/EM-6/IN-6/PR/QU/ST+10 Required sleep. Normal. Endurance. Normal. Recovery multiplier. .5 normal. Race Type. 5

Skill Ranks. (55) Adolescent Ranks : Armour-Heavy, Armour-Light, Armour-Medium, Artistic-Active, Athletic-Brawn, Athletic-Endurance, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Combat Maneuvers, Crafts, Lore-General, Outdoor-Environmental, Science-Basic, Technical-General, Urban, Weapon-1HC, Weapon-2H. Everyman : Weapon - 2 handed concussion; Body Development; Farming. Specials. Portage; Ear for Music; Giantism (double); Infravision; Regeneration (greater); Resilient; Sturdy Build; Tough Skin (Insect); Poor Concentration; Indecision; Easily Charmed; Unwakeable; Off Balance; Not Graceful; Not Subtle; Anosmia. Racial Cost. 145 (40 talents).

Mogishin.

Physical Description. Tall, tough skinned conical creatures with flexible plates along their bodies, two retractable arms, and three legs arranged as a tripod. Their internal structure is very flexible, and they are capable of contortions other races find bizarre. The two sexes are distinguished by arrangement of the fore plates, although this is not apparant to the uniniatiated. They have very efficient metabolisms, but do not store energy reserves as most other species. Accordingly, they need to eat every two or three hours or becoming lethargic and sleepy. They very rarely eat raw food, and even salad vegetables are at least quickly boiled, albeit sometimes eaten cold. They love pasta, although, as with most other foods, they like to sprinkle a small amount of sulphur over it.

Mental Description. Powerful mentalists, slow to anger, slow to cool.

Cultural Description. The Mogishin live almost exclusively in tunnel systems of their own design. They have retained strong trade links with other communities, and every Cosmop has a Mogishin section - often underneath other communities. They place great emphasis on the family (which consists of 2-8 members of the two sexes), and considerable care for their young, who are uncommon. They produce expert blacksmiths, alchemists, and engineers. The Mogishin eat often, but as well as these regular snacks they make a great affair of the last meal before sleep. Even on the road, they aim to make it a social event, and will often keep their best food for the meal. Sharing of meals is expected, although compromises are of course acceptable for other species. Mogishin appear to have a variety of names, whose use identifies not just the person named, but the speakers relationship to them. Other races often find this difficult to keep track of, so most Mogishin have a usename which translates as "X, whose ignorant foreign acquaintance I am".

Military Notes. Mogishin tend to favour weapons which can be used in tight conditions, and are rarely expert in missile weapons. They wear extremely strange specialist armour, some of which provides protection as superior chainmail (AT16). Mogishin in massed combat work in small units, with troops taking turns digging tunnels to keep each other fresh. They rely upon their unique battlefield mobility to gain local superiority in numbers. In case of massed battle, Mogishin almost inevitably have many military advisors from other species - they make excellent siege engineers, and almost always require suitable promises from those they help.

Special Notes. Something for those with a taste for the weird. The tunnelling power is likely to be strongly regulated by most Gms (eg. time multipliers for fairly common substances, noise produced etc..).

Body Development. 0-7-3-2-1 Channelling PP. Normal. Essence PP. Normal. Mentalism PP. 0-6-5-4-3 Life Span. 500 years. RR. mods. Ess/Chan/Ment/Poison/Disease Soul Departure. 12 years. Starting Languages. Mogishin 8/5. Confederate 5/0. Stat Bonuses. AG+2/CO/ME/RE/SD+2/EM/IN/PR/QU/ST Required sleep. Normal. Endurance. Normal. Recovery multiplier. Normal. Race Type. 3

Adolescent Skill Ranks. (55) adolescent ranks : Armour-Light, Armour-Medium, Artistic-Active, Artistic-Passive, Athletic-Brawn, Athletic-Endurance, Communication, Crafts, Influence, Lore-General, Lore-Technical, Outdoor-Environmental, Science-Basic, Science-Specialised, Self Control, Subterfuge-Mechanics, Technical-General, Technical-Professional, Technical-Vocational, Urban, Weapon-1HE, Weapon-1HC, Weapon-Thrown. Everyman : Sculpting, Contortions, Metal-crafts, Stone-crafts, Metal lore, Stone lore, Engineering, Mining, Siege Engineering, Caving. Restricted: Athletic (Gymnastics).. Specials. Tunnelling; Sense Water; Elasticity; Item Lore; Mana Reading; Steel Grip; Infravision; Extra Leg; Racial Training (6x+20); Judge of Weaponry. Racial Cost. 127 points.

Sharisin.

Physical Description. Small, unassuming humanoids with darker patches on the skin instead of obvious sensory organs. Their skin is soft, rather delicate, and has a strange pearl hue. Males have four fingers on each hand, rather than the usual three. They are fairly picky over food, and prefer bland favours to strong ones. Sharisin love boiled eggs, especially of lark's and other small birds. Reptile eggs are also devoured with gusto.

Mental Description. The Sharisin evolved on a harsh planet where, despite their superior intelligence, local lifeforms continued to pose a significant threat well into their development of tools and large social groups. They are nervous, and quick to react to any danger. In the right circumstances, however, they relax and become good company.

Cultural Description. Before the Shame, Sharisin tended to live in small clan groups in Cosmops and other races territories. There were very few Sharisin settlements, and these tended to be museums/cultural centres/tourist traps. Since the Shame, their special abilities have led them to be regarded as useful inferiors - sneaky, cowardly, devious and without honour. This is a gross oversimplification. Sharisin make the most of what they have. The majority use their powers to avoid trouble, rather than make it. Nonetheless, Sharisin survive as best they can, and many of the more adventurous ones have sought service in the military. The "Sharisin's Veterans Egg-Eating Club" is a powerful force amongst the Sharisin, and sensible leaders of other races will avoid their disfavour. The SVEC have begun to react ... aggressively ... to persecution of Sharisin.

Military Notes. Many Sharisin have no particular apptitude with weaponry. Those who do develop expertise tend to select light weapons capable of concealment within their invisibility field - knives, short swords, slings and throwing stars are especially common. Most shun armour, as it hampers their movements too much, but some favour a light leather armour, or in exceptional cases magically thin chain mail. Sharisin in massed combat act as ambush troops, special forces, command and control assassins, and similar tasks. A typical unit will consist of a small numbr of warrior Sharisin, supported by spell-users capable of magical invisibility, who act as marshalls to keep control of the blind, invisible unit. Long practice makes them surprisingly well-coordinated.

Special Notes. Great thieves and assassins without doubt, but with considerable potential for variety. The Invisibility is subject to (a) the usual limits on striking, being struck; (b) blindness; (c) a GM rule that reestablishing invisibility in a stressful, time bound situation such as combat requires concentration for 300% actions.

Body Development. 0-6-3-2-1 Channelling PP. Normal Essence PP. Normal. Mentalism PP. Normal. Life Span. Normal. RR. mods. Ess/Chan/Ment/Poison/Disease Soul Departure. Normal. Starting Languages. Normal. Stat Bonuses. AG+5/CO/ME/RE/SD/EM/IN/PR/QU+5/ST Required sleep. Normal. Endurance. Normal. Recovery multiplier. Normal. Race Type. 3

Adolescent Skill Ranks. (55) adolescent ranks : Armour-Light, Armour-Medium, Artistic-Active, Artistic-Passive, Athletic-Gymnastics, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Communication, Crafts, Influence, Lore-General, Lore-Magical, Lore-Technical, Outdoor-Animal, Outdoor-Environmental, Subterfuge-Mechanics, Subterfuge-Stealth, Technical-General, Technical-Professional, Urban, Weapon-1HE, Weapon-1HC, Weapon-Missile, Weapon-Thrown. Specials. Acute hearing; Heat Resistance (greater); Quiet Stride; Flare (Light); Invisibility; Loss of vision (while invisible); Tender Skin. Racial Cost.

Alephs.

Physical Description. Bulky, one armed, one legged heaps of a silicon based protoplasm. They move very slowly, and clumsily, but are extremely resilient to damage. Alone of the races of the Confederacy, they are immortal. They breed by division, but extremely infrequently. They appear to draw upon the Essence flow itself for all their sustenance.

Mental Description. The Alephs have phenomenal memories, and are widely revered/suspected as holders of lore. They have a totally different perspective on life from the other races of the Confederacy - they take the very long view. The Shame had little effect on them. An event viewed as catastrophic by the other races of the Confederacy was simply regrettable. Young Aleph inherit a certain basic knowledge of the world from their parents, which allows them to function despite the absence of any parental contact whatsoever.

Cultural Description. Alephs have no apparant rules governing their relationships with one another, except that Alephs never meet or travel together. They appear to have no language of their own. The social unit of the Alephs is the individual - even after division, the adult Aleph will take steps to leave the area before the new individual achieves sentience (which takes 5-10 hours).Alephs can be found virtually anywhere in the inhabitated, and uninhabited areas of Terra.

Military Notes. Alephs will not kill, and with their perspective rarely find anything worth dying for. They are invariably cooperative with, and valuable to, their captors.

Special Notes. A weird race to role-play, which might appeal to the experienced player. Most GMs will want to ensure that an Aleph does not start to take too short-term a view of life. As Aleph's get older, they get weirder (and more powerful). An infant Aleph would be an acceptable PC, but even they will avoid shorttermism. An infant Aleph PC could be anywhere between 1 week and 100 years old.

Body Development. 0-7-5-3-1 Channelling PP. Normal. Essence PP. Normal. Mentalism PP. Normal. Life Span. Immortal. RR. mods. Normal. Soul Departure. 12 rounds. Starting Languages. Confederacy 8/5 Any one other 5/0 Stat Bonuses. AG-10/CO+10/ME+10/RE/SD/EM/IN/PR-10/QU-10/ST Required sleep. 10 hours. Endurance. Normal. Recovery multiplier. Normal. Race Type. 3

Adolescent Skill Ranks. (55) adolescent ranks: Artistic-Active, Artistic-Passive, Athletic-Endurance, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Communication, Crafts, Influence, Lore-General, Lore-Magical, Lore-Obscure, Lore-Technical, Outdoor-Animal, Outdoor-Environmental, Power Awareness, Power Manipulation, Science-Basic, Science-Specialised, Self Control, Spells-Open, Spells-Closed, Spells-Base, Spells-Arcane, Technical-General, Technical-Professional, Technical-Vocational, Urban. Specials. Life Support (Greater); Life Support (Major); Adherent; Stability Sense; Tough Skin (Tiger); Sturdy Build; Crippled (Major); Not Graceful; Not Subtle; One Arm (Major); Pacifist (Minor). Racial Cost. 70 points.

Dorans.

Physical Description. Resembling nothing so much as giant sized frogs, albeit with workable hands and shorter legs. They wear clothing at all times, and are one of the most vain races of the Confederacy. Their eyes are capable of tracking independently, which some others find a little disconcerting - especially Assassins ! The Doran sexes are very different in colouring, proportions etc..

Mental Description. A calm, phlegmatic race who are great travellers. They tend to view the current world as but an anteroom to a further existence. They are intensely loyal to their own race - a Doran will never leave another in trouble. Their special abilities have made them rather incautious.

Cultural Description. The Dorans special powers make them great travellers, traders, merchants, and couriers. Such permanent settlements as there are tend to be in inaccessible locations for defence purposes. As adult Dorans can teleport, and carry one other with them, these settlements tend to be meeting places, sleeping places, and nurseries. Doran are intensely loyal to their own race, but without any antipathy to others. All adult Dorans carry a ceremonial dagger with them at all times. In exceptional circumstancs, a non-Doran who has done a great service for the race may become a Doran, and be granted the dagger. This is not purchasable as a talent advantage, and could be a pain in the ass anyway. Certainly, Doran view possession of a Doran dagger by a foreigner as a matter worthy of pointed investigation.

Military Notes. Adult Dorans are almost all reservists for their regions, and thus tend towards a certain minimal uniformity in their expertise. Dorans are either heavy infantry, longbowmen or spellusers. Heavy infantry wear heavy leather or light metal armour, and tend to use swords as well as their sacred daggers. Longbowmen use little or no armour, and rely upon their bows and sacred daggers. Spell-users who are poorly adapted to fit into these categories act as specialists, generally with no expertise beyond their sacred daggers. In massed combat, Dorans are an absolute nightmare to fight, especially where large numbers of them have had a chance to pre-register key areas of the battlefield. An enemy can advance under withering bowfire, only to have the entire unit of Doran bowmen teleport away at the last minute, to be replaced by eager heavy infantry. Doran units practise a buddy system to minimise exhaustion through teleportation, but also make it an honour to take the wounded and dead with them.

Special Notes. A mix of advantages and disadvantages. Note that the "Planar Travel (Major)" advantage is generally of little or no use. Unlife now lurks outside the material Plane, and Doran would generally prefer to die than risk losing their souls to Unlife. It's in because its consistent, and increases the cost of the race to what I think is appropriate (I think TP is underweighted on its own). Doran make decent non and semi spell users, but pure spell users are rather handicapped by the Power Burn disadvantage.

Body Development. 0-6-5-2-1 Channelling PP. Normal. Essence PP. 0-6-5-4-3 Mentalism PP. Normal. Life Span. Normal. RR. mods. Ess+10 Soul Departure. 1 round. Starting Languages. Doran 8/5 Confederate 8/5. 2 other languages, at base of 5/0. 12 extra points to be spread amongst four languages. Stat Bonuses. Normal. Required sleep. Normal. Endurance. Normal. Recovery multiplier. Normal. Race Type. 5.

Adolescent Skill Ranks. (65) adolescent skill ranks : Armour-Light, Armour-Medium, Artistic-Active, Artistic-Passive, Athletic-Brawn, Athletic-Endurance, Athletic-Gymnastics, Awareness-Perceptions, Awareness-Searching, Awareness-Senses, Communication, Crafts, Influence, Lore-General, Lore-Magical, Outdoor-Animal, Outdoor-Environmental, Power Awareness, Science-Basic, Subterfuge-Mechanics, Subterfuge-Stealth, Technical-General, Urban, Weapon-1HE, Weapon-1HC, Weapon-Missile, Weapon-Thrown. Everyman : Reality Awareness, Culture Lore (Own), History (Own), Navigation, Cartography. Specials. Teleportation; Planar Travel (Major); Calmness; Peripheral Vision; Light Sleeper; Patron (Level 3, minor) (race); +15 dagger; Animal Bane (Horses); Power Burn; Impulsive; Sense of Duty (Major) (race). Racial Cost. 121 points.

Godolphus.

Physical Description. Tall, skeletally thin humanoids with squid-like faces, strangely ornate rib cages, and thin, tentacled, hands. They tend to wear long, single piece coveralls and floppy hats. Adult Godolphi wear a ring identifying them as mature spell-users. The sexes are distinguished mainly by style of dress. Godolphi are omnivores, but tend to prefer their food to retain a close-resemblance to the raw material. The only exception is a dish called "travellers stew" which appears to be any food-stuff boiled in water, so long as a native Godolphus spice called 'fairfare' is added. Most other species find this spice unpalatable, but not dangerous.

Mental Description. Godolphi are fairly bright, and despite a modest store of power can become good spell-users. They tend to be more ruthless, and less sentimental, than other species.

Cultural Description. An adolescent Godolphi who does not demonstrate an actual ability to cast at least one magic spell is executed - so pure arms users are extraordinarily rare. This emphasis on proven magically ability, rather than potential ability, causes them to look down on other species, especially those individuals who do not use magic. This drive to achieve - or die - is carried on with a lifelong drive for self-improvement. Godolphi live in Cosmops, or in their own communities, and only rarely in others territories. Their quality control methods for the race are often unpopular with others, and they avoid being put in a position where other species could interfere with it. Godolphi tend to place little value on "spawn", and this extends, unless they think about it, to adolescents of other species.

Military Notes. Godolphi tend to favour light armour and weapons, to minimise interference with their magical powers - light swords and small staffs are not uncommon. Almost all Godolphi prefer to fight from horseback. Godolphi military doctrine is to maximise their magical abilities against less capable species. Doctrine is rarely given a full chance on the battlefield, however, and the Godolphi have developed a formidable heavy cavalry capacity - mentalists with heavy metal armours, lances, and maces.

Special Notes. A very good semi-spell user race. Probably best matched in a group with non-Godolphi spell-users of more ability !

Body Development. Normal. Channelling PP. 0-4-3-2-1 Essence PP. 0-4-3-2-1 Mentalism PP. 0-4-3-2-1 Life Span. 80 years. RR. mods. Chan+10/Ess+10/Ment+10 Soul Departure. Normal. Starting Languages. Godolphus 8/5 Confederate 5/0 Stat Bonuses. Em+3/Ag+3/Pr+3 Required sleep. Normal. Endurance. Normal. Recovery multiplier. Normal. Race Type. 3

Adolescent Skill Ranks. (55) Adolescent Ranks. Everyman :Ride Horse, Spell Lore. Specials. Natural horseman; Racial Skills : Mounted Combat +10, Animal Healing +10, Lore-Magical+10; Manual Deftness; Magical Affinity; Stat Improvement; Spell Adder (+1, ring); Intolerance (Major) (Non-Spell Users). Racial Cost. 62 points.

Byrithin.

Physical Description. Human sized, almost entirely immobile, plant. They have a variety of leaves, stems, etc. including two tendrils capable of manipulation, and a web thrower. They also have an analog for the sense of smell, and sight. They are totally deaf, and mute. Their native language is by gesture only, and most uneducated Byrithin have only come across written Confederate. Byrithin breed by a flowering process. They eat almos anything, and find photosynthesis inadequate for prolonged sustenance. They are fully capable of ingesting vegetable or animal matter.

Mental Description. Home loving, but happy to listen to the adventures of others. They are capable of mentally dominating more mobile creatures, which they either lure within range of their webs, or use as servants and hunters.They have considerable respect for the lives of their animal Confederates.

Cultural Description. Extremely democratic, and with a subdued sense of the individual. Settlements tend to make important decisions by referendum which, given their modes of communication and speed of travel, can take some time to administer. They tend to live either in the rural areas around a Cosmop, where they are excellent farmers and husbandmen, or in their own wooded territority. Many varietys of wild animal are trained, with the great aid of mental domination, to act as servants, messengers, scouts and guards. Travellers in Byrithin territory are well advised not to attack animals unless their lives are clearly threatened.

Military Notes. Byrithin generally take responsibility for defence of their own territory. In common memory, no enemy has passed through Byrithin territory successfully. Against this formidable defence, Byrithin are ill suited to the offensive, both practically and philosophically.

Special Notes. Not intended as a PC race.

Body Development. 0-7-5-3-1 Channelling PP. Normal. Essence PP. Normal. Mentalism PP. Normal. Life Span. 75 years. RR. mods. Normal. Soul Departure. Normal. Starting Languages. Byrithin 8/5. Confederate 0/5. Stat Bonuses. None. Required sleep. Normal. Endurance. Normal. Recovery multiplier. x2 time. Race Type. 3 Adolescent Skill Ranks. (55) adolescent ranks. Specials. Herbalist; Ambidexterity; Sturdy Build; Tough Skin (Wolf); Mental Control; Ensnare (lesser) (web); Deaf; Crippled (Greater); Mute; Code of Honour - never mentally control a non-threatening sentient, never eat a dead sentient, always advise sentients in need. Racial Cost. -17

Pk Hu Wr Bo Lo mo Sh Al Do Ki Go By

Armour-Light 0 2 2 1 0 1 2 0 2 0 0

Soft Leather 0 2 2 1 0 1 2 0 2 0 0

Rigid Leather 0 2 0 0 0 1 2 0 2 0 0

Armour-Medium 0 0 0 0 3 0 0 0 0 0 0

Chain mail 0 0 0 0 3 0 0 0 0 0 0

Athletic-Brawn 1 0 1 1 2 1 0 1 1 1 0

Athletic-Endurance 3 1 3 2 2 2 1 1 2 1 0

Swimming 0 1 6 0 0 0 1 1 2 1 0

Athletic-Gymnastics 1 2 1 4 0 0 1 0 0 1 0

Climbing 1 2 0 2 0 0 1 0 0 1 0

Awareness-Perceive. 2 1 1 2 0 1 2 2 1 1 2

Alterness 4 1 2 2 0 2 3 4 2 1 8

Awareness-Search. 1 2 1 2 0 2 1 2 1 0 2

Body Development 3 1 2 1 2 1 1 2 1 1 2

Communications 1 1 1 1 1 2 1 2 2 1 3

Language skills.

Lore-General 3 3 3 3 2 3 3 6 3 3 4

Own Region Lore 3 3 3 3 2 3 3 0 3 3 4

Own Culture Lore 3 3 5 3 2 3 3 0 3 3 4

Outdoor-Animal 2 2 2 1 0 1 1 1 1 3 2

Riding 2 2 0 0 0 0 1 0 0 3 0

Outdoor-Environs. 2 3 2 2 2 2 1 2 2 1 2

Power Awareness 0 1 0 0 0 0 0 1 0 2 0

Science-Basic 1 1 1 1 1 2 1 1 1 1 1

Spells-Own Open. 0 0 0 0 0 0 0 0 0 0

Skill in one list. 0 0 0 0 0 0 0 3 0 3 0

Subterfuge-Stealth 2 1 0 1 0 1 3 0 1 1 1

Stalking 2 1 0 1 0 0 3 0 1 1 0

Hiding 2 1 0 1 0 1 3 0 1 1 1

Tech-General 2 0 0 0 0 1 1 3 1 1 1

Urban Skills. 2 1 0 0 0 0 0 3 2 1 0

Weapons-Natural 4 0 0 0 0 0 0 0 0 0 2

Natural Weapon 4 0 0 0 0 0 0 0 0 0 2

Weapon-1HC 0 1 0 1 2 0 0 0 0 0 0

Weapon 0 1 0 1 2 0 0 0 0 0 0

Weapon-1HE 0 1 2 1 2 1 1 0 4 1 0

Weapon 0 1 2 1 2 1 1 0 4 1 0

Weapon-2H 0 0 0 0 2 0 0 0 0 0 0

Weapon 0 0 0 0 2 0 0 0 0 0 0

Weapon-Missile 2 0 0 4 0 0 0 0 0 1 0

Weapon 2 0 0 4 0 0 0 0 0 1 0

Weapon-Pole Arm 1 0 2 0 2 2 0 0 0 0 0

Weapon 1 0 2 0 2 2 0 0 0 0 0

Weapon-Thrown 1 1 1 1 0 1 0 0 1 0 0

Weapon 1 1 1 1 0 1 0 0 1 0 0

Hobby Ranks. 41. 9 7 6 17 18 24 20 18 15 16

Talent Points. 35 55 45 55 40 40 ?? 70 45 55 60


Player Document 4 : Population Centres of Britain.

London. The largest settlement in Britain, this Cosmop can trace itself as a substantial community from before the Shame. During the Shame, it was saved from disintegration by the Prophet of the Scourge. A charismatic and compelling Hushenin, she argued that the decline after the Shame was not simply a consequence of their actions, but a just punishment for their crime. The only way to satisfy the Gods, and bring the Shame to an end, was to inflict greater punishments upon themselves. Those living would pay the price for those generations to come. At the time she spoke, many of those who were adults during the final destruction of humanity were still alive, and her message was taken up. For fifty years, London was an aggressive, savage theocracy. A priestly caste was formed, led by a line of Prophets, who were responsible for atrocities against themselves, their followers, and communities throughout Britain. Untold tens of thousands, of all races, were taken to the Pyramids of Payment, and never seen again. Many more died in Londons wars of conquest. But, despite this savagery, and the damage it did to the people of London, the strong rule of the Prophets had some advantages. Lore was systematically preserved for future generations, magical items kept safe and studied, and great histories of the Confederacy were kept to inform others. Finally, London was beseiged by a broad alliances of those who had suffered under it, and those who had only escaped its attention for the moment. Decisive in the attack was a massed group of Pakenin, who clearly viewed London as a threat to their species. London fell, and was sacked. In the fire that swept the city, much of the lore saved so carefully was lost. Some was seized by the conquerors, and taken to far lands throughout Europe. Today, London is pointedly non-aggressive, and no longer a theocracy, although the philosophy of the Scourge remains very influential, and an underground Prophet is still active somewhere in the city. It retains a strong defence force, but any attempt to expand its territory would probably result in substantial reaction by its neighbours. It is one of the few territories in Terra which is genuinely cosmopolitan - no race dominates the area, and all are welcome. As such, it is a centre of regional trade, and the small amount of world trade. Respect for the lore of the past remains strong.

Preston. In CLA 620, some sort of civil war broke out amongst the Pakenin. Little is known of the reason for it, although warriors of other races served as mercenaries on one side or another. It ended with most substantial Pakenin settlements in Britain being abandoned, and merged into the great fortress of Preston. Many communities in the area have tales of the 'closed caravans', and what happened to those who sought to peek inside. These tales are probably fairly accurate.

Woking. A small settlement on the fringes of London territory, it is a Garanin festival site, and thus one of the few territories possessed by that race. It suffered considerably during the earlier phase of Londons life, and a strong anti-London feeling remains. Woking brewers are famous throughout southern Britain. Windermere. A large Werishinen settlement, closely linked with a smaller Hushenin one. The area is well-known for the quality of its magical items, and is a popular trading centre for magical gear. Windermere way-bread is produced in large quantities here, and is popular for its compactness, although its pure white colour and strange texture is quite unappetising.

Highlands. The Highlands have been invaded by Norse expansionist Lolenin, who have driven out or enslaved the small settlements there. Only two substantial areas remain outside this Lolenin control - see Edinburgh and The Glens.

Edinburgh. A Cosmop which remains besieged by the Lolenin forces, and is generally regarded as periliously close to falling. As well as the native defenders, a substantial force of Pakenin has decided that Lolenin hegemony is undesirable for their race. Note that the Preston Pakenin settlement has declared that these are "orphaned" Pakenin who have no descendants, and whose actions they have no control over.

The Glens. The roughest terrain in Scotland is the centre for a native resistance movement, composed of a combination of local Lolenin, and Mogishin. The latters tunnels have allowed the force to resist with considerable greater success than besiged Edinburgh. Unfortunately, despite the Glen's stated equal rights guarantees, they are basically viewed as a Lolenin/Mogishin partnership, and so do not attract the same external support as Edinburgh.

Ulster.

Eire.

The Channel Islands.

The Hebrides.

France.

Spain.

Scandinavia.


Player Document 5 : Organisations.

The following is a non-exhaustive list of important, exoteric, well-known organisations which operate throughout most of Britain. All would be known by repute to the relatively well-educated, or outgoing, resident of any race. They are divided into three groups depending upon their origin - pre-Shame, Shame, and Modern.

Pre-Shame Organisations.

United Reformed Church. The URC was the only mainstream religious organisation of the Confederacy, and was organised into 10 chapters, each responsible for serving and continuing the worship of a single Divinity (Confederate thought finds gender in the Divine a bizarre concept, and so do not have Gods, Goddesses, or Gods/Goddesses). All were seen as working in harmony, being part of a single system, although there were interal rivalries. With the Shame, and the subsequent loss of cultural homogeny, these Chapters have become increasingly powerful, and the unified ideal less significant. Today, the URC is a heresy in some parts of the world, where independent, intolerant, Chapters prevail. In Britain, the URC is right on the cusp - independent Chapters are well established, but the URC remains influential. The Divinities of the URC are : Ruther - of wild wisdom. Emphasis on religious ecstasy/frenzy, extravagance, and moving with the Holy Spirit. As primarily a Divinity of methods of enlightenment, Ruther'a tend to be very tolerant of other Chapters, except for Danien'a. Danien - of contemplation. Emphasis on meditation, inactivity, pacifism, and seeking to determine the divine will by mental processes. Very tolerant, except of Ruther'a, for the same reasons. Many thinkers, scribes, and researchers pay homage to this Chapter. Blust - of conflict. Emphasis on struggle, and the benefits of conflict to the growing process. Can produce great stoicism, but also acts as a War Divinity. Hillt - of sensual enjoyment. Emphasis on rejoicing in the gifts of the world. Kindra - of the stars. Emphasis on the natural, non-animate universe. Formerly patron of Star Travel and the Warp, now rather in decline. Considerably suspicion of its priests as servants of Unlife. Momo - of the journey, Emphasis on existence as a journey, death as but a stage, and everything turning out for the best. Porot - of fruitfulness. Some emphasis on the gifts of the earth, the joys of reproduction, and husbandry of lesser creatures. Hughol - of healing. Emphasis on self-improvement through acts of charity, and social as opposed to individual needs. Istis - of endurance. Emphasis on self-improvement through the undergoing of hardship. Tends be rather puritanical. Xavan - of weather. Emphasis on animate-inanimate ecology, and natural physics. A version of Xavan as Divinity of the sea and of storms in particular exists. Sous - of unity. Either the keystone in the balance of the Divinity, or a higher, unifying force. Never worshipped directly. The symbol of the URC is a disc containing the symbols of each Chapter, with the symbol of Sous in the centre. The symbol at the top of the disc indicates the Chapter of the wearer. URC holy areas have a rotating disc, and on each Chapter's holy days that Chapter is rotated to the top. The heretical/independent Chapters generally only use their own symbol.

Confederate Defence Force. Before the Shame the CDF was primarily responsible for monitoring Terran activity, keeping a level of readiness in case of some other lifeforms threat, and acting as a National Guard type public order/emergency reserve. They were largely responsible for the extermination of humanity, and suffered suicides, persecution, and loss of mission during the Shame. Their powerlessness was a contributing factor in the destruction of the World Government. After the Shame the remnants of the CDF became a mercenary force, then a mercenary guild, and now a loose social order similar to Terran Freemasonry. In many circles, membership of the CDF is a sign of the grossest lack of taste; in others, CDF after the name is a sign of breeding, discretion, and clubbability.

Observers of Record. Given the sheer size of the Confederacy, actually keeping track of what is happening, and what hs been discovered, required a sizable amount of work. The Observers were a quasi-monastic group who monitored news events, entertainment, and normal daily life, for communication to Observers elsewhere, who would ensure that it was disseminated as necessary. With the loss of interstellar communications, they became a smaller organisation, dedicated to recording as much as possible until contact is made once more with the rest of the Confederacy. They are closely allied with The Beacon Society.

Shame Organisations.

Those Who Atone. Established to provide an outlet for the shame and guilt of the Shame, TWA has developed into two competing sects, neither of which are prepared to give up the title. TWA (1) argues that atonement is possible only through husbandry of Terra, and optimisation of the World Spirit, so that the extermination of Humanity should be, from the right perspective, worth it. TWA (2) argues that atonement requires those who have inherited the guilt for the Shame to endure life, and not enjoy it. So, they tend to be puritanical and humourless. The London Rangers are regarded by some as a terrorist offshoot of TWA (2); and the Council of Souls as a front for TWA (1). No doubt any relationships are much more complex.

Speakers for Humanity. Dedicated to preserving the memory, and ways, of humanity. The Speakers vary from earnest antiquarian societies (of which the British Museum Exploration Group is a good example), to magical groups working together to recreate human history through scrying (of which the Knights of the Black Prince, based in Liverpool, is a good example). The Speakers also run a number of museums and research centres. Although as part of their mission, the Speakers have reproduced or restored much Terran technology, this is of no great interest to them, or indeed to the rest of Terra. GM Note : This is resolutely not a Darkspace style campaign. High tech is neither competing with magical tech, nor a lost and powerful science.

The Beacon Society. The Beacon Society monitors Sol-space, and the Warp, hoping for a relief force from the Confederacy. Their special knowledge and expertise has also made them a potent force against Unlife incursions from the Warp. There are dubious rumours that the Society has recently regained an orbital space capacity. There are even more dubious rumours that Doran members of the Society have started to reclaim other Terran planes.

Modern Organisations.

Anti-Lolenin Defence Association. Formed in response to the Norse invasion of Britain, the ALDA is, in theory, an association operating in free Britain to raise money, supplies, and volunteers for anyone in the North fighting the Lolenin. It does do this, but only for non-Lolenin forces. It also treats all Lolenin in the rest of Britain as a potential fifth column/guerrilla force, and its security unit has been blamed for a number of atrocities against Lolenin farmers in the South.

Company of Merchants.

Amalgamated Guilds of Artisans.

London Rangers. An underground association, led by a Prophet able to claim authority from the original Prophet of the Scourge. Their main aim is the restoration of the London Theocracy, but they are better known as an almost archetypal bogeyman - especially in communities which were left largely untouched by Londons expansion.

World Unity Programme. One of the most theoretical, and hence fanatical, political organisations on Terra, it has been driven into secrecy in most territories. It's primary aim is to reunite Terra under a single world government, rather than the myraid small territories currently in existence. In order to do so, it supports the creation of larger political units - whatever their nature - in order to move towards that goal. They are generally happy to do so by any means necessary, and regard loyalty to existing political units by its members as treason.

Council of Souls. A loose organisation, something akin to a cross between The Royal Society and a Book of the Month Club. They aim to improve magical and scientific knowledge and understanding, improve the condition of the common people, encourage civilised governance by the leadership, and solve all the World's ills. They aim to do so by compiling a massive Encyclopedia of all knowledge. Provisional chapters are already circulated amongst its members for comments. When ready, it will be provided to every large settlement on Terra.

Shanin Veteran's Egg-Eaters Society.

The Levellers. Take an exceptional Lolenin with a taste for literature and research. Introduce him to the Speakers for Humanity, who use his exceptional ear to recover human music. Expose him to the complete works of Billy Bragg as a life study. The result was the Levellers, a mass movement aimed at equality for all, closer cooperation between the races, the destruction of existing hierarchies, and equal distribution of wealth. A dangerous lunacy, whose leader was eventually captured in his secret base at St.Martin's Field, after having been disowned by the Speakers. A few Levellers remain.


Player Document Six :Mechanics.

1. -25 to social/psychological skills on an alien race. -20 to medical/physiological skills to an alien race.

2. No Raise Dead or Resurrection Spells.

3. Only Base Profession Lists allow invisibility.

4. Racial flaws can only be bought off by advance arrangement with GM. Typically there will be a cost multiplier to do this, except for psychological flaws.

5. No Healers - the mechanics get too complex !