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Wild Folk

Home Player Guide Playable Species Wild Folk

    Wild Folk are beings that were blessed by Michara to gain sentience. Heavily rooted in animal properties, Wild Folk display similar social traits to their visible characteristics.


    Aquan

    As the name so deftly applies, this species of sentience on Esterin is namely aquatic, amphibious, or has a cohabiting relationship with water in some way. Early on, during the Golden Age, these creatures were often called merfolk. However, with the emergence of leylines, their number, and types, exploded overnight. Like Beastkin, Aquans are most typically aquatic animals that appeared as leylines did across oceans, lakes, swamps, and rivers. Some of these creatures take on humanoid shapes, but their biologies and abilities vary as much as the animals they sprouted from.

    Aquans are a uniquely young species, as such aquans do not have a consistent culture and their behavior patterns match their base species most often. They are known to be friendly with water elementals and druids.

    aquan.jpg

    Biology & Stats

    • Species Type: Born
    • Genus: Ferox
    • Height: 5 - 6 feet
    • Weight: 160 - 200 lbs
    • Life Expectancy: 70 - 90 years
    • Significant Anatomy:

      Aquans have standard aquatic traits, such as gills, scales, tails, tentacles, leathery-skin, or any other combination thereof. Their weights are somewhat higher than their mammalian counterparts as many navigate and operate around or in water.

      Amphibious. As the name implies these are beings that can exist both in and outside of water. They require air to survive and can absorb liquids through their skin.

      Aquatic. Beings that must exist in or near a source of water. They can be on land for short periods of time, never exceeding more than three days, but they are most at home in bodies of water. Some have circumvented this through artificial water pumps.

    Attribute Bonus
    STR 0
    DEX 0
    CON 2
    INT 0
    WIS 0
    CHA 0


    Beastkin

    An unusual and young race.

    Beastkin appear to have sprouted from animals (as opposed to beast or monsters) that were living along the leylines during Surna’s disappearance. Many have strong ties to their animal ancestry. For example, it is common to see Wolfkin roaming together while Tigerkin favors a solitary existence.
    Beastkin have made a name for themselves as superb combatants, mercenaries, and engineers. A few have attempted to break into manatek, but high-level mana usage among Beastkin remains virtually non-existent. Beastkin, while varied maintain a fairly consistent culture among the varying tribes, the majority of which revolve around nature or dragon worship.

    Note: Many types of Beastkin exist, not all of which can be enumerated or expressed as relating to a creature within the Almanac. If you have any questions, please ask a GM for assistance.

    beastkin 3.jpg

    Biology & Stats

    • Species Type: Born
    • Genus: Ferox
    • Height: 4-8 feet
    • Weight: 70 - 300 lbs
    • Life Expectancy: 50 - 120 years
    • Significant Anatomy:

      Beastkin come in a variety of sizes and shapes. They are typically mammalian, reptilian, or avian. . (If you are looking for a more insectoid biped, the Xerik might be more appropriate, likewise an Aquan for amphibious or aquatic.) Like the beasts they resemble, many will fall between predator, prey, or omnivorous. Beastkin reproduce quickly, but appear to have a low life expectancy due to poor living conditions and disease. It is uncommon, but possible, for Beastkin to live past 50. The more humanoid a Beastkin looks indicates a recent human ancestor. Animal traits in Beastkin can range from 30% to 90% of their biology.

      Beastkin traits follow their animal ancestors. Many Beastkin will use their physical and racial traits to excel at hunting, work as a mercenary, general guard or peacekeeping work, or do anything involving physical labor. If a Beastkin has access to mana, though not very much, their job options usually increase substantially.

    Attribute Bonus
    STR 1
    DEX 0
    CON 1
    INT 0
    WIS 0
    CHA 0


    Tvarian

    An ancient race created to protect Michara’s wellsprings. They grew from massive beasts fighting for territory to a complex society of tribal warriors. Through battle with mortal races, Tvarians learned of their ability to pass on affliction. Those that were afflicted with the shifting curse were forced to shift into a beast form during the full moon. Taking pity on these creatures, Tvarians welcome those who they wronged in battle, as repentance for their deeds. As the ages passed and the times changed the Tvarians that were left in the world spread out into the cities and races. 

    When Twilight fell, Tvarians found a new species - that of the Beastkin - to be curious and similar to their own. Unlike Tvarians, however, Beastkin were stuck in a half-shifted form. Viewing these beings as their unintentional descendents, many Tvarians will allow Beastkin into their Tribe to swell their Tribe’s numbers and pass down ancient knowledge.

    Tvarian.jpg

    Given their divine progenitor, Tvarians have an inherent hatred to En’yre. If the two species ever encounter one another, they will fight to the death. This can be assuaged with the presence of a fey or faer.

    Physical attributes between Tvarians vary as wide as the animal kingdom. They can be any manner of beast (both those of standard fantasy, beasts from the Bestiary, and select monsters). Notably, only predator type Tvarians can pass on affliction.

    Tvarians also have tribes and clans, which are under Oaths of Fealty.

    Biology & Stats

    • Species Type: Born
    • Genus: Divinus
    • Height: Varies
    • Weight: Varies
    • Life Expectancy: 150 - 175 years
    • Significant Anatomy:

      Tvarian are the descendents of primordial beings from the Golden Age; their shifted anatomy reflects the Tribe they are a member of. In their bestial form, Tvarians are typically 2-3x larger than the standard animal they mirror. Many also have magical properties or unique coloring that is not seen among normal animals.

    Attribute Bonus
    STR 2
    DEX 0
    CON 2
    INT 0
    WIS 0
    CHA 0

    Tribes

    • MANY AVAILABLE

    There are many Tribes of Tvarians in the world. These tribes typically are loosely based on animal type (mammalian, reptilian, avian, etc). Players can submit tribes. Children/young of Tvarians are highly regarded and are often considered a Tribe’s treasure.

    Tvarians follow a traditional pack hierarchy:

    • Alphas: the leader(s) of a Tribe. Alphas can be a single person or a breeding couple. Can be outed by a Beta in a trial by combat.
    • Betas: second in command. Betas can also be the breeding mates to Alphas.
    • Omegas: those who are not strong enough to be considered a Beta. These can can also be Afflicted created by an Alpha or Beta. Beastkin can become Omegas - up to Beta - in a Tribe.
    • Outcast: those who failed their challenge against an Alpha, someone who failed their duty to Michara, or committed a heinous crime against their Tribe.


    Wyrm

    Dragonoids of the highest repute, these are the descendants, grandchildren and further, of the now nearly  extinct chromatic, metallic, and outerplanar dragons. Although their blood is mixed, if they possess even a drop of draconic heritage their draconic ancestor's traits will be visible. Many wyrms fail to thrive in childhood, as they require a significant amount of mana, more so than the young of other species. However, with the improvement of harvesting and stabilizing mana over the past few centuries, more and more are being born as well as surviving.

    Expert mastery of a single element and spells. A Wyrm can assume any of the following elemental types: fire, water, air, earth, ice, lightning, stone, or crystal. Wyrms are considered dragonborn, so all have mana sense (to a varying degree of sensitivity) and can use a multitude of thematic elemental spells and abilities.

    Although they are the descendants of dragons Wyrms do not have the ability to fly. But if they are born with wings they can learn to glide for short distances.

    wyrms.jpg

    Biology & Stats

    • Species Type: Born
    • Genus: Elementum
    • Height: 5 - 6.5 feet
    • Weight: 120 - 250lbs
    • Life Expectancy: 70 - 120 years
    • Significant Anatomy:

      Wyrms possess an elemental stone at the center of their chest, which is often called a 'heart stone' or 'mana stone.' The stone is thought to be a solidified fire lung from their draconic ancestors, and if damaged will cause wyrms severe pain or even death. Many wyrms are on the taller side but can range from slender to heavily muscled builds.

    Attribute Bonus
    STR 1
    DEX 0
    CON 4
    INT 0
    WIS -2
    CHA 1