Of the sentient races
Three primary breeds of sentients call Mauva their home: the humanoid Vaetir, the beast-like Feros and the scaled Kree. Each of them consists of several loosely related races.
Vaetir:
Humans: yes, they are here too. Varied, adaptable and resistant to environmental influences, humans are considered a veritable plague by some races. Driven, lively and eager to spread, humans can be found all over Mauva.
Apparently, humans can let their organisms share information about pathogens, toxins and their likes, thus being less susceptible to plagues. This leads to human conduct including lots of touching, welcome kisses, and their likes; subconsciously, other information is conveyed as well, leading to humans having 'a gut feeling' about their fellow man; especially healthy, strong and smart individuals also have a certain allure, letting them form friendships faster as others feel instinctively attracted to what they can share, while flawed humans are usually shunned.
Humans can easily discern about each other whether an individual is mature, healthy, seriously involved with a partner, in the case of females whether they are fertile and whether they already have children; few are aware of this gift, most just assume that a woman looks 'motherly' or 'happily in love'.
Human traits: +1 Feat at 1st level, 4 extra skill points at 1st level and one extra skill point each level thereafter, and one of the following:
*Good fortune: 1 re-roll per game day.
*Resilience: +3 to saves against poison, disease and environmental effects.
*Adaptability: use any skill that can be used untrained as if you had (your level/5) ranks in it.
Delaani: slender and smaller of stature than humans, Delani are gifted with hair and eyes in the hues of precious stones, musical voices and keen minds. Their third ‘eye’, an iridescent organ in their foreheads, allows them to attune closer to magic. Their long lives allow the Delaani to explore the arts and sciences; they are neither fond of nor apt in warfare, and often rely on alliances or their creations for defense. All Delaani encountered by other races are female.
Usually, Delaani live in democratic city-states that keep close ties to each other, even over long distances. Other races consider the strong bonds of loyalty between Delaani to be a sign of a world-wide conspiracy.
Delaani traits: -2 STR, -2 CON, +2 INT, +2 CHA. Use Detect Magic 3/day, use Identify 1x/day with no material component. +2 Diplomacy, +2 Sense Motive, +2 Spellcraft, and one of the following:
*Allure: +1 DC to Enchantment spells.
*Soothe Magic: 1 extra magic item slot. You choose.
*Broad Learning: pick two extra class skills.
Grunnor: sturdy and strongly built, the Grunnor glisten as metal – indeed, they are very close to it, for as they age, they grow metallic plates, horns and their likes. These can grow so strong indeed that it’s not unusual for a young Grunnor to wear a suit of armor that was once his grandfather. Self-reliant, laborious and of a protective bent, the Grunnor erect their massive fortress-cities and around them, civilization flowers. Indeed, in many areas are they the heralds of order and learning. Theirs is an extreme emphasis on honor, loyalty and propriety, but also a low understanding of other cultures and certain aloofness.
Grunnor traits: -2 DEX, +2 CON. Resistance to fire 5. +1 natural armor, +1 Hit Die. Speed 20. Low-light vision. Impervious to pain; also, one of the following:
*Artificer: +2 to Craft skills.
*Durable: an extra 5 points of any elemental resistance.
*Keeper of Gems: your body may incorporate Runite (normally, only specific items can carry it) in locations where you do not have a magic item.
(note: due to having inherent natural armor, Grunnor may buy more: +1 increase taken as a Feat, can be taken multiple times)
Garmont: giant humanoids of a domineering inclination, they usually are not the best neighbors one could wish for. Born of the seed of servants of the god of war, the Garmont are likely founders of great realms – with others at their heels. To their credit, they can be organized and find it easy to pick up the best aspects of a conquered culture as their own.
While the men play war, the females are the true driving force behind the Garmonti society, and hold a strong sway over their consorts. Due to their powerful physique and the fact that newborns are no bigger than human babes, the females are not inconvenienced by pregnancies; usually, a score of men vies for the attention of an exceptional female; often, she chooses more than one, being able to conceive from more than one man simultaneously.
Garmont traits: Large size – tall. 10 ft reach, use larger weapons, take a -1 penalty to hit and to AC, and a -4 penalty to Hide, +4 bonus to grapple, trip, bull rush. +4 STR, -2 DEX, +4 CON. +2 natural armor. Cooperation: Garmont gain an extra +1 bonus when flanking, when aiding another or being aided by another; allies that are smaller than them may occupy the same space with no penalty.
Level adjustment +1; also, one of the following:
*Stormborn: can hurl lightning as a standard action (ranged touch attack, range increment 50 ft.); damage is a die equal to your character level (yay for forum games, we get d14s)+ your Int bonus.
*Coldforged: activated as a free action, lasts 1 minute, usable up to (character level) times per day. Anyone striking you with natural weapons takes d6 cold damage; you deal +d6 cold damage with unarmed attacks.
*Flamekin: use Burning Hands as a caster of your character level, up to (character level) uses per day. Save DC 11+Con modifier.
Kree:
Rautha: lithe winged warm-blooded lizardfolk, the Rautha rule the skies. Fiery of temper and driven to explore, conquer, challenge, they are one of the driving forces behind the spread of civilization. Indeed, they have taken many lesser races under their wing.
What the Rautha cannot stand is being second to any; this extreme competitiveness guides many of their interactions, even their social system, which is a meritocracy based on personal success. Wealth, victories, scientific advances, even mates conquered improve one’s status; if conflict arises between individuals of equal standing, they can settle them with trials ranging from formalized to feral.
Rautha give birth to live young, yet those are born long before fully developed, to avoid impairing the mother’s flying ability; some old females become land-bound ‘matrons’ as they age, and those carry the youngsters to term thereafter.
Rautha traits: Flight speed equal to Dex x 3, maneuverability ranges from poor to good according to Dex. They can fly carrying a medium load or wearing medium armor. +2 STR, +4 DEX, -2 CON, +2 INT. Great sense of direction (+5 Survival to orienteering). +2 to Search, Spot and Listen. Natural weapons: Claws, teeth, tail. Second wind: when they drop to ½ hit points, Rautha gain +10 ft. speed, +2 STR, +1 dodge bonus to AC and one extra attack at their highest base attack bonus. Level adjustment +2; also, one of the following:
*Aerobatics: +2 Dodge bonus to AC while flying.
*Eagle Eye: increase the bonus to Search, Spot and Listen to +4.
*Master of the Air: flight speed improves by 10 ft, maneuverability improves by one degree (maximum: Perfect).
Malvosin: the world has little that gives the Malvosin pause. Supported by four stout legs and clad from head to toe in thick skin further reinforced by bony plates and spikes of horn, they would make an excellent warrior race, if it was in their nature. Slow to anger, contemplative and level-headed, the Malvosin prefer to avoid conflict; the wise avoid bringing conflict to the Malvosin in turn.
Enduring as they are, they never felt the need to develop a civilization of their own; most of today’s Malvosin live amongst other races, as teachers, priests, scholars, and so on. Dedicated, loyal and thoughtful are attributes that describe them best.
While omnivores, most of them prefer a diet of grain and fruit (although some species of insect are considered a special treat).
Malvosin traits: +2 CON, +2 WIS. Speed 20. Damage reduction 1/-, natural armor +1. +4 to saves to resist fear. Not slowed by armor or by heavy loads. +2 to all Knowledge skills. Stability: +4 vs. being tripped. Need less sleep (2 hrs). Spikes deal 1d8+STR bonus damage when grappling, 50% more in bull rushes. Clawed hands (1d6 slashing).
Level adjustment +1. Also, one of the following:
*Unimpressed: immune to fear, +2 to Will saves.
*Orator: +2 Diplomacy, Bluff and Perform: Oratory.
*Fortified: 50% chance to ignore critical hits and sneak attacks.
Nagini: the only mammals amongst the Kree, Nagini have the bodies of serpents and humanoid torsos – with four arms. Instead of hair, rainbow-colored ridges and crests adorn their heads; they often complement them with jewelry as well.
Gregarious, verbose and cosmopolitan, the Nagini frequently live alongside other races, trading, plotting alliances and cospirations; their own political life is extremely lively as well. Most Nagini nations have evolved into parliamentary monarchies or republics, and rare is the Nagini who is not deeply involved in the political happenings. Valuing literacy, calligraphy and expression highly, Nagini keep by written contracts; their spoken promises are less trustworthy, though.
Nagini traits: Swim speed 30 ft (though they cannot breathe underwater). Nagini have four arms, yet their coordination is not much better than that of humans, without special training that is. They can wield a two-handed weapon and a shield without problems, though. With the proper feats, like Multiattack, Two-Weapon Fighting, Two-Shield Defense etc they can capitalize on their gift.
Also, one of the following:
*Venom fangs: while they do little damage (1 point) your fangs can deliver a toxin (though you provoke an attack of opportunity if you do not have Improved Unarmed Strike). This can be either one that reduces an attribute, or induces another effect. The save DC is (7+half your HD+your Con modifier). Primary and secondary damage are 1d3 attribute points; this improves to 1d6 at 12th level.
*Veiled mind: you gain a SR of (10+your level) against divination spells.
*Silver tongue: for you, a 19 or 20 on Charisma-dependent skills is an automatic success (if success is possible).
Hadir: this secretive race is a curious one, for it is gifted with malleable bodies. Slender, smooth and slightly moist, the Hadir can change the coloring of their hides with a thought; their control goes further still, though, for they are able to contort in unnatural shapes, extend their limbs or even create new ones with concentration. Suction cups and their light physique grant them an exceptional climbing ability as well. Their tails are prehensile, as are their excessively long tongues.
With a propensity towards paranoia, the Hadir keep their cities well hidden, and likewise they do with their thoughts, rarely trusting, often putting on a façade for others. Secret societies control their people, with membership by invitation only.
Edgy and careful, the Hadir are survivalists; thus, they value anything that improves their odds highly. They love to keep secret hideouts, hidden stashes and clandestine pacts.
The Hadir are hermaphroditic; their methods of procreation are varied as well – they can lay eggs, birth live young, let an embryo grow inside a certain plant, but to name a few. Many ways are certainly unknown to outsiders.
Hadir traits: +2 DEX, -2 CON. Darkvision to 60ft. Chameleon skin gives +4 to Hide. Climb speed 20 ft. +2 to Escape Artist, Tumble and Balance. Prehensile tail, tongue and eventual temporary limbs allow manipulation, but not exertion of force sufficient to swing a weapon. They do not have a good load-bearing frame; hence carrying capacity is 1/3 normal.
Also, one of the following.
*Regeneration: you recover (your level) hit points per hour.
*Slick: you gain a +8 bonus against being grappled.
*Sensitive: gain Tremorsense with a range of 20 ft.
Feros:
Denrow: the feline Denrow are known for their grace, charm, adventurous spirit, ingenious natures and also narcissism, long fingers, a lack of regard for any and all laws.
Indeed, their self-absorbed natures go so deep that they can influence their very appearance: born as non-descript tan kittens, the personal vision of himself allows the young Denrow to shape his future color, fur type, even stature to a certain degree. While it is tempting to shape themselves after racial heroes – those known for the most flagrant adventures, larceny and scandals – every Denrow also feels the need to set himself apart, to personalize his self to be truly original. To that end, they also love flashy clothes, jewelry, piercings…
Denrow traits: Speed 40. DEX +2, WIS -2. Low-light vision. Gain one attack per 5 points of Base Attack Bonus, not per 6. This does not combine with Flurry of Blows and their likes.
Also, one of the following:
*Daredevil: whenever in over his head, such as staring down a street gang alone, armed with but a knife, he gains +1 to all rolls.
*Bad Penny: you might have thought him dead, but like a bad penny, he turns up! If the Denrow dies due to failing a saving throw, or dies as the result of a critical hit, he may re-roll that roll, just barely surviving unconscious and, to casual observation, dead.
*Fast and Furious: increase Speed by 10 ft.
Fayen: of the god-crafted races, the diminutive Fayen have become closest with Mauva, disturbing her dreaming only rarely. Humanoids with features of forest creatures, such as ears, tails, facial markings and their likes, they were made by Chalnys to be her envoys; many still follow that path. Their cities are built in harmony with the land, interwoven with miles of wilderness expanse. Often, the Fayen congregate around Mauva’s most sensitive places and keep outsiders out, much to the dismay of those wishing to reap the bounty contained therein.
Unfettered by many concerns of ‘civilized’ beings, Fayen seem innocent and natural; they are gregarious, curious, bright, sensualist and cheerfully promiscuous.
While considered savage by many, the Fayen do possess extensive knowledge and learning – it just happens to manifest in areas different from marble palaces and machines of war.
Apparently, some Fayen can reach an extreme age without feeling its weight, though they seem to evolve over time. How they accomplish this is unknown.
Fayen traits: Small creature: growing to four feet of height, Fayen are considered small and get a +1 size bonus to AC and attacks, as well as a +4 bonus to Hide. They use smaller weapons than medium creatures; they also can carry less. -2 STR, +2 to either DEX or INT. When using magic, Fayen disturb ley lines far less (half as much as other casters). Beneficial spells cast upon Fayen last twice as long. +2 to saving throws vs. spells and spell-like abilities. +2 to Spellcraft, +2 to Survival, +2 to Heal.
Also, one of the following:
*Voice of Chalnys: use Speak with Animals as a spell-like ability 3x/day, with your character level as caster level.
*Vanish from Mind’s Eye: use Sanctuary as a caster of your character level 3x/day.
*Guardian Angel: use Status as a caster of your character level 1x/day.
Kherran: pirates, raiders, pillagers, slavers – the carnivorous Kherran have a long history of poor relations with each other and anyone else. Gifted with a powerful physique, fangs, clawed hands and feet, swift reflexes and a volatile temper, this comes as no surprise. Though, if not for their reputation and temper, they might be considered beautiful, in a predatory way – tall they are, with an athletic, chiseled build, glossy fur, flowing manes that reach almost to the small of the back, and a regal digitigrade posture and shining claws and teeth.
Organized into tribes, nomad nations or short-lasting empires based on conquest and cult of personality, the Kherran invariably adopt a military dictatorship as their government. Social standing is based on might, conquests and glory, with frequent challenges for leadership being fought. Martial might and social standing has such a profound effect on the Kherran that their very gender is based on it – the few most successful are males, growing into veritable mountains of muscle and sinew (and siring scores of progeny), then follow vast numbers of females, and about a third of the population is asexual, the lowest of the low. Based on changes in standing, gender can change.
On the bright side, the Kherran consider Void-born and demonspawn the worst enemy possible, and do not hesitate to throw wave after wave of warriors at them.
Kherran traits: +2 STR, +2 DEX, -2 INT, -2 WIS. Scent to 40 ft. Low-light vision. Anytime a Kherran wounds a foe, he gains a +1 morale bonus to attack that foe. This bonus will stack, but fades if he fails to wound said foe in a combat round. If the Kherran attacks a different target, the bonus will fade as well. Clawed hands and feet can be used as weapons that cause 1d8 slashing damage.
Also, one of the following:
*Fury Incarnate: +4 to Intimidate.
*Wrathful: when rolling damage for a critical hit, count the weapon as one size larger.
*Second to None: gain a +2 bonus to all opposed rolls, such as grappling etc.
Selik: related to cetaceans, with smooth skin, powerful tails with extensible fins, and closeable orifices, the Selik are at home in the sea, on coasts and especially in mixed environs, such as bogs, bayous and mangrove forests. Understandably, they make excellent sailors, explorers and guides; due to an almost universal talent for music and a refined palate, they also frequently become artists and cooks.
Harmonious in character and very emotional, the Selik prefer to avoid conflict; yet when enraged, they know no compromise. Likewise is it with other endeavors – Selik love deeply and passionately; when in depression, it is the stuff of ballads.
The Selik claim to perceive the World-Song, a strange melody reverberating everywhere; their mystics study this powerful symphony – usually by lying on a beach or in shallow water, and dozing.
The race is not one of overachievers, and others deem them lazy. Indeed, the Selik often work on a minimalist principle, and prefer to live a happy life. They are not too attached to worldly possessions, either; a Selik will be more likely to be loyal to you if the pay is meager yet you are likeable overall than the other way around.
Their capacity for living in symbiosis with other races is comparable to that of humans.
Selik traits: -2 STR, +2 CHA. Swim speed 40, can stay underwater for up to one hour. Perfect sense of taste adds a +5 bonus where this may become relevant. +2 to Perform, +2 to Listen. Selik can also perceive infra- and ultrasound. They do have two languages – Word and Song. The first is a normal verbal language, the second is less precise, yet carries far, especially in water, and is imperceptible and unpronounceable by non-Selik.
Also, one of the following:
*Truly amphibious: you can stay underwater indefinitely.
*Song’s Guidance: you have passive sense of precognition that may foreshadow future events, especially if they concern you or are of great impact. The sense may warn you of sneaking rogues intent on stabbing your back, for example.
*Sonar: this sense may guide you in darkness or underwater. You may learn other applications as well.
Other races: many less wide-spread species inhabit Mauva, many of them sentient. Some are new and not yet widespread, some old and in decline. Some creatures may even be unique, having originated spontaneously, or been created as the sole exemplar of a species.