Login or register. (You can now login/register with your social networks.)

Lifeforms
Intelligent Species
Any
3.88
4 Votes

14xp


Hits: 1803
Comments: 7
Ideas: 0
Rating: 3.875
Condition: Normal
ID: 4577

Submitted:

Updated:
November 20, 2007, 3:52 am

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Print Friendly and PDF

Humanoids: Augrune

By:

Predator, nightstalker, brother to beasts, call me a monster long enough brother and I very well might become one.

Jaurmes, Augrune woodcutter

Appearance
The typical Augrune is fairly close to what would be considered a typical human, usually in the five to six foot range for height and ranging from 140 to 200 pounds in weight with females being accordingly lighter and shorter. Their hair does tend to show a tendancy to be slightly coarser than typical human hair, and will have more obvious highlights and contrasts. The most telling difference and generally the only way that typical humans can tell an Augrune from one of their own is that Augrune have eyeshine. This is because the Augrune eye has a tapetum lucidum, a reflective layer of tissue behind the retina. Typical humans do not have this, and accordingly have poor night vision. Accordingly, Augrune have excellent night vision.

A Brief History
The old Augrune culture is all but gone, along with their associated language, arts, music, and faith. Originally they were a semi-nomadic people given to night-time hunting and spending most of the hot and dry days doing things other than hunting. Of course, this primitive if culturally enlightened society did not long survive contact with the peoples of the plow and the book (the standard monolithic faith).

The missionaries and clerics of the faith worked diligently to convert the heathen Augrune to the proper faith, bringing along with them both the good and ill of agriculture based civilization. Their old faith was eliminated, and semi-nomadic ways were replaced with subsistence and indentured agriculture. There were several unheavals and revolts against this yoking of the once free Augrune people, but when they preoved difficult to control, it was easy for the nomads to be demonized, even a common peasant could tell they were no normal humans by the way their eyes shone in the dark, and that they were at home in the dark and didnt fear the night.

The Augrune were soon the targets of persecution, the victims of demonization and dehumanization. Most of the Augrune retreated into the hinterlands, but many, now lost to the nomadic lifestyle were forced to the fringes of acceptable society.

Using the Augrune and the Augrune Currently
The Augrune exist as outsiders, but in effect are simple humans with the ability to see 60 feet in all but total or magical darkness. In a game setting, they are orphans of society and culture, removed their ancestral roots, but rejected by civilization. Augrune will typically follow the local culture, speaking a low form of the common dialect and be found either as hunters, trappers, or other folk who venture away from civilization and only return long enough to restock and resupply. Younger members are more rebellious and will not be afraid to show their heritage, while older and wise members know to duck their heads at night, and avoid the campfires.

Plot Hooks
The Man with the Golden Eyes - The PCs encounter a strange old man, and they see his eyes flash golden in their torchlight. No evil apparition or demonseed, the Old man is an old hunter and trapper and is willing to trade with the travelers, provided they dont try to pin him to a tree and kill him for obviously being hellspawn.

The Nightstalkers - The local thieve’s guild is frightening in it’s ability to move about unnoticed and undetected. What most of the populace doesnt know is that a large percentage of the guild is composed of Augrune youths who dont need candles or lanterns to pick locks or move around from rooftop to rooftop.

See No Evil - The PCs encounter a lynching, a beautiful young woman is dropped from a tree, her neck breaking with an audible crack. The PCs are approached to help the locals hunt out the rest of the demonkin and put them to the gallows, meanwhile the Augrune are busy trying to hide from yet another round of prejudice and violence.

Humanoids!
There have been many New Takes done on the various fantasy races, but one remains untouched, the humans. Of course this is for a reason, as we are humanity, and there are very few games that do not have humans, or a race are default humans. The default human race can be picked out by being the dominant race usually in terms of numbers and adaptability. The Humanoids freetext has been used to gather together the variations of what humans could be in a fantasy setting.



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted Michael Jotne Slayer
November 20, 2007, 7:41
0xp
The uses for this human sub race are many! PC might be a little to used to attack everything that has eyes that shine in the night. And the moral ethic choises after the PC's have made a mistake are many indeed.
The teaser in the intro was a nice touch and made me look forward to reading this, and the plot hooks was a nice finish. However, I felt that it could have been a little longer, don't get me wrong. The submission is great, dead-on and ready to use! Any GM will find this easy to adapt to their game world.
Voted valadaar
November 20, 2007, 10:35
0xp
A good addition to races. Similar to the use in thieves guild, more progressive kings, etc, might use these folks as 'special force' troops. A formation of these before good light sources were available could be quite devestating against normal troops, especially if used in combination with light-dousing magics like summoned weather. An of course they would work well to counter other night-dwelling races.
Voted manfred
November 20, 2007, 15:01
0xp
I had some complaints about categorizing issues, but will skip them this time. :)


They are an ethnic group really, and frankly, it is too boring if generic "Humans" are spread out across a whole game world. The Augrune make a pretty compact summary for them, with some characterization, background, and attitudes to assign to them. And that is pretty useful.
Ancient Gamer
November 20, 2007, 17:04
1xp
I disagree. I think it is pathetic with zooish cities filled with ridiculous species. Fill your game worlds with humans I'd say. :)
valadaar
November 20, 2007, 17:49
0xp
So I take it you don't like star wars? :P
Voted Cheka Man
November 20, 2007, 16:54
Only voted
Scrasamax
November 21, 2007, 2:35
1xp
I thought about how to classify the Augrune, and the other races I have in work, and decided on listing them as Intelligent Lifeforms, rather than an ethnic group/society/culture. In each instance, the humanoid race lacks a distinct culture, language, and other societial defining characteristics. If they are in the nation of Thoreza, they speak Thorezian, have a traditional hatred of orcs, and so on. My core thought is to create a sub-race of humans, in this case humans with night vision, that can be used, plug and play, in almost any setting without dealing with a mess of history, culture, faith, etc etc etc.

Freetext



Random Idea Seed View All Idea Seeds

A Killer in Town

       By: caesar193

A vicious murder happens in a town that the party happens to pop in at. Under heavy suspicion as they are strangers, the party is forced to discover the perpetrator or have their reputations blackened, especially as more and more murders occur in the town, and mysteriously stop and restart when the party leaves to go kill off that evil necromancer who kidnapped the princess.

The only problem is that a demon, possessing one of the party, is the perpetrator. And the demon makes no signs that its living in the PC's head.

In fact, for all the party knows (except for the possessed person's), their companion is an evil murderer.

Do they try and execute their friend as he's a vicious murderer, and no evidence points to demonic posession? Or do they flee town with him, trusting him, and have their reputations destroyed?

Ideas  ( Plots ) | September 29, 2013 | View | UpVote 4xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0234