Talk:Transcendence Races and Callings

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Setting Stuff

Hibernia

Hibernia is a green and misty continent that rests in the center of a chasm in which the oceans of seven oceans flow, tethered by four great bridges of emerald glass. These seven oceans are the pathways by which the seven generations of destined invaders arrive upon it, and the four bridges are the destined sites of four great cycles of heroic bloodshed.

Hibernia is a place currently ruled by the fifth generation of invaders, the Tuatha, who preside over the faeirie princedoms of the Fair Folk and the conquered peoples who came before them. It is under siege by the Milesians, the sixth people, torn at from inside by the Unseelie Sidhe, Fairie Kings and Princes who wish vengeance upon the humans and crave the power to ascend to godhood.

Mortals

Veneti

The Veneti are raiders through and through, with most of their tribes and small nations ruled by elite squadrons of warriors and their chieftains rather than established monarchies. Because their main method of acquiring wealth is taking it from others, many Veneti are experienced warriors, hurling themselves through space in their corabs and plundering entire worlds at a time. They gain +1 Finesse (Weapon of Choice) and either Education (Demolitions) or Education (Starship Maintenance).

Tuatha

The peoples of the misty green of Hibernia are well known for their folklore and martial prowess, having conquered it from the Fir Bolg and held unbroken rule of the land for 150 years. They gain +1 Finesse (Melee Weapons) and +1 Charisma (Performance).


Tuatha De Danaan

Created to fight the mighty Fir Bolg at the behest of The All-Father, the Tuatha De Danaan are the mortal offspring of the Formorians. Skilled in combat, the Tuatha de Danaan are also legendary for their physical beauty, requiring all members of their society to be unmarred by physical flaw. Tuatha gain +1 Charisma (Beauty), +1 Physical (Toughness)

Lesser Immortals

Formorian

The Formorians are a semi-divine race descended from a union of Einherjar and Mortal, with a talent for battle and foresight- they are also renowned for their beauty. Many live as raiders, attacking ships and living in small coastal communities amidst the starlanes.

Formorians gain +2 Finesse, +2 Magery, +2 Charisma, +1 Physical, +1 Wits, +1 Education (Encyclopedic/Ancentral Memories), but must have a minimum Charisma of 6.

Seelie

Seelie are the helpful Fair Folk, who collaborate with the ruling invaders, acting as guides, mentors and a means against which the Tuatha may test their mettle. They gain +2 Magery and Charisma, +1 to Education, and +2 to Education (Teaching). They also receive +1 Respect (Tuatha).

Unseelie are vengeful and malevolent Fair Folk who wish to end the Tuatha dominion over their lands, and often lead warbands of fairie warriors. They get +2 Strength and Charisma, +1 to Finesse and +2 to Charisma (Command). They also receive +1 Respect (Fair Folk).

Klobuk

Klobuks are formed from the “minds”, or what passes for them, of the stillborn babies who died from “natural” causes, different from the artificially-induced Stillborns, given bodies and turned into servants of the gods. They are powerful beings, wielding strong magic and offering people favours and protection in exchange for sacrifices.

Klobuks gain +1 Physical, +2 Magery, +1 Charisma (Deception) +1 Wits, +1 Education (Disguise), +3 Physical (Toughness).

Klobuks are said to be shapeshifters, assuming a variety of forms when interacting with their charges, such as ducks, goose, ravens, cats, wet hens or even humans. In reality, they are made from mimetic poly-alloy, allowing them to appear as any object or being they desire, within certain mass and size limits. They also use it in combat, attacking with formed claws, spikes and tentacles, though true combat effectiveness remains the domain of the Stillborns, rather than the Klobuk.

While Klobuks are helpers, the Stillborns are weapons. The "minds" of aborted children and stillbirths caused by outside factors, they are malignant entities, assassins and soldiers of the gods, having no interest in helping others whatsoever. It is not uncommon for them to hurt mortals for no other reason than because they could.

They gain +2 Physical, +2 Magery, +1 Finesse, +1 Education (Disguise), +3 Physical (Toughness).

The Stillborns also have specialised software that allows them to "flow" together in battle, becoming larger and significantly more dangerous; amorphous, malleable blobs of hatred vaster than any train. Although an extremely rare sight, such a monster is a truly terrible foe to face for anybody but the mightiest of heroes.