-- Seethian, Windling M any different species and races of sentient beings populate the world of Earthdawn . This section describes the most numerous races in the region of Barsaive. They vary in size and shape, color and culture, and together bring the game world to life. These races are all Name-givers. Your character will belong to one of the major races of Barsaive Barsaive. In this fantasy world, the word "race" means the same as and replaces "species." Besides the human race ther e are elves, trolls, and even more exotic races such as the obsidimen and the t'skrang. The descriptions in this section provide basic information about each of the races populating the world of Earthdawn . These descriptions contain broad generalizations. Though we may say that orks are slow-thinking but quick-tempered, you may choose to play your character differently, creating an ork who is quick-thinking and quick-tempered. Players are always free to customize their characters. When roleplaying, remember that other races, particularly gamemaster characters, may treat your character as though he or she is merely a stereotyped version of the description given here. You may even be able to take advantage of their misconceptions.
Kinship Between the SpeciesThe elves possess fragmentary records claiming that dwarfs, elves, humans, orks, and trolls are profoundly similar members of a single, as-yet-unnamed species. Most scholars no longer accept this opinion as valid. Theran scholars, especially those in the school of Darok Thanalea, believe that the current high level of magic increases the differences between the races.
DwarfOld King Valurus was a wise ruler. Young Valurus seems a bit hasty in his policies. We need to trade with all in Barsaive, that much is true. But just because I trade with the t'skrang doesn't mean I want one of their damned lizard tongues in my cask of ale. Dwarfs are of stocky build, with an average height of 4 feet and weight of 120 pounds. Their skin tone ranges from pinkish white to dark ebony. Some reports seem to indicate possible other skin colorations, but these variations are more likely the result of ritual tattoos begun during the time dwarven groups began to seal themselves off from the Horrors. Dwarf hair grows quickly and in abundance, particularly the hair on their heads. Dwarfs are broad-chested, tough, and strong for their size, though slow runners, as their legs are disproportionately short for even their squat bodies. Dwarf ears usually come to a gentle point on the tip, though less pronounced than elven ears. Dwarfs reach physical maturity sometime after ten years of life, whose span will average 100 years. Some individuals have recorded life spans of 150 years or more. Dwarfs organize themselves into families, tribes, and nations. Though their social instincts comfortably embrace the idea of kingdoms and nations, a dwarf's first loyalty is to family and tribe. A gift for large-scale organization and unshakable loyalties come naturally to dwarfs, as they are aggressive, quick to latch onto a single solution, and quite stubborn. Even other dwarfs admit that members of their race often seem curt and lacking in social graces. Dwarfs prefer to live underground or as close to the earth as possible. While not adverse to travel and life above ground, they often develop a "home sickness" for subterranean life. Dwarfs generally refuse to travel on riding animals, as they are ungainly riders. They also dislike traveling over open water, out of sight of land.
ElfOur great Queen's bright, terrible beauty shines like a beacon. Her whole court reflects that beauty, and reflects the choices made by the elves of Blood Wood. I think we must soon choose again, this time for ourselves. I think we should choose a different path. Elves grow to an average height of 6 feet 3 inches, and weigh an average 150 pounds. Elven facial features appear completely symmetrical, often flawless, and many of the other races of Barsaive find elves attractive. Elven skin color varies wildly by tribe and region, but the most common are pure white, pink, tan, brown, and midnight black. Elves with skin of a pale green or iridescent, pearly color called cetharel exist, but remain rare. Elves produce sparse body hair, but grow luxuriant facial and head hair, often in uncommon colors. In addition to white, blond, brown, and black, naturally occurring violet, blue, and even metallic colors have been seen. Elves have elongated, sharply pointed ears and move with unmatched grace, but the slight build that makes that gracefulness possible also makes them vulnerable to injury. They have long legs for their height. Elves reach physical maturity in their twenties, and enjoy a natural life span of 300 years. Some records show individuals living up to 400 years. Legends speak of some elves rumored to live even longer. Elves give their primary loyalty to their family, rather than the tribe or nation, and consider blood ties the most binding relationship of their lives. Elves prefer to establish and live in small communities, and elven cities generally consist of a loose confederation of villages grouped into neighborhoods. Elves may also live in human or dwarf settlements, but rarely feel anything more than a congenial friendship for such a settlement. Elves Elves prefer living in wilderness areas. They construct dwellings and other structures from living plants, integrating their community with the surrounding natural world. They find underground settings uncomfortable, and may experience a kind of claustrophobia in human or dwarf settlements if unable to visit a wilderness area two or three times a year.
HumanThera and the Kingdom of Throal. Those are the giants straddling this land. Our best strategy is to keep to ourselves, choose only if we must, and then choose Throal. Dwarf condescension is easier to shrug off than Theran shackles. Humans average 5 feet 7 inches in height and weigh an average of 150 pounds. They produce less body hair than most races, but more than elves. Skin tone ranges from ebony to tan and pinkish-white. Their ears are small and rounded. Humans reach physical maturity in their teens and live a natural life span of 75 years, though individuals have been known to live 100 years or longer. Humans feel a natural loyalty to their families. Inclined to form social groups, humans easily transfer this loyalty to tribes, cities, or kingdoms, though they do not adapt to large-scale society as well as dwarfs. This reluctance to pledge allegiance to a government does not prevent them from quickly adapting dwarven advances into their own cultures. Humans prefer to live in roofed dwellings, clustered with others of their kind. They have adopted the dwarven invention of the city, though many human cities spring up in too haphazard a fashion for dwarven tastes. Most humans find elven communities unsettling.
ObsidimanListen to the rocks of the earth. Those around you want to hurry, for they listen to the waters of their blood and the fire of their hearts. You are hewn from living rock. Listen to the rocks of the earth. The call of those around you is the call of the volcano. The fire of other hearts burns hot enough to melt your world around you. Listen to the rocks of the earth. Obsidimen are tall, reaching an average height of 7 feet 3 inches. Seen from a distance they seem squat, because their massive average weight of 900 pounds offsets their height. Their craggy skin and bodily tissue incorporate the properties of stone, and the most common coloration is black or gray. Their blood is blue-gray. The skin of a few obsidimen, usually those of high-ranking families, shows veins of semi-precious stone such as tourmaline. Obsidimen are mostly hairless and have internal ears completely covered by a thin layer of skin. Obsidimen mature physically by the end of their first century of life. Natural life span has yet to be determined, because as they age, obsidimen spend more time attached to their Liferock, the largest source of stone within four hours' walk of their birthplace. They may remain attached to the Liferock for decades, showing no signs of being aware of their surroundings, then emerge again in a time of crisis. In one indication of obsidimen lifespan, dwarven records show that individual obsidimen have traveled and lived away from their Liferock for at least 500 years after reaching maturity. Obsidimen feel loyalty to their Liferock and all others formed from it. These loyalties loosely resemble human or ork loyalties to a tribe. Obsidimen do not form villages or cities, though they do erect ceremonial structures on or near their Liferock. Obsidimen prefer to live outdoors, exposed to the sky. Obsidimen can live underground for short periods, but those who spend too many months in a dwarven city without traveling outside to the open sky fall into a hibernation-like state. Once carried outdoors again, the obsidiman will awaken in two to five days.
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