
Echo Vining |

For my home setting, I've worked up some new PC races. While I'll likely revisit them after Advanced Race Guide comes out, here is what I have for them now. I'm hoping to get some feedback on the balance of these. Other reviewers have stated that the skyborn may be a little on the weak side and the jotunkin may be a little strong. So I'm aware of those issues, but interested in hearing potential solutions.
Dji
+2 Dexterity, +2 Charisma, -2 Strength: Dji are quick and manipulative, but do not focus on physical tasks or combat.
Medium: Dji are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Dji have a base speed of 30 feet.
Low-Light Vision: Dji can see twice as far as humans in conditions of dim light.
Desert Dweller: Dji do not treat sand as difficult terrain, and gain a +2 bonus on Fortitude saves to avoid nonlethal damage from hot or cold environments.
Lithe: Dji gain a +2 racial bonus on Acrobatics checks.
Manipulative: Dji gain a +2 racial bonus on Bluff and Sense Motive checks.
Jotunkin
+2 Strength, +2 Constitution, +2 Charisma, -4 Dexterity: Jotunkin are massive and have an extensive oral tradition.
Large: Jotunkin are large creatures and have a -1 size penalty to their AC, a -1 size bonus on attack rolls, a +1 bonus to their Combat Manouevre Bonus and Combat Manouevre Defence, and a -4 size penalty to Stealth checks.
Giant Stride: Jotunkin have a base speed of 40 feet.
Brawling: Jotunkin have a slam natural attack that deals 1d6 points of damage.
Linguist: Jotunkin gain a +2 racial bonus on Linguistics checks and may make such checks untrained.
Spoken Wordcraft: Jotunkin using runesmithing spells replace the somatic component with a verbal component. Add +1 to the DC of any [sonic] spells the jotunkin casts. Jotunkin may apply [language-dependant] spells to any creature with a language, even if it doesn’t share a language with the jotunkin.
Laussalfar
+2 Dexterity, +2 Intelligence, -2 Charisma: Laussalfar are quick of mind and body, but cold in both body and demeanour.
Medium: Laussalfar are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Laussalfar have a base speed of 30 feet.
Low-Light Vision: Laussalfar can see twice as far as humans in conditions of dim light.
Cold Resistance: Laussalfar have cold resistance 5.
Defensive Training: Laussalfar gain a +1 racial bonus to Combat Manoeuvre Defence.
Icewalking: Laussalfar ignore difficult terrain caused by slippery surfaces.
Strength of the Alfar: Laussalfar are immune to sleep effects and the effects of cold conditions.
Skyborn
+2 Intelligence, +2 Wisdom, -2 Strength: Skyborn focus their minds, often at the exclusion of bodily strength.
Medium: Skyborn are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Skyborn have a base speed of 30 feet.
Atmospheric Adaptation: Skyborn are immune to the effects of high altitude.
Radio Communication: Skyborn are able to emit and perceive radio waves. Treat this as telepathy with a range of one mile, but only with creatures that possess this ability.
Technician: Skyborn gain a +2 racial bonus on Craft (Clockwork), Craft (Gunsmithing), Disable Device, and Knowledge (Engineering) checks. They may make Knowledge (Engineering) checks untrained.
Svartalfar
+2 Strength, +2 Dexterity, -2 Wisdom: Svartalfar are consummate warriors, but their wisdom is often blinded by passion.
Medium: Svartalfar are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Svartalfar have a base speed of 30 feet.
Darkvision: Svartalfar can see in the dark up to 60 feet.
Deep Dweller: Svartalfar gain a +2 racial bonus to Survival checks when underground.
Heat Resistance: Svartalfar have fire resistance 5.
Offensive Training: Svartalfar gain a +1 racial bonus to Combat Manoeuvre Bonus.
Strength of the Alfar: Svartalfar are immune to sleep effects and the effects of hot conditions.

Tim4488 |
I agree that the Jotunkin are a bit much, but then, I'm of the mind that no one should be playing a Large character at 1st level, period. Skyborn could use something else... 2 Craft skills and a rarely used Knowledge Skill are not all that great, though +2 Disable Device is nice. Give them Electricity Resistance 5?
Desert Dweller could easily grant Diji a +4 bonus and still be fine. Otherwise they look good, a little bit weighted towards Rogues, but I can see great Sorcerers and Bards too.
I'm a little wary of Svartalfar getting +2 Str and +2 Dex. They look okay besides that, and honestly it's close enough that it's probably not a problem, but it's just nagging at me. Laussalfar look fine.

Echo Vining |

I agree that the Jotunkin are a bit much, but then, I'm of the mind that no one should be playing a Large character at 1st level, period. Skyborn could use something else... 2 Craft skills and a rarely used Knowledge Skill are not all that great, though +2 Disable Device is nice. Give them Electricity Resistance 5?
Desert Dweller could easily grant Diji a +4 bonus and still be fine. Otherwise they look good, a little bit weighted towards Rogues, but I can see great Sorcerers and Bards too.
I'm a little wary of Svartalfar getting +2 Str and +2 Dex. They look okay besides that, and honestly it's close enough that it's probably not a problem, but it's just nagging at me. Laussalfar look fine.
Thanks for the input. My problem with jotunkin is that, conceptually, I need them to be Large. I'm considering something like 3.5's powerful build feature instead, as that may adequately satisfy my purposes for the race. I like the electricity resistance for skyborn, I think I'll go with that.

cranewings |
I don't think you made the Jotunkin strong enough to be large. I mere +2 just doesn't hack it conceptually in my opinion. I think Powerful Build would be way cooler for them.
You could also give them other penalties, like no feat at first level or something. Usually big and strong people rely on their strength instead of bothering with technique.

Fallen_Mage |

Echo Vining |

Echo Vining |

Using the advice in this thread (though, mostly, it was Voodoo Mike's race creation guide), I've made the following changes. First I'll list the changes, for those who don't want to slog through a race writeup just to see what I altered, then I'll post the full races again at the bottom (oh, how I lament the ability to edit my initial post).
Dji: Increased the effects of Desert Dweller. Environmental save boosted to +4, added +2 save vs. fire effects.
Jotunkin: Largest changes here, mostly in an effort to make them as powerful as the other races, instead of more so. Size reduced to Medium, speed reduced to 30. Stat bonuses reduced to +2 Str, +2 Cha. Made them humanoid (giant), grant +1 CMD and ability to use Large weapons.
Laussalfar: Removed Defensive Training.
Skyborn: Added +2 save vs. electricity.
Svartalfar: Removed Offensive Training.
Dji
+2 Dexterity, +2 Charisma, -2 Strength: Dji are quick and manipulative, but do not focus on physical tasks or combat.
Medium: Dji are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Dji have a base speed of 30 feet.
Low-Light Vision: Dji can see twice as far as humans in conditions of dim light.
Desert Dweller: Dji do not treat sand as difficult terrain, and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from hot or cold environments. They gain a +2 racial bonus on saves vs. fire spells or effects.
Lithe: Dji gain a +2 racial bonus on Acrobatics checks.
Manipulative: Dji gain a +2 racial bonus on Bluff and Sense Motive checks.
Jotunkin
+2 Strength, +2 Charisma, -4 Dexterity: Jotunkin are massive and have an extensive oral tradition.
Medium: Jotunkin are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Jotunkin have a base speed of 30 feet.
Giantkind: Jotunkin are humanoid (giant). They may use Large weapons at no penalty and have a +1 racial bonus to CMD.
Brawling: Jotunkin have a slam natural attack that deals 1d6 points of damage.
Linguist: Jotunkin gain a +2 racial bonus on Linguistics checks and may make such checks untrained.
Spoken Wordcraft: Jotunkin using runesmithing spells replace the somatic component with a verbal component. Add +1 to the DC of any [sonic] spells the jotunkin casts. Jotunkin may apply [language-dependant] spells to any creature with a language, even if it doesn’t share a language with the jotunkin.
Laussalfar
+2 Dexterity, +2 Intelligence, -2 Charisma: Laussalfar are quick of mind and body, but cold in both body and demeanour.
Medium: Laussalfar are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Laussalfar have a base speed of 30 feet.
Low-Light Vision: Laussalfar can see twice as far as humans in conditions of dim light.
Cold Resistance: Laussalfar have cold resistance 5.
Icewalking: Laussalfar ignore difficult terrain caused by slippery surfaces.
Strength of the Alfar: Laussalfar are immune to sleep effects and the effects of cold conditions.
Skyborn
+2 Intelligence, +2 Wisdom, -2 Strength: Skyborn focus their minds, often at the exclusion of bodily strength.
Medium: Skyborn are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Skyborn have a base speed of 30 feet.
Atmospheric Adaptation: Skyborn are immune to the effects of high altitude. They gain a +2 racial bonus on saves vs. electricity.
Radio Communication: Skyborn are able to emit and perceive radio waves. Treat this as telepathy with a range of one mile, but only with creatures that possess this ability.
Technician: Skyborn gain a +2 racial bonus on Craft (Clockwork), Craft (Gunsmithing), Disable Device, and Knowledge (Engineering) checks. They may make Knowledge (Engineering) checks untrained.
Svartalfar
+2 Strength, +2 Dexterity, -2 Wisdom: Svartalfar are consummate warriors, but their wisdom is often blinded by passion.
Medium: Svartalfar are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Svartalfar have a base speed of 30 feet.
Darkvision: Svartalfar can see in the dark up to 60 feet. 2
Deep Dweller: Svartalfar gain a +2 racial bonus to Survival checks when underground.
Heat Resistance: Svartalfar have fire resistance 5.
Strength of the Alfar: Svartalfar are immune to sleep effects and the effects of hot conditions.

Echo Vining |

Having worked out the mechanics, I figure it's time to share the fluff on these races (as well as the human groups in the setting). I decided to stick with Large for jotunkin, as my assessment is that it's not that overpowering, mechanically. That's why they're being described as 3m tall here.
Dji
Appearance
The dji are anthropomorphic foxes, tending to be slightly shorter than humans. They are mostly human in shape, though they stand digitigrade and have foxlike heads. They are covered head to foot in short fur which is usually silvery-grey, though its exact shade varies and rare specimens have reddish-brown fur. They dress in flowing silks suitable to the desert clime, with the colours being indicative of the individual’s home city. They do not wear armour and fight, when they fight, most often with a slim, curved dagger called the kalar.
Society
Dji live in cities in the shifting deserts of Khanos. Each city is a distinct political entity; the dji are not unified as a race. Their society is based entirely around the subtle arts. Dji who are more proficient in subtlety and their yatil sandmagic naturally, and quietly, rise to the top. Since their cities are constructed and maintained via yatil, the dji most proficient in its use is the ruler. This is not a public honour.
Dji heroes are a strange thing. Given the race’s emphasis on subtlety and the often-flamboyant nature of heroes I thought perhaps the dji wouldn’t produce any. As is typical in this unusual Age, my first impression was incorrect. Dji heroes exemplify the fox-people’s nature of speed, stealth, and intellectually solving problems.
The dji calendar is a confusing thing, based not in years but the accomplishments of the city in question. I was also warned by a Rydel boatman that the dji love lying about their deeds to outsiders, either under- or over-stating their importance. Dji speak Fyx. While Fyx is mostly pronounceable to non-dji, there are some subtleties that only they can master. Its written form tends to involve many homonyms and double-meanings. All dji are literate.
Faith
Dji believe in a deity named the First Fox, mother of their race. The First Fox is a trickster god, said to have stolen the world itself from the dragons at the beginning of the Mythic Age. When she walks the world it is as an ordinary fox, distinguishable only in her ability to speak.
Hervardr
Appearance
Hervardr are human. They are taller and broader than the average man from our time. They have pale skin and light-coloured hair and eyes. They dress in heavy woollen clothes and animal furs. Almost all Hervardr women wear skirts that fall just to the knee, leaving a small bit of their legs bare above their boots. Hervardr tend not to wear metal armour, despite their smithing skill. Instead they gird themselves with cured animal hide and leather, often augmented with magical runes. They usually fight with axes, most notably the large crescent axe and a fighting style that involves twin throwing axes.
Society
The Hervardr rule the ten Runic Kingdoms of Kjolheim. Their social structure is based largely on brave and dangerous accomplishments. A peasant, the lowest rank, has performed no notable deeds. Peasants are expected to farm and perform other basic labour. An artisan has done something of note. Artisans are expected to engage in craftsmanship. Performing adventurous acts makes one an explorer. A warrior has really made a name for himself and usually commands respect from those who have heard of him. Warrior is also the first rank at which one is eligible to challenge the king. Warriors are a sort of minor nobility among the Hervardr, and can claim a number of ill-defined social benefits from their station. A defender is more skilled and notable than a warrior. Defenders are expected to teach and protect younger Hervardr. A scholar has performed the most notable deeds and achieved the highest honour. Scholars are expected to engage in study and lorekeeping. The highest rank in each kingdom is the king. Any male of warrior rank or higher may challenge the king for his position; the king chooses the form the challenge must take.
Hervardr heroes are some of the most daring and violent heroes in the Age. Their culture encourages heroism, even from the more normal strata of society. All heroes are at least warrior rank. Non-heroes rarely achieve warrior, although many of the more daring Hervardr are explorers.
Hervardr speak Javen, which uses a script similar to the Kogin language spoken by jotunkin. Most Hervardr are literate, and all runesmiths are.
Faith
Hervardr cosmology makes our world out to be one of many; likening them to fruits on a structure they call the Ethertree. It’s not clear to me whether these other worlds are distant planets, some manner of extraplanar phenomenon, or a combination of the two.
The Hervardr worship a pantheon of gods exemplifying strength, ferocity in battle, and the force of the elements. The most important are Jannok, the Skyfist, Hammer of the South Wind, god of air and the sky, bringer of fierce winds and the winter cold; Erolya, the Weave and the Weft, Lady of the Dark, goddess of caves and darkness, mistress of all that lies underground; Gimfar Giantbane, Puissant Breath of the Sun, god of the sun and summer heat; Kazurem, the Cloudspike, Dire Storm of the East, god of storms and the sea; Fajul, Who Battles the End, god of time and fate; Orrok Hammerheim, the Soulforge, god of life and renewal; and Razzi Deathblade, the Last Shadow, goddess of death and claimer of the fallen.
Hikarr
Appearance
The Hikarr are human. They are short and stocky, with dusky skin and dark hair and eyes, though some have a slightly paler tone and blue eyes are rare. They dress in loose but covering linens, usually tan. Some Hikarr wear black, though this carries a mild stigma among most bands. They wear light, strong chain armour of a metallurgical quality I am surprised to see in this Age. Lucky or wealthy Hikarr employ clockwork weaponry, but most of them wield long, curved blades called saif. Hikar weapons and armour are both crafted from a blend of metal that is immune to magnetism. Hikarr only use integrated clockworks in dire need, as doing so transforms a normal man into a social outcast called an unmag. Similarly, clockwork armour is out of favour due to its magnetic susceptabilities.
Society
Hikarr form bands, independent and self-governed political entities, in the deserts of Khanos. There is rarely enmity between different bands, although there is occasionally a skirmish over a cache of magnetics or clockworks. Hikarr society is nomadic and based around raiding. They use stealth and magnetism to steal clockworks from passing skyborn islands, and some of the more powerful bands will use their clockworks to attack dji cities. The more powerful bands will have an alliance with one or more dji cities near their territory, though few magnets are foolish enough to trust dji too implicitly. A Hikarr band has three positions: magnet, warrior, and gatherer. These are taken in order by the strongest and cleverest members of the band. The magnet is the leader of the band and there is only one. Warriors don’t have a specified number; anybody in the band not considered skilled enough to be a warrior by the other warriors is designated a gatherer. There is also a special stratum in Hikarr society called the unmag. An unmag is any Hikarr with integrated clockworks. These implants cause pain or disability in the presence of the magnetic materials common to normal Hikarr bands, so the unmag form bands of their own. There tends to be little interaction between unmag and normal Hikarr. Most unmag do not choose their fate, instead requiring integrated clockworks to compensate for injury.
Most Hikarr heroes own some clockwork gear, although possession of this technology doesn’t necessarily impart that status. A surprising number of unmag are heroes, as well, despite their impediments and social estrangement. In a band with only one hero, that hero is inevitably the magnet.
Hikarr speak Valen. Many also speak the skyborn language of Skatic, and those who are bilingual in such a way are also literate.
Faith
Though the demiurges have long retreated from the world even in this legendary time, the Hikarr speak of one who is not yet born. A sleeping, nascent demiurge lies deep within the world slowly growing to maturity. This nascent demiurge selected the Hikarr to be its custodian, gifting them with magnetics to prove its goodwill. It makes few demands of its people, largely allowing them to live and prosper as they choose. Most Hikarr have a vague faith, not entirely sure what their demiurge wants from them or does for them, but still proclaiming allegiance to it.
Jami
Appearance
Jami are human. They are tall and heavy, frequently weighing up to 140 kilograms. They have dark skin and eyes; their hair is black and typically worn in braids. Traditional Jami garb is an open vest and a knee-length wrapped skirt for both genders, usually brightly coloured but pirates tend to wear black. They wear no armour, as such is a liability on the open sea. They typically fight with short, curved swords, most frequently in pairs, or use a style of unarmed combat called shaffu.
Society
Jami live in the island nation of Tembel in the warm Clear Seas to the north of Alzhrin. Their society has three castes: sailor, artisan, and merchant. This is typically determined by a Jami’s family, though exceptional Jami have been known to change caste. Merchant is the highest caste and artisan the lowest. Jami are ruled by captains, who may be drawn from any caste. The lowest is captain of the ship, an individual in charge of a single sailing vessel. Next is captain of the village, ruler of a settlement. Next is captain of the island, ruler of a whole island in the Clear Seas. The highest rank, of which there is only ever a single person, is captain of the sea. This captain rules all the islands of Tembel and the Clear Seas that suffuse them. A captain of any but the lowest rank is decided by a vote of all the captains one rank lower from the region in question. Captain of the island, for example, is an elected position voted on by all the captains of the village in that island. Captain of the ship is claimed through a combination of merit and persuasion. Pirate vessels are outside the normal societal strata and hold no official rank. Pirate captains hold their position through a combination of bribery, intimidation, and upholding their reputation.
Jami tend to have a large number of heroes, which may be the only thing allowing them to live on the dangerous seas of this Age so effectively. Heroes tend to be captains, though there are naturally not enough positions open for every hero to be a captain. Pirate ships tend to have a lower concentration of heroes than legitimate society does, though they make up for it by being particularly clever and dangerous.
Jami speak Elnor. Few are literate, as papers don’t survive well out on the sea. Most literate Jami are captains; they make note of important things in carved shell.
Faith
Jami mythology speaks of a demiurge little-known among other cultures named Somnos. Somnos was displeased with the bickering and debating of Logos and Teknos, instead devising a ship to sail the unknown Seas Between. This ship, according to legend, is our world, Zindu. When Somnos left the world like the others, he left the Jami to guard his creation and find the other islands in the Seas Between.
Jami gods are concerned with exploration, protection, and the unpredictability of the sea. The most powerful among them are Jel’far, the Burning Deep, god of fire; Zimian Wayfarer, god of the sea; Hith’sarm Raincloud, god of balance and fairness, bringer of winds and storms; Tillet the Sandmaiden, goddess of shifting earth and sands; Xorif Tidewarden, god of timing and regulation; Shadow Mother, goddess of twilight; and Kerrik, the Sunborn, god of dawn and creation.
Jotunkin
Appearance
Jotunkin average three metres tall and are broad and muscular. Their skin and hair is fair in tone; their eyes range across liquid metallic shades. They dress largely in furs and hides. Metal armour is rare, and I haven’t seen a jotunkin wearing a full suit of it. Many of them carry no armaments, their size and strength allowing them to easily overpower man-sized opponents. Those that carry weapons tend towards staves sized for their great height, although they also use a pair of clubs they call handstaves or large hammers.
Society
Jotunkin society is entirely nomadic. While I have met a few that settled permanently (mostly in human cities), as a race they don't make permanent settlements. Strangely, though, there are places throughout the continent where empty, giant-sized stone houses sit along common migration paths. I haven't convinced anybody to tell me where they came from. Other than what seems to me like an innate tendency towards wanderlust, the main focus among jotunkin appears to be storytelling. The primary attribute by which these giants rank each other is this skill at wordcraft, as they call it. Wordcraft is a form of poetic storytelling, extending even to the way they use magic. Jotunkin divide themselves into tribal groups called bands, each one led by a prominent storyteller known as the First Poet. Bands tend to be comprised of twenty to thirty individuals. Smaller groups than that don't consider themselves bands (and almost never have a First Poet), while these nomadic giants rarely stay together in larger numbers. The First Poet is the most skilled storyteller in the band. When this is in question they have a poetic battle to determine the leader, engaged in their unique form of spoken runecraft. I was told that the rules of the challenge permit it to be lethal; while I observed several, none of them ended in death. The most interesting duty of the First Poet takes place once a year under a celestial body they call the Wandering Star. I haven't had time to determine whether this is a nearby planet or some artificial body, but it isn't one I recognise from my own time. Still, Ragnarok could have changed quite a bit. Once each year, on the autumn equinox, all the bands of the jotunkin meet under this "star". It is then the duty of each First Poet to tell the stories of his band over the past year. They believe that by doing so they cement their people in history. I was unable to figure out what, exactly, they thought would happen if this ritual went unperformed. While at one of these giantmoots, several jotunkin who were not present were described as jaeten, a word I was told meant "seeking words". The jaeten are jotunkin who travel alone or in small groups (usually no more than five, and often of mixed racial company) to learn the stories of the rest of the world. Upon their return, which may take many years, they bring these stories back to their people and speak of them as the First Poets speak of their own kind. It is felt that if this did not occur the jotunkin would find themselves adrift from the history of the rest of the world.
Jotunkin are unique among the people in this Age. Due to their direct descent from a race of deities, all jotunkin are heroes.
The calendar used by jotunkin is most unusual. Six bands are designated timekeepers. Unlike the others, a timekeeper band follows a set route at a set pace, so as to determine the rate of time for other jotunkin. The six bands have interlinked routes across the continent, so one or more of them meet at regularly scheduled intervals. Naturally, they all come together under the wandering star each autumn equinox. For reasons which I was unable to determine, it is taboo to meet with timekeeper jotunkin unless regulated by their wandering cycles. It was a bit too complicated for me to determine precisely in the time I had, but the layout is roughly as follows. The first band is called Utmaer, and is said to be taken upon alternatingly by different jotun, rather than a group of jotunkin. This is equivalent to one day, with the sun being representative of the jotun's journey. The Atfalgr band is nonstatic in membership, due to its cycle being only four days long. The Kjrdöv band follows a cycle about a month long, meeting with the Atfalgr every seven of their cycles. The Vordnur band follows a cycle three months long, meeting with the Kjrdöv every three of their cycles. Mjnjn band is about a year, meeting the Vordnur every four of their cycles. The sixth timekeeper clan is almost a legend, as nobody has seen them in living memory. This clan is called Übenthane, and their cycle is one hundred years long. Every storymoot they are spoken of in vague terms as maintainers of a great cycle, something which they apparently don't explain to outsiders. Jotunkin speak Kogin, which has a script similar to the Hervardr’s Javen. Many jotunkin are not literate, likely based on their extensive oral tradition. Jotunkin are often fluent in several languages.
Faith
Jotunkin legend speaks of the world being made by the jotun, their divine forebears. These god-giants, at the behest of the demiurge, brought starfire from across the universe and bound it together with divine poetry to create Zindu. In time, other gods created humanity and the jotun found their forms and their rhetoric to be pleasing. Through special (and strange) applications of wordcraft they coupled with humans, producing the semi-divine jotunkin.
Strangely, jotunkin do not view the jotun as having physical form. Every time I asked for a description I received adjectives and other non-physical attributes. It's not clear to me if jotun are incorporeal entities or if this is merely a quirk of the faith. Subsequently, jotunkin don't use gendered pronouns to refer to their gods. Instead of "he" or "she" a jotunkin will always use the giant's divine sobriquet. Unlike human religions, the jotun apparently don't have suggested codes of conduct, either. It seems to me that individual jotunkin will have different attributes they believe a jotun personifies. Those traits are then considered ideal for a person who reveres that deity. While this seems like a code of conduct to me, the individual interpretation of a jotun is deemed paramount. The six most prominent jotun are Vosnor, the Architect, who designed the world and the things in it, often viewed as patient, diligent, creative, and intelligent; Zimilan, the Harvester ends lives, often viewed as pragmatic, sympathetic, calculating, and nourishing; Hilier, the Gardener creates life, often viewed as caring, nourishing, patient, and placid; Koliv, the Stonemason creates the things Vosnor designed, often viewed as stoic, strong, settled, and brash; Atas, the Poet, who creates new poetics and wordcraft, given all manner of attributes, the only restriction being that it is something the jotunkin in question aspires to be; Dukil, the Roadwarden, who protects this world from other worlds, often viewed as vigilant, potent, quick, and canny.
Laussalfar
Appearance
Laussalfar are taller and slimmer than humans. Their skin is pale, almost opalescent, and their hair is similarly fair. Their eyes range from pale grey to light shades of blue. Laussalfar claim to be immortal, though they may only be merely extremely long-lived. Laussalfar, like svartalfar, don’t sleep. They do not feel cold, so their wardrobe is unaffected by Issheim’s chill. Many dress in wrapped silks. They also tend towards tattoos, which are always made visible through their clothing. Laussalfar tend to fight with a staff or handstaff, often wielding the latter in pairs. They do not wear armour, trusting to their natural agility and second weapon for defence. Rarely, wealthy laussalfar will purchase a sword or chainmail, but they never produce metal items of their own.
Society
Laussalfar live in the southern forest of Issheim. Laussalfar society is a caste-based one, with societal position being determined through arcane means at one’s birth. These castes, from lowest to highest, are farmer, woodworker, warrior, and noble. Farmers grow food and harvest wood. Woodworkers are society’s artisans. Though they sometimes work in media other than wood, they never craft out of metal. Warriors are tasked with fighting for the good of the laussalfar. While sometimes this involves going forth to attack their enemies, their duty is most often defending Issheim. The nobility is said to be descended from the Lord of Ice himself, and tend to make decisions, enact policies, and perform other functions of governance. The laussalfar are traditionally ruled by a queen.
Laussalfar heroes are always warriors or nobles, though as usual not all in these castes are heroic. Heroic warriors are more often the proactive kind.
The laussalfar calendar is something I was unable to grasp. It’s apparently based on otherworldly cycles somehow related to the Lord of Ice, rather than any kind of terrestrial concerns. Laussalfar speak Lessai, a language using the same alphabet as the svartalfar Svarten. They claim Lessai is identical to the original tongue spoken by the alfar. Laussalfar are about equally likely to be literate as not, though the chances for literacy go up with the individual’s social status.
Faith
The mythology of the laussalfar posits a cosmology of two warring forces: fire and ice. In the beginning of the world the demiurge Logos used the energies of this cosmic conflict to produce the world, setting it at the perfect balance point between the two extremes. Also in the beginning (although I presume this is merely near the beginning of the Mythic Age) the laussalfar and svartalfar were a single people named the alfar. This was destined not to last. The alfar divided along loyalties to fire and ice and went to war. In its wisdom (I am told) Logos divided the race physically into laussalfar and svartalfar.
There are two gods laussalfar culture recognises (although, technically, they accept the existence of the Lord of Fire as well): Sotos, the Lord of Ice, god of ice and cold, patron of the laussalfar; and Kalidos, Who Was Forged in the Spark of War, god of balance between fire and ice, bringer of reconciliation. I’m not sure if these beings can be properly considered gods or if they serve as a mild anthropomorphisation of vast, unknowable cosmic forces. In terms of the laussalfar faith, though, it doesn’t matter.
Shutein
Appearance
Shutein are human. They tend towards the average in height and build. Their skin is a light bronze; they have black hair and black (or rarely brown) eyes. They dress in loose, flowing clothes. Wealthier Shutein wear silks, the poor relying mainly on cotton. Favoured colours vary across Tsien, although this choice may also be guided by allegiance, such as fighting school or zanwei temple. The Shutein warrior culture is highly developed; many of them use strange and exotic-seeming weapons, such as tri-staves and hook swords. Oddly, Shutein rarely wear armour. They rely on their elaborate combat styles to help them dodge or parry blows.
Society
Shutein live in the nation of Tsien in the east of a vast forest they call Balai, in the north of Alzhrin. A person’s place in society is based on the strength of her chi, fitting her into one of five roles: soldier, farmer, philosopher, gin’na disciple, and emperor. A soldier’s chi is weak. This causes an imbalance with the surrounding world, compelling her to bring this pain and discord to others through war. A farmer has enough chi to connect with the land and Jadis the Way, allowing her to grow food and nourish her fellows. A philosopher has a modest amount of chi. This leads her to question the world around her and seek truth. A gin’na disciple (gin’na is a Chi’ar word meaning, approximately, “Prime fist”) has very potent chi. This allows her to cultivate zanwei (approximately, “stillness in motion”) and channel her chi into amazing abilities. Gin’na disciples are rather potent warriors, strangely contrary to their typical peaceful approach. The emperor is the single person with the greatest chi. This abundance allows her great benevolence and wisdom. The emperor is the only person deemed responsible enough to govern Tsien.
Shutein heroes have a great impact on their society. Heroes are philosopher rank or higher, and all gin’na disciples are heroes. An approximately equal number of Shutein heroes are good or bad, to use broad terms, causing a fascinating conflict that shapes culture and legal policy. The most prominent example is that heroes are a self-contained societal entity. This means that, so long as the actions of a hero don’t affect any non-heroic citizens, she cannot be held accountable to a magistrate. While Shutein heroes can’t exactly be bothered to sit as magistrates and hold trial, they do enact complicated schemes of revenge against each other.
Shutein speak Chi’ar. This language has a number of slightly different dialects, though they are all largely intelligible to each other. Most Shutein are literate, though many soldiers and farmers are not.
Faith
According to Shutein belief, the demiurge Logos resolved the world out of the circle of elements. Once doing so, it saw that the flow of the circle produced chi and used this chi to make humans. Shutein gods are a reflection of their philosophy, and the seven most prominent are Adel the Lotus, goddess of water; Kazak the Star, god of fires and the sun; Medun the Whisper, god of wind and the sky; Jadis the Way, goddess of earth and plants; Fatil the Circle, god of time; Kumor, Who Learned the Descending Fist, god of death and forbidden gin’na; and Ryel, Who Refreshes Prime, god of life and chi.
Skyborn
Appearance
Skyborn look almost identical to humans, though they are not. The only distinguishment from our own specie is that they appear slightly faded or washed out, an effect that increases with age. Local prevailing theories tie this to spending their lives in the sky, though the exact mechanism by which this propagates is unknown. I must say there’s something uncannily familiar about the skyborn, though I can’t quite place it. I’m confident they didn’t survive Ragnarok, as most of you should recognise by the lack of islands in our modern skies. Most of them possess integrated clockworks to a greater or lesser degree. Unlike the rude approximations by Hikarr unmag, most skyborn clockworks are subtle. The majority of people I met possessed integrated clockworks and I couldn’t tell. They also use clockwork devices as a substitute for mundane arms and armour. Fortunately they have no desire for conquest, as I’m sure their technology would give them a distinct edge in war.
Society
Skyborn live in an airborne archipelago that meanders across the continent. Each island has a specific route which may only be changed at the dictate of the Gearmind. This entity is a powerful piece of clockwork that governs the whole of skyborn society, said to have been created by the demiurge Teknos. This vast intelligence resides in the largest island, Thyrskala. Their society is meritocratic, a pleasant change after most societies in this Age. Simply put, those most suited for a task are assigned it. Rank in society is determined by proximity to the Gearmind, gauged by the inscrutable dictates of that machine intelligence. Society slowly and subtly shifts as projects wax and wane in importance to the Gearmind.
Skyborn heroes are just as often accomplished scientists as they are adventurers. Most heroes are clockwork engineers, whether they ever leave the islands or not.
From their claims, the skyborn have the most complete historical records to be found in this Age. Wishenos is said to contain a complete record of all that has occurred since its inception, though most of its symbols are unrecognisable and it only rarely allows mortals to view this record. Skyborn speak Skatic, the script of which has mathematical shorthand. All skyborn are literate.
Faith
The skyborn faith claims that the world was created out of a philosophical discussion between the demiurges Logos and Teknos. In their musings on intelligence, Teknos insisted that the height of intellectual advancement was the use of complex tools. To prove its point, Teknos created the skyborn and granted them clockworks. While they have an almost universal reverence for Teknos, they also worship a pantheon of technological deities. The most prominent are: Feng Zol, Who Lurks in Stormclouds, god of rain and storms; Chin Sa, the Sundered Gear, god of stone and metal; Tor Mel, Who Binds the Arc, god of the sky and electricity; Seminol, the Starforge, god of flames and heat; Koris Val’el, Who Turns Cogs, goddess of animus, the animating force behind both skyborn and clockworks; Medic Orcen, the Rebuilder, goddess of the reforge, a process by which old skyborn and machines are rebuilt; and Wishenos, That Which Maintains, deity of consistent history.
Svartalfar
Appearance
Svartalfar are about human height, but slimmer than we are. Their skin is black and their eyes are dark. Their hair ranges from grey to red, rarely being black. Svartalfar possess an uncanny ability to see, or somehow sense, objects in complete darkness and, like laussalfar, do not sleep. As the laussalfar feel no cold, so are the svartalfar unaffected by strong heat. They tend to dress in thick leathers despite the high temperature in their caverns. Svartalfar use metal weapons and armour, though they tend to prefer chain armour rather than the more encumbering plate.
Society
Svartalfar live in the vast caverns beneath the mountains of Balsteinn in the north, though they have many settlements on the surface as well. Svartalfar are granted their station by the Lord of Fire at birth, being one of three groups: peasant, artisan, or warrior. Peasants have no particular talent. They grow food, harvest supplies, or mine ore. Artisans are skilled craftsmen, most often smiths, as svartalfar seem to have a natural affinity to metal. Warriors have skill at arms or magic (or both) and do battle with the enemies of the Lord of Fire. Due to the defensibility of their home, a smaller proportion of svartalfar warriors is needed for defensive purposes. The King of the Svartalfar, who is chosen personally by the Lord of Fire, rules over all svartalfar, in and out of Balsteinn. The King symbolically gives up his name to represent his commitment to his people and the cause of Fire. The King is always male, for reasons they wouldn’t explain to me.
Heroic svartalfar are always warriors. They tend to range across Alzhrin enacting the will of Fire.
Svartalfar timekeeping is based on the rotations of Zindu’s core, a pulse they say is quite audible deep in the Hellfurnace. One rotation, taking forty hours, is a svartalfar day. Four rotations is their working week, with the next rotation being used for rest. Svartalfar workers are divided into three shifts, each with a different rest spin. For reasons I had trouble discerning, they refuse to track the passage of years. Svartalfar speak Svarten, which uses the same alphabet as Lessai. They claim Svarten is the original language spoken by the alfar. Svartalfar are about equally likely to be literate as not, though most peasants are not.
Faith
The mythology of the svartalfar posits a cosmology of two warring forces: fire and ice. In the beginning of the world the demiurge Logos used the energies of this cosmic conflict to produce the world, setting it at the perfect balance point between the two extremes. Also in the beginning (although I presume this is merely near the beginning of the Mythic Age) the laussalfar and svartalfar were a single people named the alfar. This was destined not to last. The alfar divided along loyalties to fire and ice and went to war. In its wisdom (I am told) Logos divided the race physically into laussalfar and svartalfar.
There are two gods svartalfar culture recognises (although, technically, they accept the existence of the Lord of Ice as well): Heis, the Lord of Fire, god of fire and patron of the svartalfar; and Kalidos, Who Was Forged in the Spark of War, god of balance between fire and ice, bringer of reconciliation. I’m not sure if these beings can be properly considered gods or if they serve as a mild anthropomorphisation of vast, unknowable cosmic forces. In terms of the svartalfar faith, though, it doesn’t matter.
Yaoren
Appearance
Yaoren are human. They are tall and slender, with dusky skin and brown to black hair. Their eyes tend to be either brown or green. They dress in supple leather clothing that is treated to resist water. Yaoren tend to use short, curved swords or powerful bows. They rarely are known to wear lamellar plate armour. Otherwise they go unarmoured, though their clothing provides a minimum of protection. Though the noble caste carries longer blades, they tend to fight exclusively with psychic powers. Many noble houses also employ martial forms that are said to augment certain psychic talents, said to have been taught by prominent deva or rakshasa lords.
Society
Yaoren live in the Rivermarch, which sits in the middle of Alzhrin. They’re organised by noble houses, each of which controls a region of the ‘March. Society is stratified between nobles and commoners, with the main difference being that nobles possess psychic capabilities. For the most part these psychic powers follow bloodlines, but there are occasional psychics born to commoner families. In such a case the psychic must apply to a noble house. The prospective noble house provides her with a longsword and sends her out into the world. She is expected not to return until her value is proven. Nobles and their houses don’t use proper nouns for their names. Instead, they have names that are common words, such as White Star or Rains without Pattern.
All Yaoren heroes are psychic. They are divided apparently evenly between deva-aligned and rakshasa-aligned.
Yaoren speak Hin. Commoners are rarely literate, as Yaoren do not use paper. Though many nobles are also unable to read the Hin script, they are all literate in a special psychic script. Reading and writing this script is apparently a universal talent; not being able to do so is approximately equivalent to dyslexia in terms of commonality and social repercussions.
Faith
Yaoren cosmology is somewhat basic. They recognise two sets of planes, Upper Realms and Lower Realms. Upper Realms are populated by deva, generally viewed as benevolent. Lower Realms are the domain of rakshasa, generally viewed as malevolent. These two groups of spirits are said to be attempting to control the Rivermarch, and from there the world. At birth, every psychic is assigned a minor deva and a minor rakshasa. These beings have no influence over the physical world, but attempt to sway the psychic into allegiance with them. Consequently, most noble houses are either deva-aligned or rakshasa-aligned, though they all have countercurrents of the other faction. Unlike other cosmologies, the Yaoren do not attempt to explain where Zindu came from, nor do they mention any of the demiurges.
Yaoren do not worship gods, being too preoccupied with the deva-rakshasa conflict. The most powerful being of each race is somewhat like a god, however. Vignesha, head of the elephantine Isha tribe and lord of devas, is a god of compassion, source of good and light in the world. Asha, lord of rakshasa, is a deity of willpower and strength, source of the internal strength necessary to keep the world just and fair.