Races

For Campaigns taking place in the land of Blume, the following races are used in place of those found in the core rules.

Sicah

The Sicah are the dominant race in Blume, as well as the founders of the Holy State. They are a people from a far distant land, outsiders, who were forced to migrate after a great catastrophe destroyed their once beautiful and mighty empire. In that time the great prophet Micah was visited by a dream of a land between the seas, a land of bountiful harvest and pure beauty, that would be the home of the Sicah. It was this dream that led the Sicah to Blume.
Today approximately half of the population of Blume is Sicahn, and many of the cities of the land were founded by this race.

Sicahn men and women exhibit an ethereal, almost angelic quality in their features. Adult males stand at about five and a half feet in height and weigh around 150 lbs, with some variation (4-7 ft., 80-300 lbs), and females tend to be of smaller build. Porovian Sicah tend to have darker brown or tan skin tones, while those of the more southern provinces are of lighter complexion. Eye colors vary from dark brown and black to blue and hazel. Green eyes are extremely rare. Hair colors are natural blacks, blondes, browns, and the occasional reds (especially in Taliand and Porove, which has led to some derogatory jokes about Porovian seamstresses and camel crickets). Sicah speak Sicahn common ( “Capitol common”) and it’s dialects, Porovian, Ziamahn, and Taliandish.

Sicahn culture, when it comes to art and architecture, values simplicity. Adornments tend to bear patterns of geometric shapes in muted colors, pastels, and off-whites. Buildings are constructed from light, yet sturdy materials such as whitestone and marble. Clothing is very modest and varies by region. For example, Sicah from Porove province tend to dress very lightly due to the heat. Females wear their hair long or in braids, but most religious males must keep their hair less than an inch long as a mark of piety. Noblemen almost always carry a sword at their side, though they are rarely used and mainly a symbol of status, as all noble males are trained in the art of swordplay. Sicahn cuisine varies with region and native cultural influence, though all Sicahn have a taste for bread and fish. Also common in traditional cooking are rice-meals, mutton, and root salads – subtle flavors are appreciated and considered pious as well as refined.

Most Sicah follow the teachings of the prophet Micah, a faith referred to as Micahnism, or just “the Faith” for those who hold animosity for the native cults. More rarely, Sicah follow the mystery religions, cults, and shamanistic beliefs native to Blume, or no religion at all.

While they are in tune with spiritual matters and usually very peaceful and pleasant, they are far from passive. The Sicah know how to negotiate, and they know how to fight if they have to. War is an art to them just as much as poetry, and often the greatest generals are also well known artists. Sicah tend to be very intelligent but can at the same time be naive and innocent. They love learning new things and exploring new places. They value freedom and responsibility, which inspires the balance of their government.

Sicah Racial Traits

1 Wis, -1 Con

Medium size

base speed 30 ft.

1 extra feat at 1st level

4 extra skill points at 1st level, 1 extra skill point at each additional level.

Language – Sicahn ( common) and one bonus language, regardless of level

2 to Diplomacy and Bluff checks.

Favored Class – Cleric. Most Sicahn adventurers are Clerics or Fighters.

Typical Names-

Male: Anterro, Antony, Caius, Donatello, Galen, Ignatius, Matteus, Marcus, Orpheus, Phillipus, Savedro, Thomas, Victor.

Female: Adia, Bella, Cynthia, Ellena, Floris, Hona, Illyana, Italia, Juniper, Lada, Norah, Ophelia, Reah, Lewellyn.

Last names – Bianchi, Centrielle, Septis, Grialgo, Fortuna, Cliepses, Niander, Rapshish, Orlando.

Centurel

The Centurel are the proud warriors of the plateaus. Little more than half the size of most Sicahns(3-4 ft., 60-180 lbs.), the Centurel are well adapted to hunting in their native lands. They have an upper body similar to that of a Sicahn, though their heads are adorned with magnificent horns akin to those of the ram. Their hair and eyes tend to be of darker color, deep reds, browns, and blacks. Their quick feet are hooved, and their strong legs are hairy and similar to those of the goat. Their single tail splits into three tips that sweep behind them to balance as they charge into the hunt. The prize most of these hunters seek – Bison.

Centurel may be proud, but they also share a strong sense of community. Though there are several tribes scattered far and wide across the great plateau of Radagast province, their racial identity remains unified – the plainsmen of any given tribe will gladly charge into battle to defend a neighboring village. The Centurel will go great lengths to defend their honor, and often see themselves as the prevailing force of lawfulness when in non-Centurel communities.

Scattered across the plains lie maze-like mounds of sod, constructed for the purpose of providing sheep folds. The Centurel of the plains build tent-like huts for shelter in the midst of these structures, often arranged in easily defensible circles. As tribes are often nomadic, these huts can be packed up and transported from place to place with the herds, and if necessary the tribesmen can construct new sheep folds from the materials at hand. The favored textiles of the Centurel are spun from wool and cotton, which grows in groves on the plateau – tribesmen often simply wear Ponchos, woven with patterns of heraldry representing the individual’s history, tribe, and class.

Historically, Centurel were the main followers of the animistic faiths native to Blume, and many Centurel still practice the old ways. In spite of this fact, Centurel manage to be fairly active in local and national government, partly due to their dominance prior to the Sicahn invasions. They are so cooperative with the Sicah, in fact, that they hold the city of Herdeven, a fortress constructed in the Sicahn style, as their cultural center. Aside from speaking Sicahn Common, Centurel have their own tongue, Uritish, and many know the language of the Minotaur as well.

Centurel Racial Traits

2 Con, 2 Str

small size
+1 AC, +1 Attack rolls, +4 hide check, ¾ carry

base speed 20 ft

Language – Uritish and Common

One bonus feat at lv.1.

2 To Wilderness Lore checks.

+4 dodge bonus vs. Minotaurs

Horns – Natural weapon +1 Melee, 1d4

Favored Class: Ranger

Typical Names

Male: Ander, Boreas, Cypis, Etto, Toman, Viru, Kotton

Female: Ellipse, Irith, Janod, Siria, Muna, Ria.

Last Names: Tocal, Ents, Eppan, Nyander, Lippish, Dakott.

Potel

The Potel are the native inhabitants of the rolling hills of Breland. Short, stocky, and incredibly strong, they are possibly the most peaceful and gentle race of Blume. Physically the Potel is built like a tank, with a thick, almost stony hide, compact build, and enormous, muscular arms that are countered by it’s very short, stubby legs. They stand around four and a half feet tall, but often weigh close to 400 lbs. (3.5-5 ft, 200-600 lbs.) They are slow when it comes to mobility, and must often utilize their arms if they wish to run at all, launching themselves forward much as a gorilla might. Potel are also covered with a coat of short, stiff fur which is usually dark blue or green in color. The appearance of their eyes, which are able to see in low light, is similar to that of a dog’s – very large pupils, with earthy eye colors of green and brown. Potel blood, although red, is oily in texture, and is said to have strange properties. Though passive, the Potel are able to defend themselves and their children with deadly force, which has given rise to the phrase, “Hell hath no fury like a momma Potel.”

Potel are slow, steady, and meticulous in all that they do, which has caused them to produce some of the most intricate architecture in Blume. They construct sodden and stone buildings of modest size and high efficiency, but will often spend their whole lives perfecting the details of their homes with engravings, tapestries, and other forms of architectural art. They are so naturally skilled in construction that they are often employed to build the great temples, palaces, and walls of the cities – The Potel prefer solitude, however, and rarely build or inhabit large communities. A unique feature of the Potel culture is that they usually build (and name) their own homes, and will almost never live in a home left by another – they usually tear down a home when it’s inhabitant dies. When it comes to décor and clothing, the Potel prefer earthen tones – the togas that are common among this race are often lined with intricate embroideries using white or silver wool.

Potel are strict vegetarians – They raise livestock (mainly sheep) for clothing, companionship, and trade, but share an animal bond with many creatures that causes them to naturally shy from meat. Unskilled in the marketplace, Potel are often taken advantage of in business and will work jobs they enjoy for much less than most laborers, simply because of the pleasure they gain. Agriculture is also integral to the Potel as they mainly reside in the breadbasket of Blume.

Most Potel follow Micahnism, as they come into contact with the Sicah more than any other race. A few also follow the animism of the Centurel, and many ancient shrines have been built across the hills of Breland, honoring the spirits. One of the Clerics of the high council, Helim Butraut, is a Potel. Potel speak Uritish and Common, but no tongue of their own.

Potel Racial Traits

2 Str, -2 Dex, +1 Wis

Medium Size

Base speed 20 ft.

Tough Hide – +2 AC Natural Armour

Non-humanoid – Cannot use standard weapons and armor. Custom equipment costs are double that of normal.(This is balanced by the Potel’s tough hide and natural weapons – it’s fists.)

1 Racial bonus to Will and Fort Saves

Darkvision – 60 ft.

+2 Melee when weaponless

Natural weapon – fists 1d4. Unarmed strike of monk is +1 atk.

10% Arcane spell failure – As Potel are clumsy, gestures are often inhibited.

Language – Uritish and common.

Favored Class – Monk. Potel warriors emphasize the use of their physical strength in battle, making the monk class perfect for this race.

Typical Names: Otto, Oopi, Poona, Petto, Loto, Illna, Olga, Arda.

Last Names: Butraut, Bolaide, Kimshede, Venister, Rolande

Druin


The Druin are the amphibious race hailing from the shores and coastal waters of Ziamah and Sorena and the sea-cliffs of Radagast. Druin stand about the same height as the Sicahn, though they tend to be slightly taller and lankier (4.75-7ft, 100-250 lbs). However, that’s where the similarities end. Druins sport a pair of long tendrils, usually along the upper lip or above the eyes (more common in females) that are tuned to sense the electrical energies of surface thought. Using these special organs, the Druin have no need of speech – They can communicate with any creature that has a language as if there were no language barrier. Furthermore, since they do not speak, they can communicate under water. Druins do not grow hair, but bear a variety of cranial ridges and spines, which may vary in color. Their skin tends to be a dark green or blue patterned with spots and other subtle textures, and their eyes are akin to dark opals, with no visible corneas. An interesting side note, it is common for teenage druins to cover their faces with muds to hide bright green breakouts on their faces.

The skin and limbs of the Druin make it suitable as an amphibious creature – it’s skin is ever-moist and emits a slippery substance in the water which allows it to swim just as fast as it can run. Each finger is webbed, and their elongated limbs allow for powerful swimming strokes as well as grasping underwater rocks. The Druin also possess both gills and lungs, allowing them to survive in either climate.

Perhaps even more interesting than their physical nature is their cultural. While Druins are offered citizenship by the state, many claim independence, and there are thus several underwater cities that are virtually unknown by land dwellers. There have been several Druin uprisings over the years, and consequently many people have taken to being suspicious or disdainful of their Druin neighbors, which is amplified by the common misconception that they can read the minds and secrets of others.

As amphibians, the Druin bear a strong tie to the sea, and as such are often very successful seafarers. While international shipping and ocean travel are uncommon in Blume due to the doldrums of the Seas of Astis and Azal, those who venture the furthest and longest are most likely to be Druin.

Druins construct their cities, both on land and underwater, out of varying materials, though wood and stone are most common along coastal areas. Cliff dwellers dig cities into the living stone, while those under the waves may even build buildings out of shells. Many land dwellings are constructed as huts, with sides open to the air and timber columns supporting thatched straw roofs. In fact, the raised plank cities of eastern Ziamah are variations on classic Druin architecture, and many of the “wood roads” through the swamp were constructed by them. Their aesthetic tastes are equally varied, as textiles, decor, and clothing come in all shapes, sizes, and colors. Traditionally, Druin men wear turbans as a sign of attaining adulthood, and many women wear ornate facial coverings for the same reason.

Druins tend toward animist beliefs, although there are many who practice Micahnism. There is also a growing section of atheists among this people.

Druin Racial Traits

2 Int, +1 Dex, -1 Con, -2 Cha

Medium Size

Speed 30 ft. (swim 30 ft.)

Amphibious – Can survive on land and underwater indefinitely

3 Swim Checks

Telepathic Language – Druins have no language barriers, and are able to communicate with any speaking race, even underwater.

+2 to Spot, Hide, and Move Silently checks, in or out of water.

Favored Class – Rogue – Druins in Sicahn society are often rogues due to a negative stigma that exists in the realm of blume. Their stealth and ability to escape underwater makes them prevalent thieves in port cities.

Typical Names:

Male: Aleron, Nyeruk, Fassti, Jebish, Tisska, Dalian, Dien, Ainendo,

Female: Jesha, Ooose, Nadasha, Kera, Zipprodel, Atanea, Faroe

Last Names: Tolonkii, Itanka, Puralaa, Ikkesti

Nakat

The most diminutive both in the public eye and in stature of all the peoples of Blume, the Nakat are also the most acrobatic. Hailing from the deserts of Porove and some areas of Sudal, the Nakat are avian in nature. Although they are flightless, their great wings allow them to jump great heights and cushion their subsequent falls. Their wings are not the only trait that ties them to the birds – they sport the beak and claws of the hawk, and the keen eyes of the owl, and their small frame is adorned with feathers of every color, from brown and gold to pure white.

Nakat love to perpetuate joy. They thrive on the stuff, and you’ll rarely find yourself downcast while in the company of one. Nakat are also filled with a wanderlust – while the Nakat may settle in the aforementioned areas of Porove and Sudal, they have no cities or towns to speak of, and in general blend in with the local culture quite well. And while they have no homeland, their culture is rich and steeped in mythology. The Nakat love to socialize as well, and in their travels, they add to their own personal repertoire of lore and retell stories to new audiences everywhere they go.

Nakat like to dress in togas of richly hued fabrics and varying textures. Males of status may take to wearing a crown of olive leaves, not because it is a cultural status symbol so much as they have heard that it is.

The Nakat are the only race to embrace the Gods of the Sicah – very few follow animism, and fewer still are atheistic. Many Nakat become traveling priests, spreading their faith and helping those in need in their travels. One of the Priests on the High Council is a Nakat.

Nakat speak naktiil, but love to learn many languages.

Nakat Racial Traits

-2 Str, 2 Int, +2 Cha

Size – Small – +1 AC Bonus, +1 attack rolls, +4 to Hide checks, ¾ carry

speed 20 ft

2 to listen checks

+2 Morale bonus to savings against fear

“Flight”- Nakat gain a +8 racial bonus to jump checks. In addition, Nakat do not suffer damage from falls as normal, as they can slow their fall by using their wings.

Telescopic sight – Nakat have low light vision, and have excellent normal vision. As a result, they gain a +4 to spot checks.

As a bird race, Nakat gain +2 to performance checks when singing.

Non-humanoid – Cannot use standard weapons and armor. Custom equipment costs are double that of normal.(This is balanced by the Nakat’s ability to “fly” and their AC for size.)

Language: Naktiil and Common.

Favored Class: Bard. The high charisma and performance abilities make Bards a worthy choice for Nakat. Oral tradition and song are important to Nakat culture. Many Nakat leaders are wizards or druids.

Typical Names :

Male: Hokk, Eigle, Feeshre, Sturk, Falison, Tweeps, Allopee, Remy, Emou

Female: Brywen, Tawree, Epee, Fweench, Ceiper (seeper)

Manterak

The Manteraks are a tribal people native to the sprawling forests of Willowmarch. Standing about the same height as a potel (3.75-5 ft , 80-150 lbs), Manteraks are often crudely referred to as “plant goblins” or “willow goblins” due to their plantlike features. They have large, black almond shaped eyes, with a small pit on their forehead that allows for infravision. Their mouths are diminutive and strange, with 4-5 small openings instead of one large one, into the mouth cavity. Mandrakes (males) bear only leaves and a few sprouts on their scalps, while Mandragoras (females) also have a large flower amongst the leaves. Manterak skin is dark and tough, almost barklike. Wrapped around the foot of a Manterak is a tangle of roots, completing his similarities to the fauna around him.

The Manterak are a tribal people steeped in a superstition and folklore that is unique and untouched due to their cultural remoteness. Willowmarch is the native province of the Manteraks, though many natives are not even conscious of their nature as citizens. The Manterak culture is almost entirely focused on inter-tribal dealings, though representatives are occasionally sent to the governor in Syndrachil and the capitol if the need arises. Manteraks can be blunt and uncouth at times, but are essentially honorable and thoughtful, making sure to address the needs of others out of honor and respect. The culture subsists on hunting/scavenging and agriculturally produced fruits.

Manterak do not build archetecture – They grow it. Deep in the forests of Willowmarch, the Manterak tribes have formed large communities nested in the trunks of great Oaks and connected with many varieties of vine, bush, and even a type of moss that grows so thickly as to form bridges and platforms between trees, connecting areas of entwined branches.

They may live up to 150 years.

Although Manterak living in foreign lands may adopt the clothing styles found there, native Manterak go naked, and concurrently have sparce decor. The Manterak build and construct for functionality, and their dwellings tend to blend well with the local fauna.

Manterak almost never practice Micahnism, and since their culture is so remote this is usually not a problem. Shamans of Animism are prevalent and are usually leaders in the tribe. Manterak speak Milarnic, a very flowery, flowing, and time consuming language.


Manterak Racial Traits

2Con, -1 Cha, -1 Int

Size: Medium

Base Speed: 30 ft.

Non-Humanoid

Barkskin – +1 Natural AC

Infravision 60 ft.

Poor normal sight: -2 spot checks

2 hide and move silently in forest or jungle

Weakness to fire (x2 damage)

Odor – Once/day/level, the Manterak may emit a scent, either pleasant or foul, that spreads to a 10 ft. radius. Creatures within this radius must make a Fortitude Save (DC 15) or be affected. The Pleasant odor causes the affected creature to become dazed, and it loses it’s dex bonus to AC for 1 minute after leaving the affected area. The Foul odor causes nausea and 1d2 temporary str damage for one hour after leaving the affected area.

Affects are Non-cumulative, and the two different odors cancel each other if they affect the same area. The Odor dissipates after 1 minute.

Languages – Milarnic (Manterak)

Favored Class – Shaman

Typical names –

Male (Mandrake): Aloomoombi, Adadapalili, Ipicahlooi, Eppecoloi

Female (Mandragora):Militikana, Mianapopo, Isitiksitala, Mamamoombaleh

Races

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