SpeciesStarting WGT After choosing a species, you'll also get to choose how big your character is. Smaller characters are more dextrous; your starting bDEX depends on the WGT you choose. Smaller characters also pay less for armor and have an easier time finding mounts. However, larger characters can take more damage, are harder to toss around, and can train more easily for STR later.
Remember that each unit of WGT represents a range of around 25 pounds. For example, a character of 6 WGT will weigh from 126-150 pounds, a character of 7 WGT weighs 151-175 pounds, etc.
Initial Stats In addition to the stats provided by your species, you have a further 6 points that can be allocated between bSTR, bDEX, bCON, bINT, and/or bSPD. You may not put more than 4 into any one stat, but are otherwise unrestricted. For example, you might put 4 points into one stat and 2 points into another, or spread points across all stats. If you really want to enter a particular Study at the start of the game (see Studies), you'll need to allocate these stat points so that you meet that Study's stat requirements.
Starting stat points represent strengths that arose from your character's genetics, backstory, or earlier life choices and vocations. Non-adventuring NPCs may have fewer starting points; most commoners have 4.
Once you place your extra 6 points, the new totals become your initial stats, which are referred to by some other rules. Later increases to base stats do not alter your initial stats, which might be thought of as your "base base stats." Game elements that further increase a base stat will often do so more efficiently if your initial stat was higher, so use your 6 points to fit how you want your character to develop. For example, if you want to become as fast as you can be later, make sure your initial SPD is high. The 6 points chosen can only be changed via LP between campaigns; initial stats purely from species cannot be altered at all.
Each species also lists an initial fatigue factor. For each starting stat point you choose to place into bSTR or bSPD, you add 1 to this number to obtain your actual fatigue factor (see Fatigue). Note that this represents how well the species tolerates short-term fatigue, not long-term exhaustion, which is instead resisted by their bCON.
All playable characters speak Concordic - a common trade language invented by the Alacris - so you don't have to worry about not being able to communicate with other PCs. Most species also start with their realm's local language as well.
Species Traits Species Traits are extra aspects of your character arising from their species' biology. Powerful traits can make up for the low stats of some species, and can essentially never be lost.Sex & Gender Biologically, most species' males tend to be larger than their females. The exceptions are minotaurs and Vitur Roc, which have no such dimorphism between sexes, as well as Therbolgites, for whom the reverse is true. However, this is merely a trend, not a universal rule for all individuals.
Additionally, ideas of sexism or strict gender roles were eradicated from Lur-Asko during the Alacrian Golden Age. While the more traditionalist philosophies opposed this development in ancient times, none have continued to make gender a priority in their modern-day messaging. The terms "man" and "woman" are applied to individuals of any sentient species, and rejecting or moving between these labels is not stigmatized. Gender in Lur-Asko is not a determinant of adventuring success nor pre-adventuring vocation.
For all these reasons, your character's starting WGT and extra starting stats are left entirely for you to decide, regardless of the character's sex or gender.
Antecessoroid Species These species make up the vast majority of Lur-Asko’s sentient inhabitants. The name for this group of species comes from their common ancestry; all of them evolved from a single prehistoric species now known as the Antecessors. The Alacris were also antecessoroid and rose to power over the other five species due to their advances in philosophy and technology. Each of the other species was “adopted” by the Alacris, who taught them the ways of civilization and settled them in a particular region. After the Fall of the Alacris, most of Lur-Asko’s future was left in the hands of the remaining four antecessoroid species.
Compared to the other sentient lifeforms of Lur-Asko, all antecessoroids are tough for their size and excel in endurance (that is, a high CON stat). It is thought that specializing in pursuit predation and being able to help each other recover from injury is what originally helped the first Antecessor societies rise above the wild. Though they differ in lifespan, all mature at the same rate, being considered adults in their late teens.


| bSTR: | 4 | bCON: | 6 | bINT: | 4 | bSPD: | 7 |
| WGT: | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| bDEX: | 5 | 4 | 3 | 2 | |||
In the previous Aeon, the majority of humans were moved out of Lur-Asko by their Alacrian overseers. Some 250 years ago, a few of them returned to these shores, fleeing the tyranny of their distant country Wynthia. This group, called the Manusian Expedition, united with the human tribes still struggling in Lur-Asko, and together settled the realm now called Manusia. Today, they form Lur-Asko's youngest but fastest-growing major civilization.
Generally speaking, humans are brown-skinned and range between 5 and 6.5 feet tall. However, they are the most diverse in appearance of all the antecessoroid species, exhibiting a wide variety of heights, skin tones, and facial features. This tendency is a result of Lur-Asko humans' widespread scattering during most of the Third Aeon, only recently having centralized themselves in a single realm; natural selection in radically different environments and latitudes, together with separation from other tribes, has created many varied ethnicities. Still, superficial appearances aside, all humans remain remarkably similar on an internal and genetic level. Their physiology has redoubled many the original strengths of the Antecessors, including a high tolerance for prolonged activity and several biomechanical advantages when throwing objects - a focus of many human sports. Their average lifespan is 100 years.
The green land of the humans, Manusia, is well-suited to their needs. It is named after the famous Captain Manusia Carver, the leader of the expedition from Wynthia. Long ago during the Ternary War, the realm now called Manusia was incinerated by volcanic activity caused by the white acolytes' sabotage of an Alacrian power plant. Dubbed the Ashen Plains, the realm remained desolate for many centuries. When Manusia’s people arrived in Lur-Asko, the elves recommended the Ashen Plains to them as a home - a home that they would soon share with a much greater number of nomadic human tribes rallied by the curious newcomers. Today the land is fertile and productive, supporting millions of humans thanks to its rejuvenated volcanic soil. Human structures are very practical, and their settlements are fortified with stone against the dangers of the Manusian wilds. Though sturdy, their cities lack the historical depth of some of the other species.
The humans of Manusia are often fiercely individualistic, though not to the degree of elves; there is still a strong sense of community amongst humans. Manusian families often represent themselves through a coat of arms. Individuals are taught to contribute to the community as part of their personal code of honor which they call “chivalry.” Attempting to avoid the fate of Wynthia, the chivalric codes teach Manusians that true nobility comes only from noble deeds, not birthright or national heritage. Such deeds include the defense of those weaker than oneself (both in word and action), honest service with no expectation of repayment, and the treatment of all individuals with respect and fairness. In general, Lur-Asko's humans display few tensions either between their own ethnicities or towards other species - a trait that allegedly separated the original Manusians from the deep prejudices of Wynthia.
Although their numbers are now prolific and they enjoy a robust civilization, humans in Lur-Asko are still aware that they have been at a disadvantage ever since the Fall; due to how many had been moved to Wynthia, the tiny human tribes spent most of their time struggling for survival in the wild when other species were already building cities. Today, “proving oneself” or showing off one’s “human spirit” are often the primary virtues humans admire in their adventurers.
Human names consist of one
or two given
names,
together with a surname inherited from one's parents. Upon marriage,
one spouse changes their surname to match the other, and is considered
to have left their family to join their spouse's. Usually, the spouse
from the less-wealthy or less-influential family is the one to switch,
and their original family receives a monetary payment to compensate. In
this way, human marriage not only functions as marriage, but
as a social safety net and cultural "glue." In recent times, some
reform-minded Manusians influenced by Hal'Tayatic culture have
dispensed with
surnames and many of the chivalric family traditions.


| bSTR: | 3 | bCON: | 5 | bINT: | 5 | bSPD: | 8 |
| WGT: | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| bDEX: | 5 | 4 | 3 | 2 | |||
Native to the snowy tundra and pine forests of Hal’Tayat, elves were praised by their ancient masters as reflective and eager to learn. Some became eminent philosophers and scientists, the best of which won the respect of even their Alacrian counterparts. Today, the elves' intellectual might is funded by a massive network of all-consuming commerce, and theirs is the most advanced living civilization on the continent.
While they aren’t terribly strong, elves are long-legged, with a natural physiology that seems geared towards speed. On top of this natural advantage, Alacrian genetic engineering provided them with an enhanced tolerance for the dangerous weather of their home realm. They usually range between 5.5 and 7 feet tall, and are lightly-built compared to humans. Compared to other antecessoroids, elves' most visually striking features are their bright-yellow snowblindness-proofed eyes, and long ears which move according to their emotional state. Likely due to their northern latitude, the species is quite pale and displays little to no variation in skin tone. Their hair colors vary - an aspect which their culture accentuates through creative dyes and patterns. Their lifespans - averaging 130 years - are the longest of the antecessoroids, but their birth rate is quite low; both traits are thought to be the result of Alacrian genetic manipulation.
Elven culture is one of philosophy, science, commerce, and a deeper quest for knowledge. Their subarctic home realm of Hal'Tayat is currently experiencing a technological renaissance. Thanks to the extensive elven trade network, salvaged or reverse-engineered Alacrian technology has been propagated throughout Lur-Asko. Their economy is free and fluid, with deep-seated traditions of entrepreneurship and competition serving to keep the realm perpetually on the cutting edge of progress (though often leaving behind those who could not adapt in time). Elven cities are designed to inspire thought; their architecture is dominated by magnificent domes, towers, arches, minarets, and glazed tiles covered in calligraphy. Elven militaries rely on small but efficient forces utilizing Alacrian-derived arc weaponry and supported by hired adventurers, particularly arcanists.
The culture is also staunchly individualistic. This is likely the result of the Declaration of Methods, an elven-written document that struck down the bloody Imperial Age in the name of personal freedom. Although they boast a rich culture and history, elves generally refuse to derive their identity from any sort of group - likely the only thing that prevents their culture from being entirely subjugated by their notoriously large business guilds and companies. Elven culture possesses a sharp rural/urban divide; traditions of hospitality run deep amongst country elves, while city elves are more likely to emphasize innovation. Across both cultures, domestic arrangements often take on shapes regarded as unconventional by other species. Communal childrearing is traditional in rural villages, while urban elves have largely retired the concept of marriage.
Elves are given only one name upon
their birth.
Because of their individualistic culture, family surnames are
unthinkable; rather than inheriting any name, elves voluntarily take on
a second name. In childhood, this is often a nickname from their peers,
but as adults most of them purposefully adopt a name related to their
interests, vocation, or personality. If an elf performs a great deed or
becomes famous for
something, they almost always change their second name to match;
"making a name for oneself" is a common motivation of elven adventurers.


| bSTR: | 3 | bCON: | 6 | bINT: | 4 | bSPD: | 5 |
| WGT: | 3 | 4 |
5 | 6 | 7 |
| bDEX: | 6 | 5 | 4 | ||
The dwarven species began when certain tribes of Antecessors found themselves in the inhospitable desert of Nani, and were forced to flee its sunburnt surface wastes to seek sustenance underground. In the vast cave systems, dwarves evolved peculiar senses to cope with the darkness. After the Alacris "adopted" their species and gifted them the massive subterranean realm of Chthon, dwarven architecture and engineering became locked into an endless struggle to rival the grandiosity of their masters - a legacy that continues to this day.
Dwarves are a bit smaller and shorter than other antecessoroids, ranging from 4 to 5 feet tall. All of them exhibit large red eyes, together with a bluish, slightly metallic skin tone - perhaps a result of dwelling underground on peculiar diets for nearly all of their recorded history. In addition to the excellent low-light vision enabled by their eyes, they are also able to navigate even the blackest of caves via reflected sound. Dwarven echolocation is sometimes ascribed to Alacrian genetic engineering, but not nearly as often as their even more unusual metabolic quirk: their bodies possess the unique ability to receive substantial nourishment from alcohol. Many a stranded dwarven mining party has survived for a half-season on only mushroom ale, and dwarven adventurers can take along much smaller food packs than other species - a useful trait in their desolate underground domains. On average, dwarves live for around 100 years.
In their home realm of Nani, dwarven culture is inextricably linked with dwarven economics, but in a much different way compared with the elves to the north. Rather than Hal'Tayat's all-pervasive profit motive, dwarven culture prizes work for work's own sake. Haggling is an unthinkable taboo, as it represents an insult to the seller's personal worth and identity. Once a dwarf takes up their chosen profession, they will often pursue it for life; in the Imperial Age, there were many price-controls and market regulations intended specifically to preserve every dwarf's livelihood. In the current Age, these measures no longer exist, but custom and tradition continues to preserve existing businesses at the expense of change and progress. The result is that Nani lags behind other realms (particularly Hal'Tayat) in innovation, but those industries that do exist are secure, efficient, and sometimes literally ancient. "Every dwarf an artisan" is more than just a proverb; visitors are invariably awed by the grandeur of dwarven cities, but also by the pride the average dwarf takes in even the most seemingly mundane vocation.
Meanwhile, in contrast to their conservative approach to business, dwarves are well-known for their wild abandon during downtime. To their culture, a hard-working dwarf has earned their recreation, and is above judgment or question for whatever entertaining activities they choose to pursue (provided no one else is harmed). Thanks to this strange dichotomy and utter defiance of anyone who would wish to modernize their economy or clean up their taverns, dwarves have stubbornly preserved their unique culture, despite a small population and many shared borders with other realms.
All of Nanic civilization revolves around Chthon, with only a minority of the population located outside of this enormous cavern system. Despite their species' aptitude for dark environments, dwarves prefer to keep their cities fairly well-lit, which helps deter attacks from even more dark-adapted creatures. Dwarven militaries are dominated by the melee arts, and are notably well-funded - a symptom of the frequent natural threats to their domains. Dwarven adventurers are often former soldiers seeking to put their experience to use in higher-risk missions in Chthon. Those who travel abroad risk a stigma of being too “overworld-minded,” though this is usually forgiven if the adventurer brings back enough thrilling tales for the tavern crowd.
Other species find dwarven naming traditions particularly quirky. In dwarven culture, one's first name is reserved only for the closest of friends and family, and one's middle name for coworkers or wider family; strangers and acquaintances may use only the surname. In ancient history, the first dwarven settlers to arrive in Chthon were dominated by a handful of noble families. As the centuries wore on, it became fashionable to trace one's ancestry - whether truly or falsely - back to one of these families, identifying by that name as a badge of honor. As a result, nearly every dwarf goes primarily by one of six ancient surnames - Cornelius, Aurelius, Flavius, Servius, Antonius, or Claudius. Due to Chthonian gendered grammar, for females these are Cornelia, Aurelia, Servia, Flavia, Antonia, and Claudia. Because there are essentially only six public names for all dwarves, a vocational distinctive in Concordic is invariably applied (for example, Cornelius the Salamandra Farrier or Flavia the Crossbow Marksman). When married, dwarves do not change their name; if the marriage involves two different surnames, sons will inherit the father's surname, and daughters will inherit the mother's.
Default Cultural Literacy: Nanic

| bSTR: | 5 | bCON: | 6 | bINT: | 3 | bSPD: | 6 |
| WGT: | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| bDEX: | 5 | 4 | 3 | 2 | |||
Orcs are a hearty and robust species, if rather short-lived. Their culture encourages aggressiveness, preferring action over talk. Perhaps because their species grows bored with anything that isn’t an enemy to conquer or a challenge to overcome, orcs have long thrived in the difficult and arid realm of Skreti.
Orcs are heavily built and quite strong, ranging from 5 to 6.5 feet tall. They are markedly separated in appearance from the other antecessoroids by their greenish skin, curled ears, and coarse gray hair. In an oral tradition told often by orcs in proud celebration (and surveyed with horror by other cultures that would consider it a tragedy), it is said that Alacrian geneticists granted the orcish elders of old a peculiar wish: to exchange the prior natural longevity of their species for the ability to overcome injury. As a result, the average orcish lifespan is only 60 years, but their physiology is very quick to recover from wounds.
This iconic tale encapsulates orcish culture quite well. Orcs prefer to live hard, not long (or at least that's what every "good orc" will claim). Orcs do not really experience "middle age," remaining sprightly and youthful until their 57th or 58th year; at this time, all orcs begin developing multiple unpleasant age-related diseases, all of which are incurable and will invariably claim their life within the next few years. As a result, orcish culture esteems one's 56th birthday as essentially the end of their life; orcs who reach this age have traditionally set out on dangerous adventures or conflicts, seeking a quick and meaningful death rather than inglorious deterioration. After the Imperial Age - during which 56-year-old conscripts made up much of the expendable ranks of the imperial military - this tradition has somewhat fallen out of favor, with many post-56 orcs choosing to spend their last years in peaceful retirement, tying up final family or business matters. Elsewhere, the return of the adventuring profession has thrown orcish culture to the other extreme; in major adventuring cities such as Grubstad and Zvergsdorf, there is no profession quite as iconically "orclike" as adventuring, and an orc who actually reaches their 56th birthday might be viewed as cowardly.
Orcish culture lacks any sort of political structure, even in the largest cities. The economy is fluid, and justice is served by impromptu mobs, self-declared vigilantes, or high-noon duels. Occasionally, orcs will elect a leader to guide them when the need calls for it, usually during larger conflicts.
Since much of their realm is so arid, orcs have grown to prefer livestock ranching over crop farming. Raising, herding, trading, and cooking cattle is an all-encompassing industry in most parts of Skreti. Orcs not involved in ranching or adventuring might profit from those professions as train crew or city merchants, especially given the increasing amount of foreign commerce that has arrived in the realm in the present Age. Still others profit from the other everlasting Skretan pastime: violence. Militia-like posses are constantly raised to supplement adventurers in fighting off the Adlet tribes, and criminality is rampant. The word "outlaw" is thrown around far more often than one might expect in such a relatively lawless realm, and the individuals thusly labeled are often respected for their will and determination even while they are hated for their deeds.
Naming conventions
amongst
orcs are
somewhat
reminiscent of Hal'Tayatic traditions, yet they contrast as well. Like
elves, orcs often obtain a name derived from their personality or
deeds; unlike in Hal'Tayat, it would be unthinkably pretentious to
nickname oneself. An orc is normally known as a combination of their
first name and a simple nickname emerging from their peers, which may
or may not be flattering by the standards of other species. Some
families feature an additional inherited surname, often derived from an
ancestor's nickname. The importance of surnames
usually matches the importance placed on family, which varies to
extremes. Some orcish families are large, proud clans with long
histories and equally long feuds; many other orcs do not even know
their families, nor do they care to.
Hybrids can be found in two broad types. Intermediate hybrids tend to resemble what one would expect: a mixture of characteristics from each of the parents' species. Heterotic hybrids - called giants in the vernacular - arise from specific pairings of parent species, and lack many features of their parents in favor of greater size and strength than either.
A hybrid's natural lifespan is usually the average of their two parents' species. In the vast majority of cases - that is, over 99% - hybrids are sterile, incapable of reproducing with any antecessoroid species or even other hybrids. This biological reality is largely what has caused opinions of hybrids to vary between philosophies and realm cultures. By far the most negative opinion has been that of the Red Synod, which prohibited its acolytes from "unnatural" interspecies marriage for centuries. This was finally reversed after the Millennium War, when many too-famous heroes who happened to be hybrids fought valiantly alongside the red acolytes. Today the Synod begrudgingly accepts hybrids and interspecies families as acolytes.
Aside from this well-known philosophical peculiarity, the prejudice faced by hybrids tends to vary based on the culture of their realm. Cultures that prize family and lineage - that is, Macska, Manusia, and Nani - tend to look down on interspecies couples and their children. Skreti is largely apathetic, but the common wisdom is that a hybrid weary of judgment should make for Hal'Tayat, where the individualistic culture considers itself above such simplistic "breeding-obsessed" biases.
Giants| bSTR: | 7 | bCON: | 3 | bINT: | 4 | bSPD: | 5 |
| WGT: | 13 | 14 | 15 | 16 | 17 | 18 |
| bDEX: | 3 | 2 | 1 | |||


| bSTR: | 6 | bCON: | 3 | bINT: | 3 | bSPD: | 6 |
| WGT: | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| bDEX: | 5 | 4 | 3 | 2 | ||||
Anthrosaurs are a lifeform derived from dinosaurs and lizards by the white dragon May’Tothosis. She formed this species in an attempt to create a new army of soldier-acolytes. When her anthrosaurs failed to drastically outperform the other sentient species, she abandoned them. Fortunately, the hapless group was rescued by the kind red dragon Tahr’Tarrus, and taken by her to the jungles of I’Gremsul where huge tribes can now be found.
Anthrosaurs have thick tails, digitigrade legs, five horns, and an advanced reptilian physiology that counteracts poison. Their lungs are capable of absorbing oxygen from both water and air, and they have excellent underwater vision. Anthrosaurs usually range between 5.5 and 7 feet tall. Their average lifespan is 120 years, and they are considered adults around 25.
Referring to May’Tothosis and Tahr’Tarrus as the Two Mothers, anthrosaur culture values the strength of the white dragons but also the compassion of the red. Over the centuries, the species has engraved their entire history into the colossal swamp trees of their homeland. These elegant and ornate carvings sometimes go the entire height of the trunk, depicting legendary tales in ascending fashion.
Portions of anthrosaur civilization are underwater, while the visible parts of their cities are built into the branches of the swamp trees. Their main source of food and trade is the abundant supply of fish they trap and farm. Despite vibrant martial and hunting traditions, the anthrosaurs are generally a peaceful people. Even during the previous Age, the anthrosaur nation was a latecomer to the Imperial Wars (though it also perpetrated the horrific enslavement of the dryads). In the current age, anthrosaur cities politically resemble the city-states of the other species.
The simple life of
anthrosaurs does not
produce many
adventurers in the deep jungle settlements. However, those cities with
more exposure to
other Lur-Asko civilizations tend to produce great interest in
adventuring. Already skilled at hunting and fighting, anthrosaurs take
quickly to the
profession, often welcoming a more exciting life than that of jaded
tradition.


| bSTR: | 2 | bCON: | 4 | bINT: | 5 | bSPD: | 8 |
| WGT: | 3 |
4 | 5 |
| bDEX: | 6 | 5 | 4 |
Dryads were created and abandoned by May'Tothosis at the same time as the anthrosaurs, and settled into the same cities in I'Gremsul. In one of the darkest chapters of Lur-Asko's species relations, dryads were enslaved by the much stronger and more numerous anthrosaurs as a labor class during the Imperial Wars. Now free, dryads have since split off into two unique cultures.
Dryads are biologically unique amongst all the lifeforms of Lur-Asko: they are reptiles that exist in a permanent symbiotic relationship with specific plant species. It is thought that the plant life was created at the same time as the dryads, as neither can survive without the other. Their bizarre physiology renders dryads resistant to both disease and poison, while also forming their primarily identifying traits; there is very little difference in appearance between the reptilian bodies of individual dryads, but their plant life can take on a variety of striking shapes and colors, even varying over time. Most notably, dryads who adventure in underground realms or on the dark forest floor beneath the swamp trees tend to become more fungal in appearance. Dryads usually range between 3.5 and 4 feet tall (not including foliage). Their average lifespan is 120 years, and they are considered adults around 25.
The enslavement of the dryads under the anthrosaur empire has profoundly affected their cultural development, with nearly all of pre-Imperial dryadic culture and history being lost. When they were finally freed by the end of the empire, dryads struggled to redefine themselves, resulting in a further cultural split: some dryads abandoned the swamp trees entirely and retreated to the jungle floor. This was orchestrated by the white dragon Planneh'Ah, the One of Deception, who subsequently indoctrinated the wild dryads with abundant anti-technological prejudices. The dryads who chose to remain in the cities saw this, and perhaps in a reaction to it, devoted themselves to salvaging the remnants of Imperial industry. Their culture now functions as the "brains of I'Gremsul," and they have become expert tinkerers and technologists. Dryadic airships (built with access to huge jungle trees) are the largest in Lur-Asko, and sometimes rival even elven ones in sophistication. When traveling in I'Gremsul, other species are advised to refrain from pointing out the contrast between city dryads' plantlike appearance and their industrial cultural values. This is considered highly offensive. Meanwhile, the "wild dryads" are sometimes confused for goblins, despite being sentient and much more dangerous.
Although anthrosaur leaders
claim to regret the
Imperial enslavement and dryadic leaders claim to have forgiven it,
there continues to be a split between the two cultures, almost to the
point of every I'Gremsul city really being two cities. Dryads, because
of their
lower weight, tend to build their communities in the thin upper canopy
of the swamp trees, ranging lower only for the sake of industry and
trade.


| bSTR: | 2 | bCON: | 3 | bINT: | 5 | bSPD: | 6 |
| WGT: | 3 |
4 | 5 |
| bDEX: | 7 | 6 | 5 |
A relatively new species to the land of Lur-Asko, the Koh-Trr are small and colorful creatures. Originating from the distant continent known as the Far Remote, these felines arrived in Lur-Asko in a massive colonization fleet nearly two centuries ago. In their adopted realm of Macska, they are a nation of proud, honor-bound families. Outside of that land, many are talented adventurers... or infamous sneaks and saboteurs.
Together with dryads, Koh-Trr (pronounced ko-TURR) are the smallest of the major sentient species, varying significantly in build and coloration. Their innate nimbleness and reflexes far surpass the other species, and they seldom lose their footing for long. Koh-Trr usually range between 3 and 4.5 feet tall. Their average lifespan is 80 years, and they are considered adults around 14.
Koh-Trr architecture ranges anywhere from humble straw huts to majestic pagodas. The only constant is a very unbalanced yet strangely beautiful assortment of colors; the species has very poor color vision and sees mostly in grayscale.
As the Far Remote does not seem to have access to Alacrian or any other advanced technology, the Koh-Trr colonists have never been able to contact their ancestral continent. Furthermore, Tsuunahgo's oceanic stormfronts would make it extremely dangerous to return (over half of the original Koh-Trr fleet was sunk en route to Lur-Asko). Still, the most important reason why the Koh-Trr of Macska remain distinct is that, in their eyes, they are not; Macskan Koh-Trr believe that they have simply spread and continued the unbroken ancient culture of "the Homeland" - a term which in their language can be applied to either the Far Remote or Macska, with no distinction except for context. As such, the story of the Macskan Koh-Trr is one of a comparatively small population trying desperately to remain independent despite their proximity to the radically different cultures of Lur-Asko. Koh-Trr traditions have apparently remained stable for thousands of years in the Far Remote, and to discard them now would be unthinkable to most of the species.
The name Koh-Trr translates roughly as “High Ones,” with the goal of “high” denoting a justified pride in one’s honorable contribution to society. Koh-Trr culture revolves around group honor, with a very heavy emphasis on the family, and is heavily influenced by Red Draconic philosophy. One of the Protodraconic parents of the red dragons, Onnoma the Gray, is highly revered in the Far Remote. Though he fell silent some 4,000 years ago, the values Onnoma inculcated there are remarkably similar to those of his offspring in Lur-Asko. As such, the highly-developed philosophy of the still-active Red Synod is viewed as the most valuable discovery made in Lur-Asko, and the reverence of many red dragons instead of a single gray one is virtually the only major cultural change that has been permitted since leaving the Far Remote.
Of course, Lur-Asko
opponents of the Red Synod often
hold up Macska as an example of why draconic philosophy is so
dangerous; most Lur-Asko species would find the realm stifling.
Koh-Trr society is divided into four castes: samurai, ashigaru, heimin, and shō
(roughly translating to noble warriors, common warriors, peasantry, and
merchants). Mobility between castes is virtually unheard-of. Foreigners
do not enjoy even the paltry protections of the shō,
who themselves can be legally killed by any samurai for even an act of
"disrespect."
Although such extremes are rarely seen in practice, Macska is
still a perilous place for visiting adventurers or traders, as well
as any Koh-Trr who seeks a bit more flexibility than their lineage
allows. Still, defenders of Koh-Trr culture point out that the system
has prevented the species' traditions from being lost to the influence
of their neighbors, and has thus far proven resilient against White
Draconic corruption. Whatever the case,
many Koh-Trr who
leave the realm of Macska have done
so to escape the rigid honor structure or caste system, and they often
settle into the
freedom of an
adventuring career.


| bSTR: | 3 | bCON: | 4 | bINT: | 3 | bSPD: | 8 |
| WGT: | 4 | 5 | 6 |
| bDEX: | 6 | 5 | 4 |
In Skreti, the orcs often find themselves at odds with the Adlet. A culture of hunter/gatherers native to the area, Adlet have continued to be a great danger in the realm despite their technological disadvantage. Historical evidence suggests that the Adlet are the result of an out-of-control Alacrian genetic experiment that spliced varg genes into dwarves.
An Adlet’s appearance is that of a bipedal wolf or varg. Though small, their physiology is tough, and their coordination and reflexes are second only to the Koh-Trr. Unique among the sentient species, their sensitive, oversized ears make them deadly hunters. Adlet usually range between 4 and 5 feet tall. Their average lifespan is 70 years, and they are considered adults around 12.
In Skreti, the Adlet live in mobile tribes of usually 20 to 30 members. Lur-Asko philosophy has impacted the Adlet the least of all the species, with almost no Alacrian ideas found in their culture. Adlet tribes teach their young the value of violence - both in hunting and in plundering others - and often view a peaceful lifestyle or personality as a sign of weakness.
Despite all this, researchers believe that the primary motivation for the Adlet's conflict with the orcs is a different conception of property; it is almost impossible to translate words such as "theft" or "belongings" into the Adletic language except in the broadest tribal sense, and their culture has no concept whatsoever of land ownership. "Greed" does translate easily, and it is invariably attributed to the orcs for their sprawling cities and massive roving cattle herds. In response, Adlet raiders seek to exterminate orcish ranches, many orcs in turn make a living by mercilessly hunting down Adlet, and the cycle of retaliation continues to escalate.
Some Adlet have been known
to abandon their tribes
and
search for higher knowledge in Lur-Asko cities, usually outside of
Skreti. Others simply seek to
funnel their traditional belligerence into a successful adventuring
career. Whatever the
case, Adlet pilgrims can recount grim tales of their homeland, often
describing
violent atrocities unimaginable to most Lur-Asko residents. Whether
they seek to embrace their history or distance themselves, there are
very
few Adlet who can shake the stigma associated with their species -
still, those few do exist, particularly among the ranks of heroic
adventurers.

| bSTR: | 5 | bCON: | 6 | bINT: | 3 | bSPD: | 4 |
| WGT: | 10 | 11 | 12 | 13 | 14 | 15 |
| bDEX: | 4 | 3 | 2 | |||
The Vitur Roc hail from near-prehistoric Wynthia, having been rescued from that continent by the Protodragons to protect them from the First Aeon asteroid incident. For millennia, they lived entirely in the Gelid Isles north of Lur-Asko - an archipelago viewed as a worthless frozen wasteland by the other species, sparing the Vitur Roc from the countless conflicts and wars of the mainland. Although the growth of their population and technology was hampered by their location, the traditional culture of the Vitur Roc endured without interference until the Adventuring Age. At that point, the merchant enterprises of the elves turned northward, trade deals were struck with the Vitur Roc, and the species was gradually assimilated into the modern culture of Hal'Tayat.
Vitur Roc (often shortened to Roc) are an enormous, flightless avian species that seem to be most closely related to penguins; their cold-enduring and swimming abilities make them the only sentient species really suited to thrive in the Gelid Isles. Though they cannot truly breathe underwater like anthrosaurs and Therbolgites, they can hold their breath for over 40 minutes, and are every bit as fast-swimming. Additionally, they can do so perfectly well in frigid arctic seawater - a feat that not even elves can copy indefinitely. Roc "arms" are a hybrid of flipper-like wings and hand-like talons. On land, their mobility is not as excellent, given their short legs and rotund physiques. In any environment, however, a Roc is tough - their constitutions are the strongest of any disparate species, more in line with antecessoroids. Vitur Roc usually range between 6.5 and 7.5 feet tall. Their average lifespan is 80 years, and they are considered adults around 16.
The amicable relations between the Vitur Roc and the elves are often held up by optimists as a sign of modern progress - a sharp contrast with the historically-violent species relations of Skreti and I'Gremsul, and more mutually respectful than the Alacrian strongarming of the Subject Species. Critics and pessimists point out, however, that the merging of the two cultures in the Adventuring Age was hardly balanced. Though a peaceful evolution, the much smaller and more technologically primitive population of Vitur Roc was completely overwhelmed by the cultural powerhouse of Hal'Tayat, to the point that the majority of Roc tradition and history has fallen out of common memory. Of course, it's not as though zero influence in the other direction occurred: the Roc language was especially fascinating to the elven population, to the point that today's language of Hal'Tayatic is a unique merging of two alphabets and vocabularies. Roc architecture and clothing have also influenced trends across Hal'Tayat, almost completely dominating elven rural areas. For all intents and purposes, Roc and elves share a common culture, and anything written above for elven culture applies also to this species.
Despite elven culture's hold on them - or perhaps as a result of it - the Vitur Roc have held their own economically. Their natural skills have enabled them to dominate every northern fishing industry outside of Hal'Samak. Prior to the Adventuring Age, due to the very small amounts of lumber available in the Gelids, the Roc never built vessels larger than small longboats; today, the central Roc city of Viturheim has amassed via trade a massive fleet of sea ships, which have allowed the species to virtually monopolize the whaling industry.
Although Roc are uniquely
suited to the Isles,
every elven city has a significant minority of their species,
especially
to the north. They are active in every industry of Hal'Tayat, including
adventuring. The durability of a Vitur Roc lends itself well to an
adventuring career, and the individualism of their shared Hal'Tayatic
culture leads many to go questing for the same reasons as elves.

| bSTR: | 8 | bCON: | 3 | bINT: | 2 | bSPD: | 6 |
| WGT: | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| bDEX: | 4 | 3 | 2 | 1 | ||||
Appearing much like bipedal cattle, these creatures are naturally big, strong, and dutiful. In Alacrian times they were the pack carriers and heavy hitters of the infantry, charging headlong into battle with nary a thought given to questioning orders. Historically, minotaurs have been taken advantage of by the other species of Lur-Asko, but they justifiably pride themselves on their feats of strength and bravery.
Physically, minotaurs are thick and built for power. They usually range between 5.5 and 6.5 feet tall. Their average lifespan is 60 years, and they are considered adults around 10. The species originated during the Draconic Wars in Alacrian military bioengineering facilities; whether they are elevated versions of a more primitive species or a fiend-type synthetic fusion of bovines and antecessoroids is disputed by biologists.
Physically and mentally, minotaurs were designed to be obedient soldiers. Although they possess antecessoroid-like brains, many functions related to social conformity were deliberately amplified, resulting in an easily-manipulated psychology ripe for military indoctrination. Many mark the creation of minotaurs - and the abject nonchalance with which they were expended in dangerous missions - as the first major ethical failing of Alacrian genetic engineering. Still, minotaurs were undeniably effective in their designated role for many years, until Eer'Kallan operatives were able to exploit their malleability and countermand their military hierarchy. After several such setbacks, the lab production of minotaurs was halted, and remaining individuals reassigned to non-combat labor roles. Those who survived the war eventually integrated with the communities of the Subject Species - a trend that continues to this day.
Minotaurs have never created any truly distinct or independent civilizations, with a possible though heavily-disputed exception of a small nation in pre-Koh-Trr Macska. Instead, they tend to form subcultures within the settlements of other species. These subcultures vary widely and are heavily influenced by the surrounding majority culture. This is a result of minotaurs' psychology, which was never designed for civilian life; nearly all minotaurs have significant difficulty developing their own identities as either individuals or families. Over the centuries, they have been exploited in exactly the way one would expect from their design, being constantly "volunteered" into a pliable fighting or working class. The Imperial Age was by far the worst in this regard.
Fortunately, the Adventuring Age has brought a new hope to minotaurs - at least those fortunate enough to find themselves in a realm governed by the Declaration of Methods. As liberated cultures sought to make right the heinous crimes of the empires, many eyes turned to the minotaur districts ravaged by centuries of psychological manipulation by other species. Politicians eager to be perceived as benevolent now established legal protections for minotaurs, and adventurers were hired by charitable organizations - or sometimes the Ministry of Chaos - to "convince" lingering overlords to abandon their domination of the species. Today, minotaur populations are garrisoned by Advocates - various militias and mediators devoted to the protection of the community. Originally formed from sympathetic members of the cities' majority species, more than half of Advocates are now minotaurs themselves. At long last, the species has finally been released to develop the knowledge and strength of will to not only overcome the weaknesses of their ancient origin, but to emphasize its strengths.
Although minotaurs are now
able to pursue whatever
vocation they wish, their natural gifts make adventuring a strikingly
viable option. Legends of the Adventuring Age are full of distinguished
minotaurs, despite their much smaller population relative to most other
species.


| bSTR: | 3 | bCON: | 3 | bINT: | 6 | bSPD: | 5 |
| WGT: | 5 | 6 | 7 | 8 | 9 | 10 |
| bDEX: | 6 | 5 | 4 | |||
The Therbolgites hail from the Deep, a massive trench in the ocean floor east of Lur-Asko. Most of them live their entire lives at depths that would crush any of the other sentient species. Though they can survive equally well in the air, only a few Therbolgites ever leave their watery home. Those that find their way to Lur-Asko do so for one of two very different reasons.
Physiologically, Therbolgites are most closely related to squid, with amphibious characteristics that enable them to live comfortably on land. Their skin is blue in their natural environment, but fades to green the longer they are out of water. They possess ten tentacles - two small ones on the front of their body, two large ones they use to walk or swim, and three on each side they use in conjunction as “arms.” Therbolgites usually range between 4 and 6 feet tall. Their average lifespan is 160 years, and they usually arrive in Lur-Asko during their prime adult years, though many have amnesia about their exact age.
Most Lur-Asko Therbolgites are “Sojourners,” sent by their people to live among the “land-born,” eventually returning after many decades to share the lessons they have learned. The rest are convicted criminals, banished from the depths only to continue their piracy on the water’s surface. These “Exiles” are readily identified by the red tattoos placed on their faces. In either case, all Therbolgites willing or forced to leave the Deep undergo some type of brain modification that eliminates any memory of their home; no Therbolgite has ever been able to relate cultural details of the Deep, not even under hypnosis or telepathy. Only the Therbolgi language and some technical skills - such as Lur-Asko's first knowledge of corallurgy - have arrived through Sojourners and Exiles. In the case of Sojourners, they also retain a vague knowledge of their mission to gather information and return, and a drive to fulfill it.
Therbolgite civilization is very xenophobic, interacting with the surface world only through the reports of their Sojourners. Little is known about their mysterious underwater cities. It is known that they have mastered the direction of coral growth, to the point that most of their technology is based on this form of organic manipulation. Though unable to research the full extent of this art, the Alacris reverse-engineered some of the technology from the details remembered by Sojourners, resulting in the production of coral weapons and armor that continues to this day.
When they analyzed the genetics of Sojourners and captured Exiles, the Alacris determined that the species was likely not naturally amphibious; those who emerge to breathe air were probably genetically-engineered to do so. Further analysis led the Alacris to conclude that the Therbolgites have actually been directing their own evolution through advanced organic technology for over 2,400 generations. Alacrian sociologists extrapolated from this that some form of coherent Therbolgite civilization must have existed in the Deep for a mind-boggling minimum of 150,000 years. This suggests that the Deep's motivation for sending Sojourners and Exiles may not even be intelligible to the far-younger land-born cultures, or perhaps that it amounts to nothing more than a mild curiosity about upstart surface civilizations that must seem infantile by comparison.
“Adventuring” is usually
too polite a term
for the offenses regularly committed by Exiles, as their violent
personalities
seem unaffected by their amnesia. Meanwhile, as legitimate adventuring
is such a large part
of Lur-Asko’s culture, it frequently attracts inquisitive Sojourners.
Whatever their background, Therbolgite adventurers seem to be quite
adept at embracing
the profession.

| bSTR: | 5 | bCON: | 6 | bINT: | 3 | bSPD: | 7 |
| WGT: | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| bDEX: | 5 | 4 | 3 | 2 | |||
Revenants date from the late Third Alacrian Era, a war-torn time in which technological armies reached their apex. Distinguished from other techs by their sentience and organic brains, revenants were most commonly employed as an assassination deterrent; they would be kept in stasis until their Alacrian master died, and would wreak havoc on the master's enemies if that demise was found to be a murder. With all Alacris long dead, some revenants awaken today in a state of amnesia, forced to build new lives from scratch in the world of modern Lur-Asko.
Revenants have organic brains originally sourced from the Subject Species. In some cases, transformation into a revenant was a punishment; the victim's brain would be forcibly extracted, kept alive, and transplanted into a advanced construct. In other cases, genetically-engineered antecessoroids were reduced to a brain as infants and matured in the construct, never knowing any existence but that of a revenant. In either case, the existence of the procedure continues to be held up as a sign of the incredible moral degradation of the Third Era Alacris, and a warning about the excesses of Rationalism without sufficient ethics.
After creation, a revenant's brain was the victim of advanced manipulation; since the individual was interfaced directly with the construct body and had no perception aside from the construct's senses, a revenant could be "programmed" almost as effectively as a non-sentient tech. In addition, they could be instantly given incredible abilities and skills, limited only by the (extremely high) capabilities of their construct body. Revenants were some of the most terrifying enemies an Alacris of the period could possibly face, perhaps exceeded only by dragons, Weavers, and dark sorcerers. The dread of awakening a revenant against oneself was indeed sometimes the only thing keeping powerful Alacris from sending assassins against one another. Revenants could be preserved in cryostasis for many decades, and had various means of being automatically awakened when their master was imperiled or killed. It is presumed that those that survive to the present either returned to stasis after the Fall, or that the exotic circumstances of the Fall did not trigger their awakening at all.
No modern revenant has memory of Alacrian times. After being brought out of cryostasis, a revenant's brain ages like any normal brain, and will eventually meet a natural death. This awakening now seems random; with no Alacris to maintain revenant "crypts," the cryostasis machinery degrades and automatically deactivates when it is no longer viable. Revenant brains were never intended to be preserved for centuries, and those that awaken today have lost essentially all of their memories. Though they retain the Alacrian and Concordic languages, today's revenants awaken with none of the legendary skills they would have once had, and often find that their equipment and even some of their own body's components have long since been plundered by haywire techs in their ruins. Much like an organic develops their abilities through practice and experience, revenants must slowly rebuild themselves and re-learn their own minds.
Revenants that awaken today are almost entirely "blank slates." Fortunate ones will stumble into a sympathetic modern society and find their own place, often becoming a fascination of modern researchers in the process. Less-fortunate revenants might never make it past the techs in their own ruins, or they might run afoul of less-advanced modern cultures who fear them. In previous Ages, revenants retained just enough of a combat instinct to justify this fear. Cryostasis crypts in the Alacrian cities of Nexus and Vespera seem to have been less advanced and failed early; the still-dangerous revenants awakened at this time comprised the fearsome wendigos that terrorized Skreti for part of the Imperial Age, as well as the dreaded oni that were discovered by the Koh-Trr newcomers when they arrived in Macska. Manusia has been the site of most awakenings in recent years, and the human High Wynthian language is the source of the name revenant. Although revenants continue to awaken in all realms, Adventuring Age Manusia has set an example of acceptance, incorporating peaceful revenants into their society and even adopting them into families.
Revenants come in all
shapes, sizes, and
personalities. Some have difficulty understanding emotion or
sympathizing with organics, while others are almost manic. Some find it
easy to adapt to modern society and may turn to adventuring for similar
reasons to their organic comrades; others retain just enough of a
combative impulse to feel unfulfilled in a more mundane profession.
Most will take names according to the organic society they first
encounter, while others will discover Alacrian names they feel suit
them better. Often, revenants will be the first of their kind that an
average passerby will have seen, and an accomplished revenant
adventurer stands a good chance of affecting the common perception
about their "species" as a whole.