The world of Ebb & Flow, Terrium, contains four major continents. The northern continent is named Atlum and is home to the majestic Equirions. The western continent is named Occasus and is dominated by the mighty Arkhans. The southern continent is named Mugio, and is where the hardworking Humans reside. The final continent, the eastern land, is named Oriens, where the peaceful Fibblans thrive. There are also two mixed races that can be found throughout all four continents: the Iquorans and the Khibblans. Between all four continents lies the smallest continent, Cordegarde, where the deadliest creatures of Terrium reside, and only the greatest of warriors dare to tread.
Choosing Your Race
Your character will be one of the six races that dominate Terrium. The race you end up choosing will heavily define your character. Their appearance, their culture, and their upbringing are all affected the race you choose. Each one is unique from the others, and it may affect how your character will interact with others throughout the world. The secluded Equirions of Atlum don’t take too kindly to Fibblans, whereas the welcoming Human cities of Mugio are open to everyone. Your race allows you to choose one of multiple race traits of the corresponding race, which are listed in Section V. In addition, once you’ve chosen a race, choosing a class native to your race will also grant you a bonus, which is listed near the end of Section III.
Atlum - Equirions, the Mystical
Atlum is distinguished for its lush green forests, towering trees, and waterfalls. Many Equirion cities are built in the gargantuan trees, high above the ground to accentuate the Equirions' status. Their structures are created with marble adorned by ivory and are the most intricate of any race. Perhaps the most interesting location in Atlum is the Sky Tree Forest. They are small islands floating high in the air through magical sky trees. These small floating islands are the homes to harpies, who lay their eggs in the trees to keep away from predators on the ground. Creatures that inhabit Atlum include nymphs, sirens, griffins, and serpents. While aggressive when threatened, these beasts are generally tame. Atlum is the second least populated continent in Terrium due to Equirion women’s long pregnancies, and it is also the least racially diverse. Due to the Equirions’ seclusion, only port cities will find a mixture of the four races, while most inland cities are strictly Equirion.
Equirions, the Mystical
Native Classes: Arcane Ranger, Blood Letterer, Cross Assailant, Essence Abolisher
Average Lifespan: 200 years
Average Male Height: 6'2"
Average Male Weight: 165 lb. – 175 lb.
Average Female Height: 6'0"
Average Female Weight: 145 lb. – 155 lb.
Equirions are characterized by their beautiful and majestic appearance. They are tall and slender folk with porcelain skin, silver hair, red eyes, and pointed ears. Equirions who come from kingdoms in open plains tend to have short ears compared to the longer ears of those who live high in the trees. Equirion children mature around the same rate as Humans, but live for twice as long. Both males and females grow their hair out long and scarcely get them cut. This allows them to fashion their hair in many different ways.
Equirions stay in their prime for about 100 years before old age begins affecting them. Males and females are both very feminine in appearance, and other races commonly mistaken the males for females. An Equirion woman remains in pregnancy for almost 2 years, and are at their most vulnerable. During this time, women will almost never go outdoors, and the men bring them whatever they need.
Equirions are an extremely secluded race, and rarely even see other Equirions outside of their own kingdom. They prefer to keep to themselves and are rarely seen outside of Atlum. By deep-rooted tradition, Equirions consider themselves to be the superior race because of their beauty and would rather not have anything to do with the other races. These tendencies are observed by where their cities are built, high above the ground in trees. Because their homes are built in gigantic trees, Equirions are best known for their architecture and excellent engineering.
Long ago during the war against the gods, Equirions learned the ways of the Flow Rupturor from the Fibblans, but they took their teachings a step further to focus the control of flow, forgoing the path of the Rupturor to become Arcane Rangers. Cross Assailants and Essence Abolishers came to fruition as they further studied the classes of other races. Other Equirions decided to go down a darker path of controlling their flow, using their blood as a catalyst, and became Blood Letterers. While Blood Letterers are often looked down upon in their society, they are still respected for being powerful spell casters who can support their brethren in close combat without harming them.
Equirion beauty and fashion is centered on their tall slender figures. Females tend to wear long, flowing dresses while males wear loose-fitting clothing. Their long, silver hair is fashioned into many different styles, whether they be tied, braided, or placed in a bun. Most males prefer to keep their hair down as it naturally is or tied into a ponytail, but some males will also perform complex braids with their hair as a sign of nobility.
Equirion government is defined as an elective monarchy. The kingdoms found throughout Atlum are ruled by a king or queen who is elected by the general populace and consulted by an elder council. Kings and queens deal with the much broader matters of their territory while local governments in the towns and cities are overseen by elected nobles who report directly to their king or queen. Rulers can last their entire lifetime, but they generally step down at an old age to enter the elder council and make way for a much younger ruler. The elder council may unanimously strip a ruler of their authority and replace them if such is voted upon by the general populace. Upon being elected, kings and queen may form their own personal councils and assistants with the approval of the elder council, but do not need a vote from the citizens.
The combined military force of all kingdoms in Atlum is the second smallest of the four races, but is of extremely high quality. Academies for training and housing soldiers exist next to the main city of each kingdom with military bases placed strategically throughout the kingdom to protect smaller towns. Local police forces are trained in smaller academies within the large cities and are redistributed to their hometowns.
The main religion in Atlum follows the teachings of Yunarelle, the God of Harmony and Composure. However, the majority of Equirions do not follow a particular religion. The Church of Yunarelle preaches calmness in all situations and balance in the world. Practitioners are slow-tempered and patient. Those in the Church of Yunarelle will often meditate for long periods of time and detach themselves from emotional disturbances. They believe that only clear minds devoid of emotions can lead to true enlightenment.
Equirion technology in Atlum is the pinnacle of the world. After working alongside Fibblans in ancient times, the Equirions pushed technology as far as they could after the Fibblans swore off technological advancement. The greatest invention of their history was the flow cell, a noncombustible battery that converts stored flow into electricity to power most machines found in Terrium. The earliest concept of this technology is what powers the Grand Railway that runs throughout the four continents. As the largest conglomerate in the forefront of technological advancement, FlowTech invented a variety of vehicles, including flowmobiles, flowcycles, flow-powered ships and boats, and flow-powered airships.
Choosing the Equirions:
Consider following details to help you choose the characteristics of your Equirion character. Equirion names are long and flowing with an emphasis on L and R sounds. A couple examples of Equirion names are Yunarelle, the Equirion god, and Lorea, a hero of legend.
Determining Age: 20 + 4d20
Determining Height: 5’8” + 1d12 inches
Determining Weight: 130 lb. + 2d4 lb. per inch past 5’8”
Occasus - Arkhans, the Indomitable
Occasus is known for its vast mountains, deserts, and ruins. Most Arkhan cities are built into the sides of mountains, forged of iron and steel. Their buildings are simple and created only to provide the basics of living. The harsh environment of Occasus has made their inhabitants tough and highly territorial. Lizards, minotaurs, and colossi are commonplace throughout the continent. Caves are often found in the mountainous areas, and ruins are littered all around the deserts. These sites are thought to contain treasures from ancient times when the Arkhans were not yet corrupted by the Great Shadow. Vegetation is scarce in Occasus, creating a harsh cycle of carnivores. Due to the vicious nature of the continent, Occasus is the least populated continent and the second least diverse despite being the largest. Native members of the other continents are often treated quite well in the major cities because of the continent’s lack of tourism, but are usually looked upon in a strange light in smaller towns and tribes.
Arkhans, the Indomitable
Native Classes: Artillery Jockey, Crush Avatar, Doom Harbinger, Infernal Reaper
Average Lifespan: 150 years
Average Male Height: 7'1"(large), 5'4"(small)
Average Male Weight: 280 lb. – 300 lb. (large), 115 lb – 125 lb. (small)
Average Female Height: 6'4"(large), 5'1"(small)
Average Female Weight: 220 lb. – 240 lb. (large), 95 lb. – 105 lb. (small)
Once a civilized race before being transformed by the Great Shadow, the Arkhans come in all sorts of shapes and sizes, but share one blazing characteristic: their demonic, beast-like appearance. They have varying colors of glowing eyes, sharp claws and teeth, bluish purple skin, and plate-like protrusions from their bodies. Whether large or small, the Arkhans' physical prowess is unmatched.
Arkhans reach maturity at a very young age in order to prepare them for a long life of battle. Once mature, an Arkhan will stay in their prime until death. Although most Arkhans die in battle, even the oldest of Arkhans will have strength comparable to their youth. Arkhan women remain in pregnancy for only a couple months and give birth to very small children so as to not prevent their ability to fight. Because of this, a newborn Arkhan will rapidly grow in size during their first few months of development.
As a military race, Arkhans pride themselves in strength and power. Utilizing their strength, they're armed with large scythes to become Infernal Reapers, unwieldy blades to become Doom Harbingers, or the brute force of their fists to become Crush Avatars. Arkhans who are not as physically strong but still contain a large amount of flow wield cannons on their arms to become Artillery Jockeys. All Arkhans begin receiving military training at the age of five and begin service at the age of fifteen, which lasts for their entire life. While every adult is allowed to pursue their own personal profession, they are required to answer any military duty at a moment's notice. Because of their concentration on military strength, Arkhans are best known for their ability to smith any weapon and armor.
For Arkhans, beauty and fashion are completely determined by physical fitness. Clothing is tight fitting and simple to accentuate their musculature. Overweight or unfit Arkhans are generally shunned by society for being inferior and are considered a disgrace to their kind. Although the women are unable to grow muscles as thick as the men's, Arkhans are actually matriarchal. It is their belief that only their strong women can give birth to powerful men, and women in their society are highly respected. While not submissive by any means, males will rarely go against a female's authority, and will enter dangerous competitions with other males to procreate with a strong female.
Arkhan government is defined as a matriarchal kratocracy. Females will fight for power over their tribe. Tribe leaders can be challenged at any time and must step down if defeated in one-on-one combat. However, tribe leaders are generally the strongest females of their tribe and will rarely be replaced. They are usually not only the strongest female, but are also stronger than the males as well. All tribe leaders have advisors who represent the people to help them rule over their tribe, but the leader has final say in all matters. Larger tribes will have many advisors, but small tribes only have one or two at the most.
Being a military race but having the smallest population, the Arkhans have the second largest army in the world. Practically every able bodied adult in Occasus is a soldier who is required to answer any and all military duties. Matriarchs have the authority to mobilize their forces at any moment. All Arkhans are trained within their tribe to be soldiers, and local authorities are handpicked by the matriarch herself. The quality and organization of the Arkhan army is regarded as the pinnacle of any military force as it has been an integral part of their society for thousands of years.
The majority of Arkhans follow the teachings of Vandra, the Goddess of Discipline and the Hunt. Members of the Church of Vandra practice self-control and take great pride in self-improvement through rigorous training. They will then demonstrate their learnings by going on monthly hunts to kill beasts in Occasus to offer as testimony in rituals for Vandra. So disciplined are followers of Vandra that Arkhans will happily give their lives and fight in the name of Vandra for glory. Death in the name of Vandra is considered highly honorable.
While not as advanced as the Equirions, Arkhan technology is well along in their own rights. Because of their readily available coal found in the caves of mountains, Arkhans have gone toward steam powered machines. They have their own versions of automobiles, motorcycles, ships, and trains apart from the Equirions. However, they do not have airships, and must usually commission them from private Equirion companies. In spite of this, because of their abundance of metals, Arkhans have created heavily armored vehicles for military use in sieges. These higher forms of technology are found only in the large cities of Occasus, while smaller tribes and villages do not have as easy access to them, resulting in very mixed modes of transportation between vehicles and salamandrakes.
Choosing the Arkhans:
Consider following details to help you choose the characteristics of your Arkhan character. Arkhan names are generally short with hard consonants with an emphasis on D, G, and K sounds. A couple examples of Arkhan names are Vandra, the Arkhan goddess, and Orlax, a hero of legend.
Determining Age: 15 + 5d10
Determining Large Frame Height: 6’0” + 3d8 inches
Determining Small Frame Height: 4’10” + 1d8 inches
Determining Large Frame Weight: 220 lb. + 2d6 lb. per inch past 6’0”
Determining Small Frame Weight: 90 lb. + 1d6 lb. per inch past 4’8”
Mugio - Humans, the Hardworking
Mugio is known for its plains, rivers, and snowy tundras. Human cities are built with brick, stone, and wood and are usually found out in open fields. The largest of cities are often fenced in with high stone walls with guard towers. The open fields and plentiful rivers make Mugio a prime area for agriculture and livestock. Wild boars, horses, and oxen make up the bulk of Mugio's creatures, but there are dangerous predators in the lukons and the felesians. Further south are mountain ranges and snowy areas where the more populated areas go for vacation. As the second largest continent and the most accepting society, Mugio has the largest population of the four main continents and is also the most racially diverse. While primarily inhabited by Humans, it is fairly common to see communities of all four races mixed together.
Humans, the Hardworking
Native Classes: Crusade Maestro, Empyreal Ronin, Noble Gallant, Runic Chevalier
Average Lifespan: 90 years
Average Male Height: 5'10"
Average Male Weight: 155 lb. – 165 lb.
Average Female Height: 5'7"
Average Female Weight: 135 lb. – 145 lb.
Humans are characterized by their average height and appearance. While they do not have any distinguishing features and are used as the baseline for comparing all the other races, Humans are extremely versatile. With their moderately built bodies, they are prepared for any situation thrown their way. Humans reach full maturity by the age of 20; however, their prime years are short and are susceptible to old age.
Humans have a wide variety of body types, which can change under certain extreme circumstances unlike the other races who share similar musculatures with one another in their race. In the northern half of the continent, Humans have darker skin tones and dark hair. In the southern half of the continent, they have fair skin tones and lighter hair colors. On the island of Solban, Humans have light to almost pale skin but have black hair. Newborn Humans are considered the most vulnerable compared to the newborns of the other races. Despite this, they are plentiful and have the highest population due to their ability to survive.
Humans highly value diversity in their community. They will freely accept members of other towns and villages as their own, and are very welcoming to immigrants of the other continents. Despite their hospitality, there are still biases against Arkhans due to their ancient war with one another. While they are the most diverse in terms of professions, they are best known for tailoring all sorts of clothing for every continent and are proficient carpenters.
Beauty in Human culture is centralized in physical fitness, high fashion, and grooming. Well-dressed, beautiful Humans are glorified in their society, and those who are not only readily able to purchase and maintain their appearance but are also highly educated are considered high class or royalty.
The standing army of the Mugio government is the largest in all of Terrium. Humans are conditioned to either become the bulwark of the army as Noble Gallants or magic-wielding knights as Runic Chevalier. Some musicians become Crusade Maestros to support them from the backline with soothing melodies. Some villages that are not large enough to have their own army use the same fundamentals as the Runic Chevalier to train themselves to become the swift-moving Empyreal Ronin.
Human government is defined as a representative democracy. Government officials are elected into a council every two years, and all laws and policies are voted on by the general populace. Officials maintain order, and address the concerns of those they represent to other officials. Councilmen meet daily on a rotating schedule so that all public concerns can be addressed in a timely manner. Council members reserve the right to pass motions without a vote from the public with a unanimous decision in times of emergency. These motions may include mobilizing the military in times of war or evacuations in times of disaster.
Residing in the most populated continent of the world, the military power of Mugio is the largest through sheer manpower and numbers. Becoming a soldier in Mugio is completely a career choice, and is not a requirement of being a citizen. As such, soldiers in Mugio are some of the most honored individuals as they choose to put their lives on the line to maintain peace. They are trained in military bases located all throughout Mugio. Local authorities, much like Equirion authorities, are trained in academies found within the town or city they are upholding the law in.
Humans follow the teachings of Orulan, the God of Solidarity and Peace. The Church of Orulan preaches equality and peaceful interaction between all nations. They strongly believe that no individual person is above another, and everyone should be treated with fairness and justice. Religion in Mugio sets a big precedent in Human culture, and weekly services are held where members of the church will freely volunteer at various government owned facilities to give back to the community.
Most technology in found in Mugio is imported from Occasus and Atlum, and a mix of automobiles and flowmobiles can be found in the higher echelons of society, whereas poorer communities will stick to horse drawn wagons as their main mode of transportation. However, that isn’t to say the Humans didn’t have their own inventions for the world. Through the manipulation of electricity and electromagnetic waves, humans invented the telephone and the radio, which revolutionized communication throughout all of Terrium.
Choosing the Humans:
Consider following details to help you choose the characteristics of your Human character. Humans, being the most numerous race, have extremely diverse names with no particular emphases. A couple examples of Human names are Orulan, the Human god, and Gerith, a hero of legend.
Determining Age: 21 + 3d10
Determining Height: 5’0” + 2d8 inches
Determining Weight: 100 lb. + 2d4 lb. per inch past 5’0”
Oriens - Fibblans, the Wise
Oriens is recognized by its many lakes, diverse wildlife, and jungles. Fibblan cities made entirely of wood are usually found near, or even within, lakes. The capital city is actually a grove located in the center of a lake, requiring a ferry service to reach. Because of the vast vegetation and access to water, Oriens houses many creatures also found in other continents. However, faeries and gorgons are exclusive to Oriens, and the hairs of faeries are highly sought after by the Equirions to create brushes for their Blood Letterers. As a peace-loving society, Oriens is the second most populated continent, and the second most racially diverse. While it rivals Mugio in diversity, due to the size of Fibblans, their smaller buildings are off-putting to the much larger Arkhans and Equirions.
Fibblans, the Wise
Native Classes: Divine Sentinel, Flow Rupturor, Flow Assimilator, Soul Morpher
Average Lifespan: 600 years
Average Male Height: 5'0"
Average Male Weight: 105 lb. – 115 lb.
Average Female Height: 4'10"
Average Female Weight: 80 lb. – 90 lb.
Fibblans are the wisest of the four races, and live the longest of them all. They are characterized by their below average height, bark covering portions of their flesh, leaf-like hair, and antlers which vary in size depending on age and gender. Females have very slender, tiny bodies while the males are stocky. Fibblans have the most varying hair colors of the four races. North of the Great Divide, their hair takes on various hues of green and turquoise, and they can even become as light as white. South of the Great Divide, Fibblan hair grows with more autumn colors such as red, orange, and gold. On the southern island of Cheza, their hair grows into fabulous shades of violet and blue.
Adolescents can take up to 70 years to reach full maturity but they become well versed and educated at a young age. Once a Fibblan reaches maturity, they can stay in their prime for hundreds of years. Male Fibblans grow much thicker bark around their body compared to their female counterparts, and grow large, intricate antlers to assert their age and status. During pregnancy and birth, the bark around a Fibblan's breasts will slowly peel away and reveal their nipples to nurse their newborn. The bark that once covered their breasts eventually grows back after a few years.
Although they are the wisest of the four races, they do not like to delve in the realm of technology and depend more on their connection to flow. They enjoy attuning themselves with the nature and animals around them. Fibblans spend a majority of their time meditating when they are not at work. Fibblans are best known for their talented apothecaries, being able to create medicines and potions for any situation. They prefer to practice nonviolence to resolve their issues, but in times of conflict, the men are fiercely protective of their women and children. They have harnessed their ability to control flow to the point where they can cast powerful spells as the Flow Rupturors or become a master of nature as the Flow Assimilators. However, some Fibblans use their connection to flow to increase their physical strength and become guardians of their forestland homes, the Divine Sentinels, while others use their connection to become one with nature itself as Soul Morphers.
Beauty in the Fibblan culture is represented by the markings drawn under the women's eyes with water-resistant paint and is reapplied regularly. The color and design of these markings compliment the color of the leaves in their hair and are determined at a young age. It is considered scandalous for an adult Fibblan woman to show their bare face in public for only their life partners should be the ones to see their true face. Men and women generally wear short pants and sleeveless tops made of light material. For women, in particular, their tops reveal their bark covered breasts, and only childbearing women wear tops which fully cover them so that they are recognized and celebrated by other members of the community for the coming of a new child.
Festivals are held during the two solstices of the year, and it is typical for Fibblans all over the world to return to their hometowns to celebrate with their families. These festivals last an entire week, and are known for the large amounts of dancing and music playing.
Fibblan government is defined as social democracy. After thousands of years of Altina’s teachings, Fibblan communities achieved self-sufficiency and equality amongst one another. While there are appointed leaders to maintain organization within each community, ultimate authority lies within the citizens. Laws and policies were formed in social gatherings and are upheld by the citizens themselves. However, Fibblan government is also somewhat gerontocratic, as elders in communities are often sought for wisdom.
Known as the most peaceful of the four races, the Fibblan army is the smallest in Terrium. Actual soldiers in Oriens are few in number, and are distributed throughout their cities and towns with no central base of operations. However, this is not to discredit the potential military force of the Fibblans. While the organized military is small, Fibblans live long, enriched lives where almost every individual learn the intricacies of magic to connect their flow with nature. In this sense, the militia in Oriens is comparable to that of the Arkhan army, though with the disadvantage of being disorganized.
Most, if not all, Fibblans strictly follow the teachings of Altina, the Goddess of Love and Compassion. Over thousands of years, the message of love, compassion, equality, and selflessness were spread all throughout Oriens. As a result, Fibblans became the most in tune with nature and each other. The Church of Altina preaches long periods of meditation to achieve oneness with the world and to commune with nature and spirits to better understand their existence. In some cases, rituals are held to connect the physical plane with the spirit world to better tune themselves to the Vast and the flow of Terrium.
Although the Fibblans swore off technological advancements after the creation of the God Cannon in ancient times, they were at one point the most advanced society in the world. The pinnacles of their creations were the Cordegarde Teleportation Shrines, a strange mix of ancient Fibblan technology and magic which allowed people to teleport directly from their continent to Cordegarde. Although some universal forms of technology have seeped into Fibblan culture, Oriens has mainly stayed a very low tech nation where all forms of transportation are either drawn by animals or powered by wind.
Choosing the Fibblans:
Consider following details to help you choose the characteristics of your Fibblan character. Fibblan names can be long or short and have an emphasis on M, N, P, and T sounds. A couple examples of Fibblan names are Altina, the Fibblan goddess, and Numix, a hero of legend.
Determining Age: 70 + 10d20
Determining Height: 4’4” + 2d6 inches
Determining Weight: 65 lb. + 1d8 lb. per inch past 4’4”
While unfathomable bridges and a grand railway connect the four main continents together, there is a smaller, fifth continent in the center of the other four continents where none of the races live. It is Cordegarde, home of the Pillar of Ruin and the God Cannon. A baron wasteland, Cordegarde houses only creatures of darkness and the kings of all monsters—dragons. During the Great Wars, Cordegarde was known as Nesirgher, an infernal land with no gods, and it is a name for the continent which is still used in present times. Each of the four continents has a portal to Cordegarde, where only the bravest of souls dare tread.
Although it doesn’t happen often, children of two different races can be born. Mixed couples are not too uncommon, but not all of them can have children. Biologically, Equirions are similar to Humans, and Arkhans are similar to Fibblans. Mixed races are seen most in Mugio and Oriens where the populations are already very diverse and interracial relations occur more often. Equirion and Human hybrids are called Iquorans while Arkhan and Fibblan hybrids are called Khibblans. The rare occurrence of mixed races is due to the widely known fact that one of the parents, namely the Fibblan and Equirion parents, can easily outlive their own child. Because of this, most interracial couples choose not to have children at all although they are biologically able to do so.
Iquorans, the Halfkin
Unique Native Classes: Mystic Gunslinger, Resolute Champion
Equirion Native Classes: Arcane Ranger, Blood Letterer, Cross Assailant, Essence Abolisher
Human Native Classes: Crusade Maestro, Empyreal Ronin, Noble Gallant, Runic Chevalier
Average Lifespan: 140 years
Average Male Height: 6’0”
Average Male Weight: 175 lb. - 185 lb.
Average Female Height: 5’10”
Average Female Weight: 145 lb. - 155 lb.
Iquorans inherit their Equirion parent’s signature red eyes and pointed ears while inheriting their Human parent’s skin tone and hair color. Due to this, it is much easier to tell a male Iquoran apart from a female. Since the early stages of an Equirion’s and Human’s lives are already so similar, Iquorans mature at a similar rate. However, unlike their Human half, they can stay in their prime for nearly as long as an Equirion does. Iquoran pregnancies last for a little over a year and give birth to Iquoran children.
Their hair has the fine silky texture of Equirion hair while also having the various light and dark colors of Human hair. Depending on where they are raised, Iquorans either grow out their hair to be worn in different braids, or they get them cut and styled into various hairstyles. Due to their secluded nature, it’s far rarer to see an Iquoran in Atlum than it is in Mugio. Oftentimes, Equirions refer to them as impure “halfkins.” However, Iquorans themselves do not take the term “halfkin” as derogatory at all and even refer to themselves as such.
Iquorans are usually the result of an Equirion mother and a Human father. As rare as it already is, this is usually the case although the opposite can sometimes be found. Equirion males and Human females tend to garner less emotional and physical attraction to one another. If asked as to why this is, most will say that they don’t quite understand it themselves.
Choosing the Iquorans:
Consider following details to help you choose the characteristics of your Iquoran character. Iquoran names differ depending on which continent they were born on. An Iquoran born in Atlum is more likely to have an Equirion-like name, whereas an Iquoran born in Mugio is more likely to have a Human-like name.
Determining Age: 20 + 5d12
Determining Height: 5’3” + 2d6 inches
Determining Weight: 115 lb. + 2d4 lb. per inch past 5’3”
Khibblans, the Beastkin
Unique Native Classes: Glorious Hunter, Twilight Sentry
Arkhan Native Classes: Artillery Jockey, Crush Avatar, Doom Harbinger, Infernal Reaper
Fibblan Native Classes: Divine Sentinel, Flow Rupturor, Flow Assimilator, Soul Morpher
Average Lifespan: 350 years
Average Male Height: 5’2”
Average Male Weight: 110 lb. - 120 lb.
Average Female Height: 5’0”
Average Female Weight: 90 lb. - 100 lb.
Khibblan children physically look far different from either of their parents. The plate-like protrusions that are common to Arkhans are far less present in Khibblans, only mostly covering their breasts and shoulders. Other areas that are prominently plated on the Arkhans, such as the forearms and shins, are not as pronounced. They also do not have a bark-plated forehead and antlers like all Fibblans do. Instead, they have stone-like horns that do not have the velvety texture that Fibblan antlers have. Also unlike Fibblans, Khibblan horns grow far more intricately on females than they do on males.
Instead of inheriting a skin tone, Khibblans have entirely different skin tones themselves. Some are born with a grayish-blue skin tone while others are born with a grayish-red skin tone. All the while, they inherit their Fibblan parent’s hair color, and only females still grow leaves in their hair. With all of these factors combined, Khibblans are considered the most exotic race.
Since the rate of maturity of Arkhans and Fibblans are so wildly different, it can take a Khibblan up to 35 years to reach full maturity with incredibly high variance. Their prime years last a vast majority of their lifespan, but do not last until death like an Arkhan. The most interesting bit of a Khibblan woman is that they can give birth to a Khibblan, an Arkhan, or a Fibblan child. Like Fibblan women, the plate-like protrusions around a Khibblan’s breasts chip away during pregnancy so they can nurse their newborns.
Males and females of both Arkhans and Fibblans make up the couples that have Khibblan children. However, it’s normally only the small framed Arkhans who have these relationships with Fibblans due to the massive size difference of large framed Arkhans. Despite this, it isn’t to say that it never happens. Khibblans are openly welcome in both Occasus and Oriens where they are often referred to as little beastkin. Arkhans, in particular, like to humor the fact that Khibblans have a nice balance between physical strength and spiritual energy.
Choosing the Khibblans:
Consider following details to help you choose the characteristics of your Khibblan character. Khibblan names differ depending on which continent they were born on. A Khibblan born in Occasus is more likely to have an Arkhan-like name, whereas a Khibblan born in Oriens is more likely to have a Fibblan-like name.
Determining Age: 15 + 7d20
Determining Height: 4’6” + 2d6 inches
Determining Weight: 75 lb. + 1d8 lb. per inch past 4’6”
Flow, the Energy of the World
After the Goddess Flow was sealed in the Pillar of Ruin, her energy was absorbed into Terrium and spread throughout the entire world. Every being on the planet became empowered with the energy, which came to just be known as flow. This overabundance and seemingly endless supply of flow paved way to the growth of magic across the world. It allowed everyone a minor form of protection; a way for the common person to retain themselves from injury.
Some individuals chose to use their flow to augment and strengthen their body to use physical force and durability as their way of defending themselves while others chose to let their flow run freely through their spirit to manipulate and release bursts of explosive power. However, regardless of how each person decided to use their flow, its overabundance made tasks such as forming simple magic arrows for a bow or conjuring small balls of energy from a pair of flow gems as effortless and mundane as swinging a scythe or thrusting a rapier, resulting in only minor fatigue.
As time passed and the applications of flow grew, extraneous amounts of flow in the body could be consumed to perform powerful skills. This extraneous flow in everyone’s body became known as their flow pool. Those who chose the physical route were subjected to smaller flow pools compared to those who meditated their spirit due to the constant use of flow to strengthen their bodies. However, this difference is slightly mitigated through the fact that physical skills expend less flow than magical skills.
While flow is abundant in the world and courses through everyone, the body can only contain so much flow at once. Refilling one’s flow pool naturally is slow and time consuming, so repeated use of powerful skills can quickly leave someone fatigued and exhausted of their flow. There have been some methods of negating this effect. The oldest method, before manipulating one’s flow even existed, was to use one’s own body as a catalyst to cast spells from an external force. Edible pills imbued with pure flow, while expensive, can be consumed to help slightly refill one’s flow pool. Some Fibblans are capable of accessing a flow reserve in their body at the expense of fatigue. However, the highest echelon of warriors developed the most devastating last ditch effort when faced against danger with empty flow pools: unbelievably powerful attacks that pushed both body and spirit to the limits without the use of one’s own flow at the cost of extreme physical stress. These abilities could only be used once per day and at times could not even be that often, but the results were quite worth it.
There are seven languages spoken in modern day Terrium. The language taught to and spoken by all races is called Main. This is the language almost all folk use on a day to day basis as it is the most widely used. In Atlum, the Equirions speak Equiri. In Oriens, the Fibblans speak Fibble. In Occasus, the Arkhans speak Arkrux. Finally, being the most populated continent, the Humans in Mugio developed three languages. On the southern island of Solban, they speak Solbi. In the northern half of the main continent, they speak Freskin. In the southern half of the main continent, they speak Delvish. Most inhabitants of Terrium are able to speak both Main and their local language, but astute individuals can speak multiple.