Friday, May 24, 2013

The Veil: Races

Before I get into the races of The Veil setting, there is a rule that needs to be covered. All non-human races, with the exception of half-elves, half-giants, and half-orcs raised by human parents are considered Awakened, so they see the world as it really is. Some may not realize what they are seeing, but even races like the Blessed and the Spawn know they see things differently than their friends and family.


Atlantean
Atlantis, which now sits at the bottom of the Atlantic Ocean, right in the center of the Bermuda Triangle, was home to the birthplace of modern magic.  Due to events largely lost to the sands of time, a cataclysm occurred that sank Atlantis and her residents.  Those unfortunate enough to still be on the island as it sank were magically transformed into the Atlanteans we know today. 
               
Atlanteans still look much like humans, but their skin color is tinged with blues or greens.  They have gills on the sides of their necks and their fingers and toes are webbed.  Their eyes are large and typically some shade of blue or green.  They tend to wear very little clothing as it impedes their swimming.
               
Atlanteans are rarely encountered away from their watery homes.  While they can breathe air while on land, many wear expensive and uncomfortable magical water suits when having to spend extended periods away from the ocean. 
               
Atlanteans once had a very magical culture, but the cataclysm and their transformation has stripped magic from the species almost entirely.  Only .01% of each generation is born with the Sight.  Even then, if an Atlantean wishes to learn magic, he must go to one of the magic colleges on the land to do so as Atlantis no longer is home to a magic school.  Therefore, it is exceedingly rare to find an Atlantean wizard. 
               
Atlanteans now have a culture that is technologically based.  Many of their innovations are devoted to keeping their underwater civilization safe from humans and legend seekers. 


Blessed
Blessed, or the “angel-born” as they are also called, are beings that have been touched by the Seraphim (or Devas or some other "angelic" being), either by direct descent or by being spiritually touched by some being from the Heavens.  Blessed are often seen as paragons of righteousness and virtue, often to the point of being narrow-minded and condescending.  Since they are born to human mothers, they do not have any culture of their own, just their innate accentuated sense of right and wrong. 
               
Blessed look like humans that have an almost luminous quality to them.  Their flesh is unmarked by any defect or scar (in fact only wounds given to them by some demonic force can mar their flesh), their eyes are typical a very light and clear color (blue being the most common), and when agitated they almost seem to glow.  They are also typically beautiful specimens of their race, nearly paragon-like in their beauty. 
               
Blessed are confident to a fault.  They are sure of themselves and their decisions to the point of arrogance.  Most ally themselves with virtuous causes, but some have been blinded by strong leaders into doing evil in the name of some noble cause.  Many rise to ranks of leaders of their groups and have a knack for inspiring those around them.  They are kind and caring to those around them that are their allies or even strangers (most of the time), but to their enemies they are unrelenting and merciless.
               
Blessed can be anything just like other veiled races, but many gravitate towards groups of religious faith, particularly religions such as Christianity, Judaism, and Islam.  They are the only veiled race that is accepted by Awakened Islamic fundamentalists, being seen as though they have been touched by Allah to carry out his wrath on the unbelievers.  However, some do become wizards (gravitating towards becoming Aurors) and several are members of the Wardens as well.  There are also some that simply become policemen, firefighters, and bodyguards.  The desire to protect is an innate feeling for most blessed.  There are some, however, that spurn their heavenly origins and turn towards the dark.  These beings are more vicious and wicked than most other practitioners of the dark arts.

Blessed often have children, but the divine spark is often not passed directly from generation to generation. A family may go 5 or more generations without seeing another blessed, if they ever see another. No one truly understands why a child is born as a blessed, but many mages suspect that angelic beings may be meddling in the Real to make it happen. A blessed that fathers (or carries in the case of blessed women) a child with another race, that child has no chance of becoming a blessed. The offspring will be a normal half-elf/giant/orc/veela/whatever.


Bugbear

Bugbears, like many other veiled races, have been on Earth for nearly as long as humans.  In the ancient past, they hunted and warred against humans, but were eventually driven away where they became the stuff of legend.  They now live in the seedier parts of both the Muggle and Wizarding world.
               
Bugbears are tall, broad shouldered, humanoids with yellowish flesh and thick, coarse hair covering their bodies.  Their eyes are greenish-white with red pupils, and they have broad ears.  Their mouths are filled with sharp teeth. Their noses are bear-like and combined with their hairy bodies, it’s easy to see where they get their name. 
               
Bugbears are largely driven by their stomachs and their wallets.  They are constantly on the prowl, taking whatever they want and damn the consequences.  They are typically hired muscle; with very few having either the ability to lead or even the intelligence to be anything more than a flunky; although, occasionally there are enterprising bugbears that will become bounty hunters (typically hunting down rogue mages for money) or even bodyguards. 
               
Unlike many veiled races, bugbears don’t seem to have much in the way of magical talent.  There are a rare few from each generation that will be trained as wizards, but even then they are usually trained in secret by dark wizards. 


Dark Elf
Dark Elves are descended from the elves that sided with Queen Mab when she attempted to take over all of the Faerie Realm.  After the Fae was sundered into the Green and the Withering, the dark elves served Mab willingly.  However, over the centuries, many have displeased her and to escape her wrath, they gave up their immortality to live on Earth. 
               
Like their common cousins, dark elves are lithe and beautiful.  However, their skin is ebon black; a parting curse from Oberon that their flesh reflect the darkness in their hearts, and their hair is naturally stark white (though many dye it various colors).  Dark Elf eyes are also strange colors like violet, lavender, orange and yellow. 
               
Dark elves may have given up their immortality to live on Earth, but most are not interested in living alongside other races unless they can be dominated.  Dark elves are an untrustworthy lot, who seek financial, political, and magical power to better their place in this world.  That is not to say that all dark elves are vile, power-hungry beings, but many are.  Their reputation is such that dark elves seeking to enter into many wizarding schools, but go through a thorough vetting process to make sure there are no outsider worshippers (dark elves have a history of dealing with the Demon Queen, Llolth) or dark wizards in their families even back a couple generations. 


Dhampyr
Dhampyrs are children partially sired by a vampire.  This can only happen in a couple ways as vampires are unable to procreate in the traditional sense.  The first is the child was conceived by a vampire before he had completely become one of the undead.  The second way is for the mother to ingest a vampire’s blood while pregnant, or in the rarest of cases be in the process of being turned while giving birth.  These children are born more than human.  They can sense when a vampire is near (type of vampire doesn’t matter), and tend to be stronger than normal, but they are uncomfortable in the sunlight.
               
Dhampyrs, out of all of the veiled races, have the best chance of living a life where the wizarding world never affects them.  They could live someplace where they will never encounter a vampire, and they may never think twice about how their skin burns and blisters easily when in the sunlight.  However, many become entrenched in the wizarding world at an early age.  Some grow up with their vampire sire as a part of their lives (especially if the vampire is the dhampyr’s parent(s)), or (most likely) they were born and raised in an area that is inhabited by vampires. 
               
Just because they can see the world for how it is, doesn’t mean that they have the Sight.  Dhampyrs are no more likely to be wizards than normal humans.  That said, many dhampyrs grow up to despise their sires and train to become Warden that deal with vampires that break the Covenant with the Council of Magi.  Some dhampyr become obsessed with vampires, and seek out their sires to become willing pawns in exchange for the full power of being a true vampire.  


Dragonblooded
Dragons have been mating with humans since the dawn of magic.  While dragonfolk are somewhat more common, there are those in the world that look human, but carry a touch of the draconic in their blood.  These beings are born with abilities beyond those of the rest of their human kin, but still nothing close to that of their dragon ancestors. 
               
Dragonbloods look like humans of very noble stature.  Other than that, there is often little that distinguishes a dragonblood from the rest of humanity.  However, they are some that carry some physical trait that does set them apart if one knows what to look for like: faintly scaly skin, serpentine eyes, or fingernails as strong as claws. 
               
Most dragonbloods begin to figure out that they are different around the onset of puberty.  Most are born to wizarding families, and they are usually seen as a blessing.  However, those born to Muggle families may have to endure the feeling of being outcasts and the fear and hatred that goes along with it (especially if they have features that are more difficult to cover up), not to mention that since they see the world as it truly is some of the things they talk about (did you see that monster, daddy?) can lead to them feeling weird or even have them committed in the worst cases.  There is an organization that has recently popped up that offers aid, counseling, and information to dragonbloods called the Order of the High Drake.  Some wizards fear them, seeing this organization as a shadowy front for some dragon that wishes to gather those touched with draconic blood to rise against the wizarding world and beyond.  However, there is little evidence to support this claim.  


Dragonfolk
Of all the veiled races that call Earth home, the dragonfolk may just be the most alien.  They have long been part of the wizarding world, many acting as liaisons between dragons and wizards, while others have become powerful wizards in their own right.  They are a rare sight in world, preferring largely to keep to themselves.
               
Dragonfolk stand as stand as a human with the look of a dragon given humanoid form.  Their bodies are covered in thick scales and most have leathery wings sprouting from their backs.  Their heads are like those of dragons, with long snouts, sharp teeth, and reptilian eyes.  The coloration and fine details depend on their race.  Dragonfolk have races that correspond with several of the dragon varieties found in the world. 
               
Arcane Dragonfolk are among the least populous of dragonfolk, but they are more commonly encountered in the wizarding world as they are almost all wizards.  Their scales are very fine and dark purple or black in color.  Arcane symbols seem to dance beneath their scales.  They are wingless, but can still fly and they do not have a breath weapon.  Their bodies are smaller than other dragonfolk, standing only about five and a half feet tall with lithe forms. They are innately magical and can dispel magics with a thought. They are largely scholars and collectors that spend their long lives learning new spells or searching for magical artifacts. 
               
Flame Dragonfolk are the most common variety found in the world.  Their scales are red in color and they have large leathery wings. They are a bit standoffish and prefer to keep to their own devices by and large, living in remote mountain ranges. 
               
Ice Dragonfolk are rare sights in the world.  They tend to be strict and cruel creatures that want little to do with the rest of the world (even with Ice Dragons).  Their scales range in color from dark blue to bluish-white.  They are winged and breathe ice instead of fire.  They live in arctic regions far from other races. 
               
Mountain Dragonfolk are the largest of the dragonfolk races.  They are solidly built and stand a little over 6 feet tall.  Their scales are earthy brown to gray in color and have a stone-like look to them. They are winged. They breathe streams of rock instead of fire. They are slow and methodical creatures that prefer to be left alone, but can become loyal friends and allies. 
               
Sand Dragonfolk are wingless and flightless and have sandy brown scales.  They can burrow through earth quickly and have a love of magic items, though few become wizards.  Those that have a breath weapon breathe blasts of sand instead of fire. There are several sand dragonfolk in the employ of goblin banks and exploratory companies interested in the locating and acquisition of lost treasures. 
               
Sea Dragonfolk are amphibious and live in citadels under the sea.  Their scales are blue to blue-green in color.  There are wingless and flightless, but their fingers and toes are webbed.  They are, as can be expected, excellent swimmers.  They breathe streams of hot steam rather than fire.  They are an emotional species being rude or even violent one day, and kind and generous the next. 
               
Swamp Dragonfolk make their homes in largely in the Bayous of Louisiana, deep in the swamp where man rarely goes (they can be found in marshes and swamp throughout the world, but not in the numbers found in Louisiana). Their scales are dirty green in color and they have large, leathery wings.  They breathe a stream of toxic fumes rather than fire, and some have the ability to breathe air (as a weapon) or to blend in almost perfectly with their surroundings.  They are a reclusive race, rarely having little to do with even their own kind and are highly territorial.
               
Viper Dragonfolk are wingless and flightless beings with dark green scales.  Their mouths only have four fangs and their bites are venomous.  They breathe streams of poison rather than fire.  Viper dragonfolk can be found in forests and jungles the world over.  They are cunning and territorial, but are the least intelligent of the dragonfolk races.



Dwarf
Dwarves hail from the mountains of Europe, primarily the Swiss Alps.  They live deep in the mountains in vast cities dug out of the rock.  While they have no magic, they can carve runes that have their own power and are still among the finest makers of magic items in the world. 
               
Dwarves are short and stout.  They stand typically no taller than four and a half feet tall with broad, powerful frames.  They tend to have ruddy complexions and hair that ranges from black to strawberry blonde in color.  Both males and females can grow thick, lustrous beards, but many dwarves, especially younger generations prefer to stay clean shaven to as to better blend in with humanity. 
               
Dwarves once had a vast empire deep beneath the Earth, but that was long ago when the old gods still walked the Earth.  Today, most dwarves either live among humans or in one of their three surviving cities.  Their race is in its twilight.  Each generation is less populous than the last, a fact that makes many old dwarves (they can live to be 200 on average with some living close to 300 years old) sad and makes them look fondly back upon the history of their ancestors. 
               
Many dwarves are a dour and sullen lot.  There is nothing done by the races of the Earth that a dwarf can’t do better.  This arrogance belies the sadness that many dwarves have thanks to their people being one that is slowly dying out, so they talk and talk and talk about dwarven ingenuity and craftsmanship and generally try to cast their race in the best light as possible.  That said, they are loyal and fierce allies.  Friends are like family to a dwarf, and there is nothing that one won’t do for those he cares for…even if he does complain the entire time. 
               
Dwarves were and still are fine craftsmen.  They can imbue the power of the earth in the rune they carve into items they make both for themselves and for the Council of Magi.  Dwarves make the armor and weaponry that forces like The Wardens use to carry out their duties.  While they don’t make war like in their ancient history, many dwarves have also signed up to fight among the Wardens. 


Elf
Elves are among the longest lived races on Earth.  They were once counted among the faeries, but they were cast out for trying to stay neutral in during Queen Mab’s War that split the Faerie into two realms.  No longer immortal, they live among humans and strive to make this world a better place. 
               
Elves are a beautiful people (in fact, many elves are super-models).  They stand around 5 foot 8 on average with lithe, graceful bodies.  They almond shaped eyes and angular features give them an otherworldly look. Their large, pointed ears swoop back from their heads.  Their hair and eye color has a very wide range, but soft, earthy colors are the most common.  Elves can live up to 500 years old, and some rare few have lived far longer.
               
When Queen Mab made her bloody bid to kill Oberon and take the Faerie for herself, the elves brokered for peace and calm, but did nothing else to try and stop Mab.  When Oberon finally overcame his sister and the Withering was created, his first act was to cast out those that did not rise up against Mab.  The elves were offered a place in the Withering, an offer than some took (see the Dark Elves), but the majority of the elves decided to lose their immortality and leave the Faerie. 
               
Upon first becoming residents of the Real, they lived deep in dark forests and were greatly fearful of humans and the other creatures they encountered.  As man drove further into the forests, the elves decided to turn to the burgeoning Council of Magi and offered their magical services in exchange for a safe place to call home.  Now, elves live all over the world.  Many are artists, singers, models and actors, but most still live among the cloistered wizarding communities found throughout the world, but most commonly in France.  In fact, it was the elven Archmage, Valandriel that established the wizard school of Beauxbatons in Paris. 
               
Elves are often criticized for being flighty and for not taking much of anything seriously.  This is true for many, but there are many elves that are serious to a fault, focused intensely on a singular goal.  No elf does anything half-heartedly.  If they set their minds on painting, they are not happy until their painting is a true masterpiece, for example.  Many elf wizards work for the Department of Mysteries trying to solve the great and enduring riddles and mysteries of the wizarding world. 


Gnoll
Gnolls are a race of humanoid hyenas that have hunted in and terrorized much of central Africa since time out of memory.  They are vicious and gladly hire themselves out to warlord, bandits, slavers, and pirates.  They are a portrait of a morally corrupt culture. 
               
Gnolls stand around 7 feet tall with hyena-like heads and bodies that are both thickly muscled and covered in fur that’s a dirty looking blend of browns, yellows, and blacks. 
               
Gnolls are consummate eating machines, they are constantly hungry, but thankfully they can live on just about anything that even moderately edible.  This drives many of their decisions, and their culture is one in which they espouse the adage of “might makes right.” Gnolls feel that the weak are there to support the strong.  Much like bugbears, gnolls are rarely leaders, tending to be enforcers and mid-level agents rather than being those in charge.  Also much like Bugbears, the Sight is rare among gnolls, which is a blessing.



Gnome
Gnomes are a veiled race that has also lived on Earth since time out of memory.  It is theorized that they many have once hailed from The Green due to their strong connection to magic, but if that is the truth there are no records to prove it.  They have lived among both humans and dwarves, adding dwarven crafting techniques and human ingenuity to their already impressive skill sets. 
               
Gnomes stand only about three and a half feet tall at the tallest.  Their skin color ranges from dark tan to woody brown, their hair tends to be dark brown to light blonde, and their eyes tend to be one of many shades of blue.  The typical gnome lifespan is 350 years. 
               
Gnomes are a very cheerful and inquisitive folk.  They have an optimistic view even in the darkest of times.  Among the veiled races, gnomes are the most likely to eschew magic and make use of Muggle technology.  They love figuring out how things work, whether it’s a spell or a computer. 
               
Gnomes are also know for be consummate pranksters.  They seem to have an innate knack for illusions and love using them to play tricks on friends, enemies, and strangers.  They also adore other magical pranks such as the various magical toys and gags sold by Zonko’s, Weasley’s, and Tompkins.  If there’s a chance that a gag will get a laugh (even if it’s only from themselves), a gnome will gladly give it a try. 


Goblin
Goblins are a veiled race native to Earth.  Where once they were enemies of all other races, they are now a cornerstone of the financial system of the wizarding world.  Goblins have always had an image problem.  They have been labeled monsters, degenerates, savages, demons, and just about every other nasty name under the sun in their history.  It wasn’t until the mid 1600’s that their worth was noticed.  While they may look brutish, they are a rather intelligent and inventive race with keen minds on par with gnomes.
               
Goblins are a short and squat race.  Their skin color is typically a pale green, with long hooked noses, and large, bat-like ears.  Their eyes are small and typically either black or dark red in color.  Their teeth are jagged and sharp.  They are not attractive creatures to say the least.
               
Goblins almost universally live among wizards (in fact many goblins are wizards), though there are some that make their living among Muggles. They can be found in all walks of life, but they gravitate towards the finance and business sectors, with magical research and invention being second.  The banking system of the wizarding world, is ran largely by goblins (watched over by the Council of Magi’s Department of Trade and Finance…but even much of that Department is made up of goblins). They instituted the galleon system, and it was their idea to help fund the Council by setting up expeditions to locate lost treasure troves the world over. 
               
As mentioned earlier, goblins are also a very inventive race as well.  Many of the innovations in wand design and construction the last 200 years have been developed by goblins.  The Nimbus company, a flying broom manufacturer, is largely staffed by goblins who are credited with the company’s continued success. 
               
Goblins are a very serious race.  They are very driven and focused, taking very little time for frivolity of any kind.  This is one of the reasons that businesses like them so much.  Sure, gnomes are easier to get along with and are much more personable, but they enjoy jokes and pranks too much.  On the flip side, people don’t like actually having to converse with goblins.  Most act as though they are in too much of a hurry to talk or that the person doing the talking is too stupid to converse with.  However, when is come to talking trade, goblins can be smooth operators, always getting the best deal possible for themselves.
               
Goblins are just as gifted in magic as humans, and it’s not uncommon to see many magic schools with a sizable amount of goblin students. 


Half-Elves
Half-elves are the product of a union between and elf and a human.  There have always been these beings even since the elves first gave up their immortality, but the number of half-elves has been growing more and more since the mid 1300’s when elves became members of the Council of Magi and started living alongside humans in ever greater abundance. 
               
Half-elves inherit their elven parent’s grace and agility, but they have none of their frailty gaining a human’s toughness.  They typically look much like attractive humans with only a small trait or two that belies their mixed heritage (strange eye or hair color, slightly pointed ears, etc…).  Half-elves can live easily as long as 100 years, but few live much beyond that. 
               
Half-elves often take more towards one parent or the other.  Only those that have been raised with their elven parent in the house see the world how it really is.  Otherwise, they can go their entire lives not realizing their parentage or that there even are such a thing as elves.  More half-elves out of every generation have the Sight than in humans, but far less than each generation of pure-blood elves. 
               
There was a day in which half-elves were the subject to racial taunts and slurs. Being a half-breed was no easier in the wizarding world than it is for humans in the muggle world born of mixed heritage. Just like racism becoming despised in the muggle world, the same is true in the wizarding world (at least in regards to half-elves).  


Half-Giant
Giants are immense creatures standing over 20 feet tall, so a pairing between a human and a giant is exceedingly rare indeed, but it does occasionally occur.  In all cases, the mother is a giantess and the father a human.  Since giants demand size and strength from their young, and any offspring deemed too small are left to live or die of their own devices, the raising of half-giants typically falls on the human parent, though some are discovered and raised in Council orphanages as well. 
               
Half-giants stand around 8-10 feet tall, but sizes can range even as high as 12 feet tall.  They are all uniformly strong and hardy creatures.  Their hair is typically wild and unruly, a trait from their giant parentage. 
               
Half-giants have a tough time in the world.  They are typically too big to get along comfortably in human society.  They are too heavy for chairs, have to squeeze themselves through doors, and clothing is typically twice the cost of human clothing.  However, they don’t last long if they attempt to live among the primitive and savage giants.  Any that do try to do so are usually killed in short order. 
               
Half-giants aren’t typically born with the Sight, but some are.  They still suffer the same problems at school as they do in society though.  Their large forms often make things difficult for them.  They are typically looked down upon by other students and even the teachers.  Giants are not known for their intelligence, and even though half-giants tend to take after their human parent as far as intelligence is concerned there is still that stigma, so half-giants have to work twice as hard to prove their worth; which is made even more difficult by them constantly breaking things or knocking things over.  Plus, due to their size and strength, half-giants have to take care to keep their anger in check, which is difficult for anyone, human or half-giant, who is constantly being picked on. 


Half-Orc
Half-Orcs are the product of a union between an orc and a human.  Sadly, where most half-elves lead happy lives loved by their parents, half-orcs are rarely as fortunate.  Most half-orcs are the product of unwilling unions, as even in this modern age many orcs are still little more than savage barbarians clinging to the last vestiges of their primitive culture.  Few half-orcs live long.  Infanticide is high among both human and orc mothers.  Human mothers dispose of their children out of anger, fear, and shame, while orc mothers rid themselves of the children for not wanting a child tainted by “weak” human blood.  Most half-orc children are raised by the Council of Magi ran orphanages.  Those that live with their parents are rarely treated well.  There are some that are born to two loving parents, but these are unfortunately the rare exception. 
               
Half-Orcs stand around 6 feet tall on average with ever-so-slightly stocky builds.  Their skin color is tinged slightly green.  Their hair is universally black and their eyes tend to be small and dark colored.  Their features are harsh and angular, like and orc, but their noses look more like a human’s, just slightly upturned rather than the orcs’ porcine-like noses. 
               
Half-orcs tend to walk through life as loners.  They can sometimes find acceptance among orcs, but they tend to be treated as weaklings, which usually means regular taunts and beatings.  For a veiled race, they have little talent with magic, so they are a rare sight in magic schools (those that do attend magic school are often tormented by their fellow students mercilessly).  What’s more is that few strive to become Wardens either, as their unhappy lives gives them little desire to stand up and fight for others.  There are exceptions to these rules, however, as several half-orcs over the centuries have strove to make the world a better place.  The assimilation of the orc tribes into civilized society is largely thanks to a group of half-orcs that wanted to help the orcs leave their dark and barbarous pasts behind in lieu of a better life. 


Half-Veela
Veela are a race of fae that live predominantly in France.  They are strikingly beautiful creatures that often take human lovers (and even rarely marrying one of these suitors).  Their children are always girls that possess no small measure of their mothers’ beauty and grace. 
               
Half-Veela look human, but all are female and all possess an almost luminous beauty.  Unlike their fae mothers, half-veela aren’t as prone to wild and unpredictable moodswings, but they are still a very passionate folk by human standards. 
               
Half-Veela can easily pass for human, but their fae blood attracts attention.  Their beauty and grace opens doors wherever they go, and their fae blood ensure that none of them are ever Squibs. 


Halfling
Halflings are a race of small people that have lived secretly alongside humans since time out of memory.  Once making their homes in secluded valleys and vales, they now live among humans, but still leading largely unassuming lives. 
               
Halflings stand about 4 feet tall at the tallest, with most being only about three and a half feet tall.  They have stout, plump bodies, somewhat unruly thick hair and large feet that are rather hairy on the tops.  Although they tend to be rather plump, they have a knack for being agile and quiet, and are able to slip away unnoticed easily. 
               
Halflings have a largely cheery disposition, but can become standoffish quickly if the subject turns towards anything too risque. They prefer to lead quiet lives, working their jobs and spending time with their family and close friends. Most halflings blanche at the thought of having a profession that could ever possibly put them in harm’s way.  The closest most halflings want to come to an adventure is a hurried commute to work. That said, they are generally an optimistic, friendly, and cordial people that are very pleasant to be around.
               
Halflings that train to become wizards typically tend to stick to quieter studies like herbology, potions, and occasionally charms.  Rare is the halfling that studies Dark Arts Defense more than the bas requirements.  However, even though they are the extreme minority, there are halflings that crave adventure and have become Wardens, Aurors, and explorers. 


Hobgoblin
Hobgoblins have been a thorn in the Council of Magi’s side for hundreds of years.  Where goblins found their niche in business and finance, hobgoblins found their niche in war.  The largest revolt of veiled creatures, The Seven Days War in 1734, was instigated by a hobgoblin general (and a folklore hero among hobgoblins to this day).  The fallout of that conflict nearly destroyed the Veil altogether.  They have also given their support to several of the more notorious dark wizards to rise to power throughout history. This makes the Council keep a very close eye on the comings and goings of the various hobgoblin tribes in the world. 
               
Hobgoblins stand around five and a half feet tall with reddish brown skin and gray to blue-gray flesh around their porcine noses and mouths.  Their eyes are dark red and beady.  Their hair and beards ranges in color from black to a dark gray. They ritualistically tattoo and brand their arms to show their allegiance to their tribe or a particular wizard. 
               
Hobgoblins have always felt there was no reason why they should hide what they are around muggles.  The very fact the veil is in place, is proof that their kind, and the other veiled races are no better than creatures to the wizards.  In their view, the veil serves no purpose than to ensure wizard domination as they protect their muggle brethren.  It’s an insult that hobgoblin chieftains have used time and again to whip their tribes into a frenzy. However, after time and again being beaten back, many hobgoblins are sick of hearing it.  It’s not that they like living as something they’re not, but what point is there in fighting a war when there is little chance of success?
               
Most hobgoblins live among tribes in secluded areas as far from humans, and especially wizards, as possible.  There are some that live among humans, but usually only on the fringes of society dealing in dark alleys and typically found in some sort of unlawful profession.  Hobgoblins respect strength and order above everything else, so an organization, like say a mafia gang, with a strong leader that takes what it wants is very appealing to a hobgoblin.  There are some that attempt to lead meaningful and peaceful lives, but hobgoblins have a really bad reputation in the wizarding world for being warmongers and overall trouble-makers, which makes any attempt to live an honest life tough as they feel constantly under watch by agents of the Department of Inter-Species Communication. 
               
Hobgoblins can learn to cast spells as such just as most other species, but few schools will admit them, and it is Council law that all hobgoblin students be carefully watched.  Therefore, many are trained in secret.  Most hobgoblins, however, train to be fighters and soldiers.  Even if they aren’t trying to rally forces against the Council, they are still learning to fight and wage war just as their ancestors have done throughout history. 


Human
Humans are the most populous race on Earth.  It is for their benefit that the Veil was put in place so many millennia ago, and they are the leaders of the wizarding world as well.  They are a very wide and varied race, capable of great kindness and terrible evil. 
               
Humans, no matter their race, come in three varieties: Muggle, Wizard, and Squib.
               
Muggles are those that are born without the Sight.  They do not perceive the world as it truly is, but as they are meant to see it based on the charms and protections set up by the Council of Magi along with their strong sense of disbelief.  A Muggle can become sighted by witnessing events or creatures that shatters the charms and their ability to disbelieve. Typically, when this happens the Council will send agents to modify the Muggle’s memory and reinstate the charms, but there are times when a Muggle has seen or experienced too much for it to be safe to modify their memory.  In those instances, many Muggles go insane, but some go on to work with the Council and its agents to protect other Muggles, or to become one of the unaligned Awakened that regular muggles look upon as loony conspiracy theorists with their talk of monsters and such. 
               
Wizards are humans born with the Sight and can use magic.  A child born with at least one Wizard parent will have the Sight, but wizards can also be born from two Muggle parents.  While in today’s world, a wizard’s parentage means little, but there are those that feel that only pureblood wizards (those with both parents being wizards, and preferably both parents coming from long lines of wizards) should be allowed to cast magic. Wizards born form just a single wizard parent are called Half-bloods, and while grudgingly accepted by those with these “magist” views still find the idea of copulating with Muggles disgusting.   Wizard born from two Muggles are called Mudbloods, which in the wizarding world is a very offensive slur.  Those with magist views hate these wizards most of all. 
               
Squibs are those born with the Sight, but have no magical ability so they are essentially just Awakened.  They perceive the world as it truly is, but they can never cast anything but the simplest of spells at best.  Squibs often live with shame and pitiable stares from their fellow wizards. 


Luciferan
Luciferans are a race of beings whose precise origins are unknown. Their own histories claim that they are the spawn of fallen celestial beings that bred with human beings in the ancient past. Shunned by the celestials and feared by the humans, they had to fend for themselves, developing their own culture and communities. Luciferans have remained fascinated with humans, despite the latter’s fear of them. Throughout history, they have tried to assist human development in exchange for goods and services that they needed, but this help was always on an individual basis and rarely long-lasting, thanks in part to the efforts of human religions, which branded the luciferans “devils.”
               
As their name suggests, luciferans look like devils. They are humanoids with dark skin, horned heads, and forked tales. Their cat-like eyes and fangs complete their appearance, making them objects of fear and revulsion among most humans.
               
Luciferans do not get along well with most other species. They detest celestial beings of all sorts, whether good or evil in nature, seeing them as the origin of their current state. Of course, some luciferans secretly long to join these celestials and make every effort to attract their attention. The race has a love-hate relationship with humanity, at once seeing humans as nothing more than “smart animals” and as sources of infinite wonder. That dichotomy explains the sometimes-erratic behavior of luciferans when dealing with humans, as they fight conflicting impulses within their own psyches.


 Lycanthrope
Lycanthropes are among the most feared creatures in the world.  These cursed souls come in two varieties: natural and created.  Both varieties can transform from their human (or veiled race form) to a hybrid form of their race and that of an animal.  The differences between the two types of lycanthropes are detailed below. 
               
Natural lycanthropes are those that have at least one lycanthrope parent.  The curse is always passed down to the offspring of a lycanthrope. Those that are naturally born can transform whenever they wish, but they must transform during a full moon.  However, they do not become murderous savages during their transformation (during the full moon or otherwise).  They can still spread their curse through their natural attacks in their hybrid forms, however.  Thankfully, that is easily avoided in the day and age.
               
Created lycanthropes are those that have contracted the curse of lycanthropy (usually by being attacked by another lycanthrope, but the curse can be contracted in other ways as well).  They involuntarily transform during the nights of the full moon each month.  During these transformations, they become murderous, not distinguishing between friend and foe. These beings must practice to be able to transform into their hybrid forms when there is not a full moon (they do not become murderous during these voluntary transformations).  There are tonics and spells that can help these poor souls control the rage during their transformations, but they are rare and difficult to brew/cast. Most created lycanthropes plan ahead to ensure they are secured from other people during nights of the full moon.
               
Lycanthropes of both varieties are cataloged by the Department of Fantastical Creature Control.  When one fathers or bears a child, that child’s name is also added to the watchlist.  Created lycanthropes are sent messages by both Owl Post and other means to ensure they are fully aware of the phases of the moon.  (A practice that many find annoying and even outright insulting.)  In addition, the Order of St. Mungo offers not only counseling to lycanthropes (primarily the newly cursed), but also offers voluntary cells for those who wish use them in their hospitals and asylums.  They even offer special potions that help lessen the rages, though these potions are fairly expensive. 
               
Lycanthropes of all stripes face great prejudices.  Few businesses are willing to hire one if only for the fact that three days out of each month, they will need to leave work early to prepare for the coming transformation.  Even natural lycanthropes are feared due to many false tales about how the curse can be spread to others.  This is why many lycanthropes band together.  Most are peaceful communes that build study cells that each member can lock themselves away in so they don’t unwillingly hurt innocent people.  On the other hand, there are some bands that revel in their rages and even spend much of their time in their hybrid forms stalking the dark places of the world.  These evil lycanthropes are hated by all, but by peaceful lycanthropes most of all. 
               
There are many different types of lycanthropes.  Werewolves are the most common variety, but there are others.  Each variety tends to have their own outlook on life and customs. The various varieties are detailed below.

Werejaguar
Werejaguars are very rare lycanthropes found primarily in Central and South America.  They band together in clans that live deep in the jungle in hidden temples devoted to dark Aztec gods.  They rarely allow their numbers to grow, only offering their curse as a gift to believers of their gods.  Many werejaguars gladly stay in their hybrid forms at all time as it makes them feel closer to their deities. 

Weresharks
Weresharks are among the rarest varieties found in the world.  There were first discovered in 1892 on an island off the coast of South Africa, where great white sharks are found hunting sea lions in great abundance. Since that time, they have spread through world. 
               
Weresharks often don’t care how much they spread the curse.  If it was up to them, the curse would never spread, only because that means a meal got away.  They are ravenous and violent beings whose bloodlust, even among naturally born weresharks, puts even the most murderous werewolf to shame.  They are driven by the need to feed more than anything. 

Werewolves
Werewolves, as mentioned earlier, are the most common variety of lycanthrope, they are also believed to be the first lycanthrope variety to be created.  They have a well earned reputation for being cunning and vicious killers that have haunted the nightmares of children and adults alike for countless centuries.  They appear to have had their origins in what is now Germany, but spread throughout the globe.  Many European and Asian cultures have folktales that speak of werewolves. 
               
Werewolves have a predatory air about them, even when in their normal forms.  The revel in dark humor and enjoy making people uncomfortable.  Those that are driven by their rages look for any excuse to attack, and they practice tirelessly on becoming better on transforming when there is not a full moon. 

Note: There are other varities of lycanthrope that I haven't written up yet, but expect Werebears, Werebats, Wererats, and Weretigers to be added to the list eventually.


Ogre
Ogres are a humanoid race that lives in seclusion from the rest of society (both muggle and wizard) much like the giants.  Ogres were once a force to be reckoned with in the ancient past, but low birth rates and fierce opposition from humans and wizards have led to their decline. 
               
Ogres stand around 9-10 feet tall with hulking, muscular builds.  They have greenish to grayish skin tones (though they tend to be more brown than anything), wide-set features, and large ears. Their hair tends to be dark colored and is usually greasy and unkempt.  Their eyes do tend to glow slightly in the dark, enhancing their generally frightening appearance.
               
Ogres have long been used and abused by the forces of darkness.  They are not very bright, which can make them quite pliable in the hands of someone cunning enough.  Ogres are naturally aggressive creatures, predisposed to fighting and destruction, although they are not necessarily evil.  Some ogres are well-aware of their races’ stigma, and actively fight against the stereotypes by attempting to lead peaceful lives, or baring that at least fighting for justice. 
               
Ogres live mostly in the wild regions of central Europe.  They fight constantly with giants, which does little good for their numbers.  Those that do live veiled among humans are exceedingly rare and often times end up in Azkaban in short order.
               
Ogres have little skill with magic as there are only a couple ogres out of every generation born with the Sight.  Even then, they are unlikely to find any school of worth willing to admit them for study. 


Orc
Orcs are a rare example that the brutish veiled race can live among humans and grow beyond their primitive desires.  Orcs have long lived on the fringes of human civilization, living on scraps and by the blade.  Recent efforts by a group of half-orcs determined to show orcs that there can be a better way have had some surprising success. 
               
Orcs are large (standing around 6 1/2 feet tall) with muscular builds. Their faces have a porcine look, with upturned noses and two small tusks that poke out of their moths and over their upper lips.  Their skin color ranges a wide range of green shades, and their eyes are typically red in color.  Their hair is wild and unkempt, but many orcs (of both genders) tend to shave their heads. 
               
For much of recorded history, orcs have been raiders, bandits, killers, and thieves.  Their warlike manner forced the Council to break up and scatter the orcs throughout various parts of the world, which did little other than spread banditry and violence to new parts of the globe.  Over the last twenty years, a group of half-orcs have made great strides in showing orcs that they can live peacefully among humanity.  More than ever orcs are finding a better way of life in human and wizards cities.  There are still many fears and rumors about orcs, but slowly the walls are being torn down.  This gives some in the Council hope that the same methods can be used to help integrate hobgoblins.
               
Orcs have a better rate for wizardry among their number than many of the "primitive" humanoid races, but still far fewer than humans, elves, halflings, and the like.  Even then, wizard schools are leery of admitting orcs mostly out fears from parents than any regulations. 


Rakashan
Hailing from the jungles of Asia, the Rakashans are a race of felinoids.  While Earth is their home now and has been for at least 3000 years, they were once members of a race of evil beings known as the Rakshasas, the renegade children of the goddess, Bast.  They refused to kill at the command of their Rajah, and fled to Earth to escape his demonic fury.  When they fled to Earth, they gave up their immortality and also lost the touch of the infernal that runs through the blood of Rakshasans.
               
Rakashans have the form of humans with the features of felines. They come in a wide variety: the bright colors of tigers, the speckled hides of leopards, and the exotic look of Siamese cats are all represented. They have sharp claws and teeth and a cruel nature when it comes to dealing with their prey. They are regarded as a rather beautiful race, with an exotic, and almost dangerous look about them.  This carries over to their veiled appearance among Muggles, with many rakashans having no trouble finding work as models and actors. 
               
It wasn’t until about 100 years ago that Rakashans started to live among humans in large numbers.  Since their banishment from Rakastar, they have lived secluded lives deep within the jungles.  They watched humanity from the shadows, largely staying away, but at different times have both helped and preyed upon their neighbors.  Although there have always been a few rakashans that have left their cities to live among humans (mostly to study magic), it wasn’t until Archamge Rajani Prakesh became headmaster of the Calcutta School of Magic that they started to integrate themselves fully with the rest of the wizarding world. 
               
Rakashans are generally an agreeable people, friendly and cordial, but they can be rather vain and arrogant.  They are the children of a goddess, after all.  They tend to carry themselves with an air of superiority that can put others off, but among those they call friends they are fiercely loyal…even if they don’t always act like it. To those they despise, they can be (and often are) vicious and brutal.  Their proclivities towards the use of torture and their treatment of prisoners, for instance, makes rakashans poor candidates for Wardens.


Snakeblooded
Snakeblooded are humans that have a serpentfolk ancestor in their family tree.  They look by and large like other humans, but there are some quirks in their appearance that can give them away when dealing with someone that is observant and knows what to look for. 
               
Snakeblooded humans can be found in all human races.  They generally look normal, but may have waxy or scaly skin, slitted serpentine eyes, or even forked tongues. 
               
The serpentfolk are ancient serpentine species that was banished from the world long, long ago by a group of some of the first Archmages.  Not all serpentfolk were driven from the Real, however, and they hid among humans and mated with them in the hopes that when the day finally arrived that their brethren were able to return to Earth, that there would be an army of humans with serpentfolk blood that would answer the call of the Anathema.  However, thousands of years have passed, and while there are still those with serpentfolk blood in their veins, and some that would heed the call of their ancestors if/when they return, the blood is so diluted that any such army would likely be ineffective. 
               
It is believed that the great Archmage, Salazar Slitherin, was a Snakeblood.  Indeed there are many snakebloods that can trace their lineage to Slitherin, and House Slitherin at the Hogwarts School tends to end up being the home of the few Snakebloods that come learn magic. 

 
 Spawn
Spawn are humans that have a touch of the infernal in their blood.  Most times, they have an actual demon in their family tree somewhere, but other times they have been touched by demonic forces enough to turn them into a Spawn.  Many look at them as the opposites of the Blessed, but that is a very simple view, and often is blatantly inaccurate. 
               
Spawn look much like regular humans, but with some quirk in their appearance that betrays their origins.  Some have a reddish tint to their skin, others exude and aura of heat, some have tails, others grow horns, or have fingers tipped with black talons.  No two tieflings look alike. 
               
Spawn are a marked race.  Their demonic heritage has lead many down the path of darkness becoming demonologists, consorting with Outsiders, or working in concert with dark wizards and the like.  However, in many cases, it was the prejudice they suffered at the hands of the religious and wizards alike that forced them down that path.  The forces of darkness are more than happy to welcome a Spawn where no one else will, just like they do with other social pariahs.  For most Spawn, suspicion and even violence directed at them for what they are is a way of life.  Some can and do rise above their heritage to become beacons of light, but far too many are lost and become terrible foes to all that is. 


One other race that I'm going to write up later is the Wesen, people that are able to take on monstrous aspects typically tied to various animals.


Up next: the various rules I'm using to fit the setting.

Savage World Setting Idea: The Veil

Last year, I was finishing up the last couple books of the Harry Potter series and started on the Dresden series after that. Just like what usually happens, whatever I'm reading at the time fuels what I want to write about gaming-wise. So I set about creating a modern-day fantasy setting set in the real world. I took the Harry Potter universe mixed it with Dresden and added in bits of D20 Modern's Urban Arcana setting. I used the Savage Worlds system for the base and made lots of use of the Horror Toolkit as well as some Harry Potter fan settings. Like a lot of projects, my interest waned after a while, and the idea was set aside. Not abandoned; just saved for later when the inspiration grabs me again.

My wife and I have been watching Grimm (good show, not great, but certainly better than watching another reality show or talent competition), so I got to thinking about this setting again and how the Wesen would be an interesting idea to add to the setting. Then I got to thinking about how I've got a pic of Savage Worlds on my favorite systems list, but I've never really written up anything about it. So, I figured now was as good of a time as any.

This is the first post about "The Veil" (stupid name I know, but I suck at giving settings a decent name). I'm not actively developing it anymore, but I just thought I'd toss it out there in case any Savage Worlds players might get some use out of it.


Theme: A “Harry Potter”-like world.  Modern day real world governments, but there is a secret world of magic and monsters hidden from view from the rest of the world.  Normal people are constantly interacting with fantastical creatures, but “the veil,” a powerful spell that obscures all things fantastical, keeps those that are not either from a fantastical race or a human without the Sight from seeing them as they truly are.  Bugbears may appear a s burly bikers, goblins as midgets or unruly children, dragons flying through the sky appear to be nothing more than a plane.  There are forces that want to tear down the veil and force humanity to see the world as it truly is.


Magic: Magic is very much real. Only a small few have any real ability with magic. This is referred to as having “The Sight” (new Background Edge).  Those born from parents (even just one parent) that have The Sight will also have The Sight (though some with The Sight have no talent with magic, known as “Squibs” or “the Removed”).  About 2-5% of each generation of children born to parents without The Sight are born with it.  These children are detected at birth and upon reaching a certain age (depending on what part of the world they are born in) the parents and child are approached for the child to be sent to a special school for training.  Those with the Sight also see the world for how it truly is.  They see dwarves instead of little people, dragons instead of jets, and magic instead of fireworks. 
               
Muggles can be opened to the wizarding world as well.  Sometimes, even though they wish they had not seen something, a magical or fantastical event will open a Muggle’s eyes.  Most times, the Council of Magi will remove the memory of these events from the muggle’s mind so they can go back to their mundane lives, but there are some muggles whose minds are more resilient to change and are forever opened to the wizarding world.  These people cannot cast spells, essentially being the same as Squibs.  Sadly, many cannot handle the realization that their world is not how they have perceived it to be all of their lives.  The knowledge that magic and monsters do exist is simply too much for their psyches to handle and they go insane.  The Council of Magi tries to help these people as much as possible with counseling and such, and some have gone on to be liaisons between the Council and the muggle world.  These Muggles are often referred to as “the Awakened” or as being “Clued-In.”
               
There are many different magical schools throughout the world, and although each has a very similar curriculum, they each have a distinct regional flair. Hogwarts in the UK, Durmstrang in Russia, Salem Witches Institute and the Wizarding Academy of Dramatic Arts in the US, Beauxbatons in France, Brazilian Wizarding School in Brazil, The Dragon Academy in China, Calcutta School of Magic in India, and the Celestial College in Japan are just a few of the more well known magical schools in the world. Each country also has differing ideas on how mages are utilized. 
               
There are some types of magic that are considered forbidden.  Magic dealing with time travel, mind control, and raising the dead have all been declared as forbidden by the Council of Magi.  That said there are always wizards searching for forbidden magics. 



Wizards and Government: In most areas of the world, wizards govern themselves.  There is a sort of a UN for wizards known as the Council of Magi that not only deals with matters in the wizarding world (such as determining what magic is and is not allowed), but also deals with Muggle (non-Sighted) governments.  There are laws against wizards openly using magic or enchanted items in front of those without the Sight, as well as for fantastical creatures revealing their natures to Muggles (such as a Gorgon petrifying people in Times Square, for instance).  Each nations’ wizards has their own governing body (in most cases) that deals with policing their own areas, with the Council stepping in only the most extreme cases. 
               
Many governments also have a secret liaison, always someone with The Sight but rarely a wizard, which works with the wizards in their country.  Some are fairly hands-off (such as in the UK and the US), while other governments want control of their wizards (such as in China) or are openly hostile (most Islamic countries, as well as parts of the US and Europe).


Wizards and Religion: The faith of a wizard is just as varied as that of normal people.  Some are Wiccans, some are Christians, others are Hindu, Confucian, or Taoist.  While the faith of a wizard matters little, the Muggles of a faith are usually the issue.  Christians have a very sordid past with the wizarding world.  The Spanish Inquisition and the Salem Witch Trials have left a black mark on relations that have lasted to this day.  Thanks to interference from the Vatican, wizards are forbidden to make unsolicited contact with Sighted children in Italy and much of the Mediterranean, leading to very few wizards coming from that part of the world.  In the US, evangelical groups still talk of the dangers of witchcraft, even if they don’t fully understand what they are talking about.  However, the greatest source of intolerance is in the Middle East.  Fanatical Islamic counties have their own teams that identify, kidnap, and ultimately eliminate not only children with The Sight, but also the families out of fear that they will bear more heretical offspring.


Council of Magi: The Council of Magi, as mentioned above, governs the wizarding world.  They set the Great Laws (see below) a millennia ago, and continue to protect and oversee wizards and all things fantastical to this day.  Not only do they oversee the education of young apprentices through the setting up of magical schools, but also police wizards and protect muggles from those that would use their magic to harm the world.  There are several Departments that oversee a different aspect of wizarding life (see the list below). The Council is lead by the Minister of Magic.  Wizards the world over are allowed to vote every seven years on a new minister (or sooner should the Minister be declared unfit to serve).  He presides over the Wizengamot, a sort of representative court selected by the wizards of various nations, and casts the tie-breaking vote in deadlocked issues.  The Minister of Magic is also the face of the Council not only in the Real, but in the Cosmos as well. 

Department of Muggle Affairs: This department coordinates efforts between the Council and the nations of the world. 

Department of Mysteries: This is sort of the “X-Files” of the wizarding world.  This department is made up of mostly scholarly wizards studying various mysteries from strange magical artifacts, to important prophecies. 

Department of Aurors: Aurors are wizards tasked with tracking down and brining in wizards who break the Grand Laws.  They are not only skilled wizards, but also trained in combat.  Their magic is more combative than most wizards.  They are considered the best of the best. 

The Wardens: The Wardens are a group of Squibs and Awakened muggles that are trained to deal with fantastical threats ranging from taking out ghouls to the slaying of rogue vampires.  They are highly trained and skilled, and even assist the Aurors in the capture of rogue magi.  Wardens are the only Awakened muggles that are allowed to openly wield magical items (enchanted vests, weapons, etc…).  They all wield silvered, runed swords that are also their badge of office. 

Order of St. Mungo: Mungo was a hedge wizard active during the Black Plague in Europe.  While he wasn’t considered a powerful wizard, he tirelessly used his magics to heal those battling the plague and also made hedge magic and potion brewing a respected area of magic.  The Order of St. Mungo is the healthcare department of the Council of Magi, they oversee the various hospitals and asylums throughout the world devoted to curing magical maladies and offering aid to those that are affected by curses, jinxes, and hexes of a permanent nature (lycanthropy, mummy rot, etc.).

Department of Fantastical Creature Control: This department acts as a sort of conservation agency specializing in non-sapient fantastical creatures.  They make sure that creatures like griffins, mandrakes, and the lesser dragons are kept safe and securely away from muggles. 

Department of Inter-Species Communication: This department handles affairs with non-human, intelligent species like goblins, dwarves, elves, and the like.  Most non-humans in the world have never dealt with and will never deal with this department.  They simply live their lives among humans as a human (at least while out in public).  However, there are some species, like centaurs and giants, that cannot hide behind the Veil to fit into muggle society.  Also, there are groups that arise every so often that demand certain rights or demand changes in policies that restrict non-humans in certain ways; these are the problems this department deals with.  This department also handles contact with the Sanguine Council of the vampires. 

The Grand Laws: Simply stated, the Grand Laws are:
·         No killing mortals with magic.
·         No use of the Unforgivable Curses (Avada Kadavra, Cruciatus, and Imperius)
·         No mind-reading.
·         No necromancy.
·         No time travel.
·         No seeking knowledge and/or power from Outsiders.


The Worlds Beyond: There are other realities beyond our world.  These are places that exemplify ideals or aspects of our world to mind-shattering heights.  Travel to these places is extremely difficult, and once there survival is slim.  Even if someone survives the journey to one of these other realms, returning to the real world is just as difficult as the trip there and returning with any sanity is in many cases doubtful at best. 

Faerie: The Faerie is split into two distinct realms: The Green and The Withering.  The Green is home to Oberon and the Seelie Court while the Withering is home to Queen Mab and the Unseelie Court.  While the Unseelie Court is vicious and evil, do not make the mistake in thinking the Seelie Court is benign.  Both realms feature the extremes of vibrant and dying plant and animal life.  The Green being more dazzling, beautiful, and powerful than anything seen on Earth.  The Withering being more diseased and pestilent that any area on Earth. 

Heaven: No one really knows what this realm is like beyond what is said by the Seraphim (the realm’s only verified residents).  Many religions consider it a place of rest for those who are loyal/pious/penitent enough in their lives.  The actions of the Seraphim don’t really speak to this though. 

The Hells: Known by many names in many religions, the Hells are the homes of the Fallen and the demonic hosts. The Hells consist of many different realms, and not all are lakes of hellfire filled with the screaming souls of the damned. Some are frigid, others are vast, seemingly unending cities, while a couple are rumored to be quite pleasant...at least by the description of demons, and they are less than trustworthy.

The Far Realm: A place of chaos and madness.  This is supposedly where the Elder Gods, and the first whispers of Creation, came from.  Just catching a glimpse of the gibbering undulating horrors that call this place home are enough to drive most mortals insane.  Beings from this place are known as Elders. 

The Real: Also known as Creation and our world. 


The Catholic Church: The Catholic Church is the oldest Christian faith in the world.  They have battled time and again with the forces of darkness.  They have also battled with the wizarding world over the centuries as well.  The Spanish Inquisition sent to death many innocent wizards and fantastical creatures.  While there is an uneasy peace between the Council of Magi and the Vatican, splinter groups on both sides keep the heat turned up. 

The Knights of the Cross: This group of priests and devout warriors that battle demonic forces were born out of the Spanish Inquisition.  They are no longer officially sanctioned by the Vatican to carry out their war on the paranormal, but it is rumored that they are not completely unconnected to the Church either.  Their members are vicious and single-minded in their devotion to their cause.  While they tend to focus their ire on demonic entities, they still strike out at witches and wizards who they consider to be in concert with demons. 

The Exorcists: The Catholic Church has always trained some priests in the rites and tactics of exorcism.  These priests are chosen from the most psychologically and physically tough of those who wish to pursue this course.  Exorcists do not deal with wizards much at all, but there have been some disastrous exorcisms performed on people that were not possessed by demons but were in fact under the effects of a curse. 


Vampires: The culture of vampires is quite complex.  On the surface, there is the Sanguine Council that controls and monitors vampires in much the same way as the Council of Magi oversees wizards. However, their only real goal is the control of the vampire population in the world. Without the Sanguine Council, vampires would have overrun humanity ages ago.  The Sanguine Council is a group of the oldest and therefore most powerful vampires in the world, with the most powerful overall sitting as the Count.  The current count is Orlov Trantesque.
               
There are many different varieties of vampires in the world, and there are many different factions in vampire culture.  Some wish to keep the peace between the living and vampires (vampires can come from just about any living sentient species), while others want to rule over the other species.  Some factions are made up of various vampire types; while others take a more “pro-strain” viewpoint (the powerful Vampire Houses are of this variety).

Western Vampires: These are the typical vampires that most people think of.  They feed on blood, are burned by holy water, can’t tolerate the smell of garlic, are turned away by religious icons, and so on. 

Eastern Vampires: These vampires are also known as Hopping Vampires.  They look more corpse-like than Western Vampires, and their bodies are very rigid.  While they don't look nearly as dangerous as western vampires, they can leap great distances and their claws can tear through armor and people with ease. They still have a seat on the Sanguine Council, but it has been centuries since any of their number have bothered to take part. 

Nosferatu: These vampires are an off-shoot of Western Vampires.  The nosferatu were born out of Karl Vargus, who refused to feed on sentient species after being turned.  His subsistence of living on rats and other animals warped his appearance into a more ghastly, corpse-like visage with claw-like fingers and large, pointed ears.  These vampires tend to stay in the shadows and wish for peace with the living.  They are called “the Weak” and “Rat-Feeders” by other vampires. 

Psychic Vampires: These vampires do not feed on blood, but on the minds of their victims.  They can psionically drain the spirit from a victim, leaving them as a husk of their former selves.


Lycanthropes: There are two varieties of lycanthropes, those who are created and those who are born naturally, sadly both are cursed. Naturally born lycanthropes have at least one parent who is also a lycanthrope.  They can control when they change, and are unaffected by the phases of the moon, but they still carry the curse.  Cursed or created lycanthropes are those that have contracted the curse from another lycanthrope (cursed or natural, it doesn’t matter).  They typically only transform into their hybrid forms during the full moon, but some have learned to change whenever they like, and few even learn how to change into their fully animal forms.  During the full moon, however, cursed lycanthropes lose all sense of self and become murderous savages.  The Department of Inter-Species Communication tries very hard to keep tabs on all cursed and natural lycanthropes.  Many cursed are taken to one of the hospitals or asylums ran by the Order of St. Mungo, for counseling, and many become permanent residents as they either become insane or find they are unable to make the necessary life changes needed during the full moon each month to keep from hurting others. 
               
Natural lycanthropes generally live among humans as humans. The curse that they carry was given to them by an ancient pagan shaman thousands of years ago for some slight that has long been forgotten. Some of these natural lycanthropes work closely with the Order of St. Mungo searching for a counter-curse that will finally remove the curse from their species.


Next up: Races!

Saturday, May 18, 2013

1,510 and why I tend to keep my toys to myself...

So, I've been so busy on the work and home fronts that I haven't really had time to devote to much of anything. Since I feel like I need to be "in the zone" to get much setting writing done, I've balked on sitting down and chipping away at that. However, I have been building a master catalog of creatures (something I can sit down and work on a bit at a time and not worry about losing my focus). Between Monstrosities, Tome of Horrors, and various other outlets like Knockspell and Hex Crawl Chronicles (of which I still have a few to buy) and my own conversions and creations, I've built up 1,510 creatures for use with S&W!

I've still got a few other S&W related products to add to my Monster Codex (which, once printed and bound, will sit beside my copy of Tome of Horrors and used in conjunction with my pdf copy of Monstrosities). Plus, there are thousands of great creatures out there ripe for conversion from other sources. I've already converted the Basic D&D Creature Catalog and a handful of creatures from the 2nd edition Monstrous Manual. I have tons of creatures in the various MC Appendixes, OSR monster books, 3E monster books and so on. This is an ongoing project that will grow and grow over the years.

I doubt I'll ever post these because I'm terrible at keep track of my sources and I'm just as bad at writing the legalese for OGL. While I am tremendously thankful to the Gods of Gaming for the OGL, I'm not really comfortable with sticking my neck out to post my collections of things converted from other sources. Plus, I know that if some creation of mine was used in another's product I would like to get credit for it. Collecting sources is something I'm getting better at, but I'm still using material I downloaded back from the old AD&D-L mailing lists, and I didn't have the foresight back then to make a note of who wrote everything that I use. Not to mention the fact that I'm terrible at making sure that something is "open content" before I use it. So while I'd love to post my Monster Codices and my version of the Swords & Wizardry rules, I doubt I ever will. There will always be bit and pieces that will get posted like my conversion of Mass Effect foes, but that's likely about it.

Monday, May 13, 2013

I just can't seem to leave well enough alone...

I was watching some Star Trek: TNG this weekend and it got me thinking about my house system for sci-fi again. During the development of the system I've found myself falling into the trap of adding too much to the system. I'm not really happy with certain aspects of the system when playtesting. It's one of those things that certain aspects sound good, but when implemented don't turn out quite right. Plus, with my recent work with the Swords & Wizardry rules, I've got to thinking about how I can change things around to make certain aspects easier to run.

First off, I'm taking a play out of the S&W rules and changing saves to a single save column.

Skills are going to be implemented in the same way as is presented in Basic D&D. Characters stat play with 4 skill selections (humans start with 6). Skill rolls are simply a d20 roll against the character's attribute score. A roll under the score succeeds, with a roll of 20 always failing. Skills don't increase other than using additional skill selections on the same skill. Each additional skill selection applied to a trained grants a -1 bonus to the skill roll. Class skill lists are still used with Cross Class skills requiring 2 selections to gain training. Classes are granted the chance to become proficient with weapons, which will now have a "Proficiency Rating" that is a bonus to attack rolls. Each class, however, will have a set list of weapon and armor proficiencies. Some classes, like Diplomat, may not be proficient with any weapons. Requiring them to spend a skill selection if they want to gain the proficiency rating bonus. For armor, each skill spent in armor allows the character to wear the next category of armor (Light/Medium/Heavy/Power), but all characters can wear light armor.

I'm removing all of the career builds for characters. It's a neat idea, but it really doesn't add that much to the ease of the character creation process. Plus, I find that builds such as that tend to get players to see them as really the only such option for that type of characters. Better to just get rid of them.

Psionics...I'm waffling a bit on this. I may go the standard SWN route, but the idea of scrapping the Psion class altogether in lieu of characters having a chance of having a psionic power, a single power, has some appeal.

Much of the rest of the work I've done will still be usable, but as I go through the changes more things may crop up.

Friday, May 10, 2013

I've been laid low...

I've been battling a sick baby and a sinus infection this week, so that's why everything has been pretty quiet so for here at Worlds Galore. Go firgure, the weather is finally nice for more than a couple days and my head feels like its full of concrete a sick nearly 1 year old doesn't help matters either.

Needless to say, I haven't put in much work on the S&W setting this week. What little time I've either had for writing or felt like writing has been spent updating the rulebook. Here's my most recent changes:

Added a Shaman class based largely off the class of the same name from GAZ12, but combined with bits and flavour from GAZ14 as well. Shaman deal in totem animal spirits and the spirit world from which they draw their power. They are a cleric-like class who are the holy men of nomadic tribes primarily found in Ethengar and the plains of the Atruaghin tribes.

Added in the Magic Item Creation rules from the Rules Cyclopedia.

I'm starting to rethink my use of Drow over Shadow Elves. I may relegate the Drow back to NPC/Monster status and use Shadow Elves instead, complete with their own additional spell list akin to that of the Wood Elves, but with spells that are more of use in underground settings.

Added a lot of spells from the various GAZ books.

I hope to start work on the world map this weekend, but we'll see. Hopefully, I'll have something to share soon.

Tuesday, May 07, 2013

Rest in Peace, Ray Harryhausen

Ray Harryhausen is on a short list of people that have spurred my imagination more than any others. I got my first taste of his work in the original Clash of the Titans and seeing the mythical creatures from my storybooks come to life was nothing short of magical. I've since devoured the various Sinbad movies, and his other works.

While the movies and TV show of today can seamlessly blend FX and live action in ways that few would have ever dreamed possible back when Mr. Harryhausen started, I still look back fondly on his stop-motion creations. It's because of Mr. Harryhausen that I'm still so involved in gaming today. It's funny, whenever I use creatures like skeletons, medusas, or iron golems, I still envision them as I saw them in him movies.

Thank you, Mr. Harryhausen. Thank you so very much. I'm going to introduce my sons to Clash of the Titans tonight in your honor.

So this is my 100th post. I can't think of a better way to mark it than by honoring a man that helped get me to a place where I wanted to create worlds and creatures like what he brought to us in his movies.

S&W Setting Musings: Religions

I've always had a bit of a love-hate relationship with how faith is handled in lots of D&D editions. Basic, which is serving as the foundation to the setting, had Immortals: adventurers that have grown in power to the point that they are deified. AD&D through 4E (and well, D&D Next as well it appears) have gods that are worshiped and may take an active role in the setting. These pantheons are typically set and most races at least acknowledge the existence of these gods. The barbaric humans and demi-humans may worship other, lesser, gods, but these are typically seen as false gods, or more "cthulhuesque" old ones. Neither option really feels right to me.

I've never really liked the idea of the gods playing an active role in the world. Some of the worst things to happen to two of D&D more popular settings have been due to the activeness of deities in the world. It's an easy way to re-set a setting for a new edition of the rules, but it's always struck me as a bit lazy. After all, if the gods are going to come down and mess everything up, what's the point of adventuring in the first place? I don't know why I never liked the idea of the players becoming gods in their own right. It seems like a logical conclusion to an epic run. The players have become more powerful than anything else in the world, why shouldn't they become gods in every sense of the word? Meh. Maybe it's because I never really got to those dizzingly high levels (and therefore never got to use the Immortals rules), so I just don't fully understand the fun of playing a god-like being? Possibly.

The set pantheons of many settings, where all the races worship the same gods or at least know that the gods of other races exists alongside their own is just as boring to me. I've fallen into this as well over the years as well. This also leads to the same gods being used over and over, just with a new name. There's a god of Justice, a god of Death, a god of Nature, the chief gods of the elves and dwarves and orcs ad nauseum.

For this setting, I'm taking some hints from the Basic D&D Gazeteers and running with them. Religions are going to be plentiful, but localized. There are only a few widespread faiths (like the Eternal Truth of the Emirates), but many are still hero worship (like the Cult of Halay in Karameikos) or the worship of spirits and ancestors. Even the more contemporary churches may not be tied to any specific god, but to moral ideas (like the Church of Karameikos and the Church of Traladara). How will this affect clerics? Very little. They will still need to meditate on their spells to gain their suite of castable spells like normal. Even if a cleric's faith isn't tied to any particular god, but more to an ideal they still get to cast spells as the cleric that worships a specific deity or demon. There will still be pantheons and families of gods like those found in Greek and Roman myth, but they will be tied to cultures where is makes more sense to have them.

I think this more natural (for lack of a better word) track of using faith will better fit the setting and the various cultures. I can see it being more work, but since religion rarely comes up in game unless the party has a cleric who is prone to proselytizing their faith I won't need a ton of detail on each and every faith. Much like the real world, where there are numerous religious beliefs, it is interesting to see how many un-connected cultures have faiths that are very similar to one another. I can detail a cult, and those details can work for a couple other cults as well with just a little tweaking of the flavor text.

How will such an approach affect the cosmology? Well, I'm tossing out any ideas of an orderly planar wheel like what was found in AD&D and expanded in Planescape. I use the simple Law/Neutral/Chaos alignments, and even then I'm not overly slavish to them (unless a character's class or background demands that I pay close attention to their in-game decisions), so having an alignment-based cosmology doesn't make much sense. There are planes in the setting. Ethereal, Astral, and the Elemental Planes are a given. Other planes of existence will be largely based on the faiths. A lot of faiths that have a "hell or hells" in them will all be tied essentially to the same group of torturous planes that are the home of demons. (I don't make any distinction between demons and devils in my games. They are all just infinitely evil, horrific beings.) Many "heavens" may all be tied to essentially the same place as well, especially if the faiths are more tied to moral ideals than to any specific god. "The Green" will be a place in which the Faerie Court will be located, which will tie heavily into the elven myth and legends. Pantheons will still have their own planes...possibly. Some of the ideas I'm toying around with on how faith and cleric spellcasting actually work would make the need for pantheonic planes.

There you have it, some general ideas on how I'm going to handle religions in my S&W setting.

Next post is #100...I don't know that I'll do anything overly special or not to mark hitting the century mark or not.

Wednesday, May 01, 2013

Setting Update and Closing in on 100...

I've been hammering away at both the campaign setting and adding to/modifiying my hack of the S&W rules. Here's the latest:

I've come to the realization that I'm going to have to essentially re-draw the map of Mystara. The outside material I'm adding in is enough that I can't just squeeze in places here and there and still use the map as is. It sounds like a big task, and I guess it is to a point, but I've already got a rough sketch down of much of the main continent which really is the big part of the task.

As far as backstory goes, I'm going with a "world is darkening" vibe. The wilds are encroaching. While life in the Thyatian and Alphatian Empires is still civilized (well, as civilized as it ever is), the border nations are seeing more creatures, more raids by the savage tribes, and it's getting harder and harder to maintain the status quo. Some of the smaller baronies are falling, or rebelling against the Empires. All the while, the need for expansion is fueling the headlong rush into very possible destruction in many areas. I'm still working out many of the finer details, but it's coming along. Not much that I can really share just yet, but I hope to before long.

I've stated several times that one of the main things that I love about Swords & Wizardry is that I can utilize basically everything in my collection from Basic D&D through D&D 3.5/Pathfinder without a bunch of complex conversions and such. As I'm making notes of places and things I want to have in the setting, I'm converting spells, items, creatures from the materials. I've added a lot of spells from the various Gazeteers, the skill system from the Basic D&D Rules Cyclopedia, and the Shaman class from GAZ12. In my rulebook, I've got conversions from the Wizard's Spell Compendium from 2nd edition AD&D, races from 3E/Pathfinder, and monsters from all over the place. Most of these items didn't take much real conversion at all. Thanks to S&W (and a compulsion to write these days), I'm utilizing more of my collection now than I have at any other point in my gaming history!

One final note, I'm closing in on post #100. I almost feel like I should post something special, but I haven't figured out what yet. I hadn't really done much with this blog until last December, but it's exploded since then. Not sure why I've gotten into the blogging swing of things again, but I'm glad I have. By getting involved in the blogging community, my desire to write is back in full swing, and I've discovered a ton of great blogs. Now if I could just get a regular game going....