Table of Conents
- 1. Quick Race
- 2. Brief History
- 3. Positives & Negatives
- 4. Lifespan
- 5. Appearance
- 6. Living Habitat
- 7. Food & Sleeping Requirements
- 8. Culture
- 9. Racial Relations
- 10. Racial Skills & Abilities
- 11. Glossary
1. Quick Race Guide
Male: 2’5” - 3’1”
Female: 2’4” - 2’9”
2. Brief History
While no written histories exist of early kaba'ni, oral traditions and legends of the birth of their race align neatly alongside event that took place in the late First Era. Much of their own chronicles and texts were destroyed during the holocaust event known to them simply as The Scorching. During this time, stories say the very sky caught fire and destroyed their homeland, forcing them to retreat to a holy site deep in the mountains. The surviving elders of the time deemed the surface world—the World Above, as they refer to it—far too dangerous for their species and carved out a life for themselves in the Underwilds. In the span of four generations, the kaba'ni were able to expand a small mountain monastery into a sprawling city: Yvintha'anati.
By and large, the kaba'ni were content to remain in their Underwilds stronghold, waiting for religious and sacred Signs to appear to tell them it was time to return to their ancestral homeland. Yet, as time passed, both complacency and political squabbling kept them from seeing prophecy unfold. It wasn't until the Fifth Era when a Prophet—the second in all known history—rose up and led a small band of kaba'ni to breach the Great Seal and return to the surface. Events of this period are largely speculated and shrouded in both myth and fractured account, but in the end the kaba'ni were divided into those who remained above (Returnists) and those that chose to remain within Yvintha'anati (Traditionalists).
Resettlement in the World Above proved difficult for the Prophet and the Returnists. Harsh climes, unknown perils from both flora and fauna, and general isolation made life difficult for the adventurous kaba'ni aboveground. In their travels and expansion, the Returnists had run-ins with the nomadic and militant Wildlings—distant kin that survived the Scorching outside of Yvintha'anati. Conflicts erupted over territorial disputes and religious dissention, but eventually the Prophet managed to unite the kaba'ni beneath a single banner once more.
Within a generation, both Underwilds and Overwilds kaba'ni established a fair system of governments, trade routes, and settlements, with Yvintha'anati as its religious heart and Yvintha'nataan as its political seat. While many still cling fervently to old prejudices, still more look to the horizon for the opportunity the new dawn can bring.
3. Positives & Negatives
Kaba'ni are small, quick, and possess sharp teeth and claws which they can use as natural weapons should they find the necessity. These have an attack value of their strength x 1.25.
Quick List of Modifiers
Increase magic effects of Geomancy, Aeromancy, Aquamancy, and Pyromancy by x 1.5
+10 to Luck
+5 to Initiative
Natural PR of 10
Natural MR of 10
Natural Weapon Attack Value of Strength x 1.25 (Claws)
Many kaba'ni still hold to the old faith and tradition of their people, which speaks of demons and fell powers working in the heart of the world. They tend to be xenophobic and superstitious concerning things outside their understanding. For most, everything can be traced back to either their Goddess or the Infernal.
Kaba'ni have several stages in their lives. Whelps are completely dependent on their parents for protection and nourishment and are similar to human infants. Kipa seem to have boundless energy and resistance to physical harm. Like human children, they are voracious and inquisitive in this stage, prone to getting into trouble when they aren't eating or sleeping. Gina are the adults of the kaba'ni, having reached their full height and average weight. At this time they will take their place among their people and assume the duties and honors due their clan. Doj are the elders of the Kaba'ni, and spend their autumn years in contemplation and instructing their clanmates in their vocation so that their accumulated knowledge is not wasted. Doj will spend their last year of life solely in prayer and meditation awaiting the end that they might be with the Mother Tree.
Kaba'ni are short when compared to other races, with stocky-to-thin frames. Short, soft fur covers their entire bodies, the shades range from light tan to deep charcoal; rarely a kaba'ni will be born with pure white fur—the mark of holiness—and will be tested as a potential Leaf Sage. Kaba'ni also have markings on their foreheads, back, and paws that are dictated by clan birth; these range from stripes to whorls to blotches. A kaba'ni's fur will be slightly longer on their heads and grow at human average, and is often braided or put up. Kaba'ni have a single tail that is somewhat prehensile, but functions mainly for balance; the fur on a Kaba'ni's tail can be short or bushy. Their eyes are large and almond shaped. Underwilds kaba'ni tend to have eye colors of dark mountain gemstones, such as garnet and silver, while Overwilds kaba'ni are disposed to lighter natural colors, such as greens and blues. Thick and slightly-pointed nails decorate a kaba'ni's paws. A kaba'ni has ears on the sides of their head between six and eight inches in length, and are directional like that of a cat.
6. Living Habitat
The Kaba'ni are largely found in the underground city of Yvintha'anati, and are accustomed to tunnels and caves. Before the Scorching the Kaba'ni were a tree-dwelling race. After the Great Rebirth (The True Ablution), a large portion of Kaba'ni have left their underground city, with some returning to the forests and others making homes within the cities of the great floating continents of the sky.
7. Food & Sleeping Requirements
Kaba'ni eat two to three small meals a day consisting mainly of vegetables and roots, with a small amount of meat if available. Kaba'ni drink water or teas as a mainstay, though fresh berry juice is always a treat. Kaba'ni will eat raw meat to survive as a last resort, preferring their food purified by fire and their drink fresh; Kaba'ni will not drink anything fermented or “unclean.” They require a full cycle of sleep or else face fatigue (-5 from endurance per missed hour).
The entirety of kaba'ni civilization—both in the Underwilds and the World Above—centers around the worship of a goddess simply called the Mother Tree. Many scholars believe this is a once-tribal representation of Ova, the sleeping Goddess of Nature, that blossomed into an entire religion. Others say it is a subconscious homage to the yerrowwood trees the kaba'ni revere and make their homes in. Likewise, it is speculated that the Infernal is a reference to Zodo in His former malefic incarnation during the First Era. Whatever the source, the kaba'ni fervently believe in this Goddess and will brook no disrespect or dissention from their kin. The Mother Tree is all-made-one, in all things and all things exist purely for Her Will.
The kaba'ni nation is governed by two distinct, yet cooperative elements. The four Leaf Sages represent the religious power, and are seen as intermediaries between the Mother Tree and Her children. The political government itself is divided into two ruling bodies, the Vinaghi and the Sidheum. The Vinaghi are comprised of twelve matrons, the heads of each of the traditional Twelve Clans. The Sidheum are formed of officials elected from amongst the commoners; both Underwilds and Overwilds kaba'ni serve the Sidheum. While all three bodies have equal say in matters of state, the Leaf Sages generally refrain from dealing with day-to-day affairs unless directed to do so by the Mother Tree. The Vinaghi, having the greatest support, rule the Clans in regional matters, while the Sidheum focus their attentions abroad. All three governing bodies also employ their own version of a military, with each tending to its own affairs unless war has been declared.
The common kaba'ni is studious and wholly dedicated to the trade for which they were born. Each Clan serves the community in a unique way, though apprenticeships between Clans is not unheard of. When not dutifully toiling away at their labors, kaba'ni spend their time with family within their domis. Whether enjoying a game, recounting a tale, or playing a joke, kaba'ni give of themselves completely and with adoration for their kin.
While kaba'ni can be secretive and suspicious of outsiders or those that do not have their respect, they are warm and inviting to friends and neighbors. Most give selflessly and speak openly—at times, too plainly—for things they are passionate about. Regardless of faction or Clan, all kaba'ni share a unique spiritual bond with one another, and band fiercely together in times of trial.
As the Will of the Mother Tree is of paramount importance to them, the kaba'ni also have a deep regard for nature and see themselves as its stewards. No kaba'ni will do anything considered 'unnatural' to another living thing, be it flora or fauna, without extreme provocation. All kaba'ni tend to the natural order in their own way, or accouter themselves with meaningful keepsakes such as feathers, scrimshaw carvings, or other natural crafts.
For those playing Kaba'ni in the Sixth Era, this is of little importance. A goddess doesn't need to be real to be worshiped. A kaba'ni values nature, family, and clan above all things.
9. Racial Relations
The kaba'ni have lived such an isolated lifestyle that it is difficult for them to deal with other races. While many are naturally curious when encountering another species, they will remain wary—nearly paranoid—of strangers until they prove themselves without dark intent. Once this initial distrust is disproven, a kaba'ni will usually prove childlike in their trust. While this might seem a means of taking advantage of the kaba'ni, one would be advised against doing so—the kaba'ni have eager lips and long memories, and a trust, once broken, is nearly impossible to repair. Outsiders earning kaba'ni favor might find themselves with fast friends... albeit friends that love to play tricks and explore everything with a nearly-obsessive curiosity.
10. Racial Skills & Abilities
The Kaba'ni senses work together to form a greyscale picture of the world around them when in very low light, though small details are elusive to them. This is a constant effect that takes place in low to almost no light.
|Climbing - Speclialized
This ability allows you to climb difficult to climb areas successfully. Kaba'ni specialize in Mountain Climbing. There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing, refer to Exploration and Gameplay rules for more details.
With this ability a kaba'ni can channel his or her magical energies into a friend who possesses the same runic element. For example, if the ally and the Kaba'ni are both mystics who have the Essence Bolt spell, with this ability the Kaba'ni can cast the same spell as his or her friend at the same time, combining the effffects of the spell as one spell. This effect can only work if the Kaba'ni hasn't used his or her magic actions. The player would simply indicate they are going to channel the same spell when another player of the same element is casting a spell, and combine the kaba'ni's spell casting and magic power into that of the other player character's spell. If the other player fails at the spell or the Kaba'ni fails at the spell, no channelling takes place.
The Kaba'ni as a race have been removed from the typical Nor'Ovan society for so long, that they had developed a language of their own. Here is a list of Kaba'ni words to help you better role play your kaba'ni character.
Weights and Measures
Enz (ez): One-fourth of a paw (2.5 cm)
Paw (pw): Four enzes (10 cm)
Pace (pc): Five paw (50 cm)
Mitra (m): Two pace (1 m)
League (l): Five kilomitras
Stone (st): Approximately 14 [pounds]
Aelfa: A fictional creature that dwelt in pre-Scorching forests known for their capricious, and sometimes malevolent, nature.
Ani (AH-nee): A sister of one’s momo or tita; an aunt.
Aethycite: A naturally-occurring crystal found deep within the Underwilds that reacts to as-yet unknown cosmic energies, producing a soft yellow glow. Conveniently, this illumination is strongest during midday and softest during deep night. Aethycite is integral in the growth of plants native to the World Above. While yellow aethycite dispels or disperses magickal energies, the extremely-rare variety of blue aethycite has been found to have the capacity to harness and channel said energies. This seems to be similar to ylem, it is unknown as of yet if it is indeed ylem or perhaps was at one time ylem.
Crown fur: Longer and thicker fur that decorates a Kaba’ni’s head, extending from the crown of the head to the nape of the neck.
Desa (DEH-sah): A gender-specific term for a male Kaba’ni.
Doj (DOHJ): A gender-neutral term for any Kaba’ni of elderly age
Domi: A household or sphere of responsibility. Outside of direct obligation—parent to offspring—a domi is the smallest sphere of authority. In ancient times this term was used to describe a particular bloodline, usually marked by a union of two clans through arranged mating.
Gandu (GAHN-doo): A beast of burden resembling a large, stocky mole. A full-grown gandu can weigh nearly thirty stone.
Gina: A gender-neutral term for any Kaba’ni of mature age
Iko (EE-ko): A game of strategy played with colored stones in which the aim is to surround more territory than the opponent.
Inca (EEN-kah): A brother of one’s momo or tita; an uncle.
Kipa (KEE-pah): A Kaba’ni between ten and forty harvests in age.
Kua (koo-ah): The foundation of life and the emanation of the Haal-Noor as reflected by the Will of the Mother Tree. Literally meaning “gift” in the Holy Tongue, kua resonates throughout Creation and sustains all forms of matter and energy. Those with an affinity for kua are able to sense, and sometimes manipulate, the world around them. If not properly trained, however, the flows of kua can sweep a practitioner away and render them mad or worse. See also Disciplines, Dominions
Momo: A female parent; mother.
Nida (NEE-dah): A female offspring; daughter.
Sadi (SAH-dee): A gender-specific term for a female Kaba’ni.
Tana (TAH-nah): A male offspring; son.
Tita (TEE-tah): A male parent; father.
Titles: A gina may hold one or several titles in his or her lifetime, depending on the spheres of influence they hold within the community. A Kaba’ni is to be addressed by their highest rank within a given sphere of influence, military titles having priority. If a gina does not have a title, they are to be addressed by their full name. Only immediate family may refer to a gina by their birth name without clan suffix; it is considered a grave insult for a gina of another clan to refer to one in such a fashion, unless they are mated.
Watchnight: A term generally referring to the two-week period an armsgina of the watch is considered on duty during a given rotation before being allowed home. Archaic.
Whelp: A Kaba’ni less than ten harvests old.
- Sixth Era Campaign Information | Story Prologue
- Sixth Era Settings | Chalcedonia
- Magic in the Sixth Era | Spirit Familiars
- Magic in the Sixth Era | Magic in the Sixth Era
- Race Changes and Additions | Races in the Sixth Era
- Race Changes and Additions | Namara
- Magic in the Sixth Era | Psionics
- Magic in the Sixth Era | Temporamancy
- Magic in the Sixth Era | Necromancy
- Magic in the Sixth Era | Mysticism
- Magic in the Sixth Era | Pyromancy
- Magic in the Sixth Era | Aquamancy
- Magic in the Sixth Era | Aeromancy
- Magic in the Sixth Era | Geomancy
- Changes or Additions to Core Rules | Shade
- Changes or Additions to Core Rules | Xenian
- Changes or Additions to Core Rules | Celestial
- Changes or Additions to Core Rules | Banshee
- Changes or Additions to Core Rules | Changes to Races
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- Character Origins | Character Origins
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- Instructions & Character Sheet | Character Creation Instructions