Brief History
The Namara are a race created by accident. During the early trials with genetic replacement therapy looking for a cure to Bitterwood, plant DNA accidentally got introduced. The lead scientist blamed it on the intern's cat, who in a scientific experiment of its own to test the effects of gravity, knocked over several planters of rare plant life from the Chalcedonian Jungle. The result did seem to cure the Bitterwood affected areas, by replacing them with plant fibers and fungal growth. Since the Great Magic War, the Namarans have retreated to the deep jungles. A curious folk most at home in the wilderness, the Namara are known to live primarily in clan based villages hidden from the eyes of civilized nations. They are a mostly peaceful people, but certain Clans are known to be more warlike than others.
Positives & Negatives
The Namara are known to be excellent guides and hunters,with a lifestyle makes them adept at hunting and gathering. Namara seem to be able to navigate the most hostile and difficult of lands. All Namara are immune to poisons and diseases but receive double damage from fire.
The namara are separated into 2 clan-types: Verdant Namara and Briar Namara.
The Verdant Namara are the peaceful healers of the woods. They have increased bonuses towards healing and nature skills. They are resistant to mind-altering status effects as well. They are not as strong offensively.
The Briar Namara are the warriors and guardians of the woods. They have increased offensive and defensive power. However they lack the verdant namara's mental balance and clarity.
Racial Skills & Talents
Namarans start with the following skills:
| Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|
| Healing Spores | 2 Soul | a 2x2 space area around the namaran | instant | Normal Nature |
The namaran can release a cloud of healing spores that will restore 2d6 Vitality to anyone in the area of effect, friend, foe, and the namaran. |
be a namara |
| Rooting | 1 Power | self | 1d6 rounds | Normal Nature |
The namara can sink small roots into the soil, giving the Namara a +5 to brace. The namaran can not move during the duration of this skill but the namaran also cannot be moved or knocked down. |
be a namara |
| Toxic Spore Release | 1 Soul | a 2x2 space area around the namaran | instant | Normal Critical |
Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. |
be a namara |
Namarans also have the following talents:
| Talent | Effects | Requirements | Handicap Cost |
|---|---|---|---|
| Acquired Immunity |
After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When effected make a Hard Immunity check. If you pass after you are infected, then your character will develop an immunity to that particular infliction. This must be done for every new infliction of any new health affecting status ailment. |
N/A |
You also develop immunity to positive status effects in the same way and must make immunity checks to them. |
| Blood Letting |
The Briar Namaran can cut itself and apply its blood to any weapon giving the weapon a poisoning effect of 1d4 Vitality per round. Since each namaran is different it is impossible for anyone to gain immunity to this kind of poisoning. |
be a briar namaran |
N/A |
| Natural Camouflage |
The namaran can blend in well with the flora of a jungle or forest, gaining a +8 to Stealth when in such environments. |
be a namaran |
Desert Weakness: Being a plant creature, the namaran does not do well in deserts and other very arid climates. When in those climates the namaran will be capped at half Power stat. |
| Solar Revival |
When within sunlight namarans will continuously regain 1d4 Vitality per round (in battle) or 1d10 Vitality per hour (out of battle). |
be a namara |
Darkness Weakening: The namarans need sunlight. Without it they cannot heal as well. When in dark places any healing abilities, spells, or potions will be half as effective against the namaran. |
| Verdant Sybiosis |
The verdant namaran has symbiosis with nature. Any earth or water spells will have a normal luck chance of healing instead of hurting the namaran. Furthermore verdant namarans have their potion effects doubled. |
be a verdant namaran |
Wailing of the Forest: Whenever the namaran witnesses destruction to the natural world a Normal Mental Balance -2 check must be made. Should the namaran fail, the namaran will suffer loss of self status effect that cannot be cured for 1d12 hours. |
Lifespan
Namara are basically treated as adults as soon as they hit the age of 10. Before reaching that age, they are cared for by the whole clan. After reaching that age, they must build their own hut and start helping the clan, though the clan will always help one another. Elderly Namara older than 600 are treated with the utmost respect, and almost worshiped. Namara welcome death, seeing it as a right of passage to the spirit lands where they can be with their ancestors and where the bravest and most true Namara hold watch.
Living Habitat
They live in a clan based system that usually includes a few villages, located in the many forests of the world. It is not common to see a namara far from the forests.
Food & Sleeping Requirements
Namara must drink water 3 times a day and sleep 6 hours a day, in order to not suffer any penalties. A namaran that doesn't spend at least some time in the sun light a day will suffer from anxiety.
Appearance
Humanoid in size and shape, Namara are known to either have green, orange , yellow or brown leaf like hair, and their eyes are either green, purple, red, or yellow, their skin is either green brown, grey or yellow are covered in what seem to be fungal spore growths and their warriors are covered in ritualistic scars. Their hair grows more like a long vine with leafy like follicles.
Brair Namara warrior men never cut their hair, with their hair only being cut by the one who bested them. A briar namara man with a long "vine" is treated with respect, while one with a cut vine is either scorned or treated with the kind of sympathy you'd give a sick child.
Verdant Namara are not as peculiar with hair length. Instead they are more identified by the richness of green upon them and take pride in any new fungal growth.
Culture
The Namara tend to revere nature, the winds, Ova and Norvus, and their ancestors.Their village leaders are often considered to be shamans and advise the clan leader, and they have varying festivals celebrating the changes of the seasons, as well as funerals to morn the passing of creatures and flora.
Verdant Namara are far more invested in the observance of nature than their Briar cousins. the Verdant will hold ceremonies celebrating every new life and every new death, viewing each as part of a very important cycle of nature.
The Briar however value strength, honor, and courage. It is not uncommon for the briar to make fun of the verdant, however the briar will protect the verdant with their life. The Briar celebrate the proven strong, and the proof of their strength is the length of their vine-like "hair".
Racial Relations
They have a good relationship with most races. Any conflicts that have been known to occur have usually been resolved in a swift, sometimes brutal nature. Most find namarans to be a curiosity, while some even fear them.
